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Sanguine Debauchery (SD+) (January 2025)


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Posted

At midnight I get this message:

"[You are enslaved to a master that has been removed from master races. Your enslavement was terminated.]"

Where is the list of master races and how do I alter it?

Posted

At midnight I get this message:

"[You are enslaved to a master that has been removed from master races. Your enslavement was terminated.]"

Where is the list of master races and how do I alter it?

 

This is a new feature I added to clear the player from enslavement if the race of the owner was turned off in the SD addon Content Consumer created.

 

It is possible the mod didn't detect the race correctly when it was upgraded. I will need more details.

 

What is the race of your master up to that point?

Posted

Anyone know how to get enlsaved, I have gone to two bandit camps, the tower one east of whiterun and the one just north, and can't get enslaved, am I doing anything wrong, defeat is certainly working though

Posted

Anyone know how to get enlsaved, I have gone to two bandit camps, the tower one east of whiterun and the one just north, and can't get enslaved, am I doing anything wrong, defeat is certainly working though

make sure you have activated and enabled all mods in Death Alternative. Neither of those things happen automatically with the latest version.

 

A request for @Skyrimll - as I understand it, there is a (random?) delay before the master's travel package begins. This usually turns into just sitting around in the wilderness with nothing to do. Would you consider beginning the travel immediately upon enslavement? Pretty please?

Posted

 

A request for @Skyrimll - as I understand it, there is a (random?) delay before the master's travel package begins. This usually turns into just sitting around in the wilderness with nothing to do. Would you consider beginning the travel immediately upon enslavement? Pretty please?

 

 

In a mod? You can trigger it deliberately:

 

actorRef.sendmodevent("PCSubMasterTravel", "Start")
 
If by default, though... I agree. IIRC there was a reason for having a delay between enslavement and the start of travel, but I can't remember why exactly, or why it's such a long one. I'd think a couple of hours, max, would do the trick if it's something like letting startup scripts cool down a bit?
Posted

 

 

A request for @Skyrimll - as I understand it, there is a (random?) delay before the master's travel package begins. This usually turns into just sitting around in the wilderness with nothing to do. Would you consider beginning the travel immediately upon enslavement? Pretty please?

 

 

In a mod? You can trigger it deliberately:

 

actorRef.sendmodevent("PCSubMasterTravel", "Start")
 
If by default, though... I agree. IIRC there was a reason for having a delay between enslavement and the start of travel, but I can't remember why exactly, or why it's such a long one. I'd think a couple of hours, max, would do the trick if it's something like letting startup scripts cool down a bit?

 

I meant in general, but that's actually very helpful too, thanks.

Posted

 

 

 

A request for @Skyrimll - as I understand it, there is a (random?) delay before the master's travel package begins. This usually turns into just sitting around in the wilderness with nothing to do. Would you consider beginning the travel immediately upon enslavement? Pretty please?

 

 

In a mod? You can trigger it deliberately:

 

actorRef.sendmodevent("PCSubMasterTravel", "Start")
 
If by default, though... I agree. IIRC there was a reason for having a delay between enslavement and the start of travel, but I can't remember why exactly, or why it's such a long one. I'd think a couple of hours, max, would do the trick if it's something like letting startup scripts cool down a bit?

 

I meant in general, but that's actually very helpful too, thanks.

 

 

I believe there are only two valid values ("Start" and "Disable") for the string. I use Disable to prevent a master from traveling at all, if he/she/it is already in a good spot. Add some sandboxing, idle markers, and a minor quest or two, and you can be a live-in housekeeper. :)

 

 

Actually, now that I look at it, you can define the amount of time before traveling:

storageutil.setintvalue(actorRef, "_SD_iMasterTravelDelay", ###)

Where "###" is an integer. Of course, that's number of days, and by default is set to 1, so you can only increase it, which doesn't really do any good. ;)

I'm not sure what a value of 0 would do there. Either it would start travel instantly, or break the game entirely. I believe it's signed, too, so a negative number might be interesting. For all I know, setting to -1 would trigger an integer wrap or something, meaning your master would only start to travel after nearly twelve million years in-game.  :lol:

 

 

EDIT:

I also found this:

If (_SDGVP_config_min_days_before_master_travel.GetValue()>0)
    StorageUtil.SetIntValue(kMaster, "_SD_iDaysBeforeTravel", Utility.RandomInt(1,5)   )
    _SDGVP_isMasterTraveller.SetValue(0)
endif

Which means I've been wrong this whole time. It isn't a fixed value, it's random between 1 and 5 days of sitting in place before the master starts to move!  :o

Posted

 

 

 

More specifically.... ALL my owners say "Go away, I have enough slaves already." Over and over and over... Obviously I have something in my load order or something that is either configured wrong, or shouldn't be there, just wondering if anyone knows specifically what might be causing it.

 

I got this issue after updating and adding a few new mods, most notably, Devious Framework, or some such that adds a leash system, allowing owners to yank the player back to them etc, also a mod adding more traps and monster attacks (which I'm thinking of getting rid of since it doesn't distinguish where you are, so the traps and monsters can attack anywhere, which can be a bit annoying when you're in the middle of a sex scene with your sweetie (or master) and a gargoyle just shows up and crashes the party.... and failure consequences (for alchemy etc).

 

Also, the Sexlab Defeat thing... It's not? >o< that will make me sad *investigates that...*

 

Answered my own questions - Defeat isn't listed anywhere as incompatible.

 

And - I got frustrated with the traps and failure mods and disabled them, my masters are no longer telling me to go away~

 

For anyone else who cares -

 

Traps and Pitfalls and or FMEA while technically not incompatible, one or both of them can trigger owner spam at this point. So if you have that issue with these installed one of them may be the culprit.

 

 

I am afraid its not specifically Traps and Pitfalls or FMEA - in my current playthrough I don't have either of them installed but have today come across the same problem.  Never seen this before and haven't changed anything else other than upgrading to the latest version of SD. I'll investigate more and let you know if I find anything.

 

Oh - and monsters appearing during sex scenes isn't FMEA - there are no summon monster traps in FMEA,  and FMEA traps are only triggered when harvesting plants, picking locks or crafting potions. :)

 

 

I tried various tricks but could not find a way to fix this in game so I uninstalled dialogues and SD cleaned my save and reinstalled - that fixed the issue.

 

In my case I'm guessing the problem was because my last SD upgrade was done as an overwrite without save cleaning.

Posted

Hey content consumer. Did you find out why there was a gargoyle escaping from the test cell and attacking the player? I know it's your gargoyle because it has your name written on it! (Or at least the SD Addon.esp name.)

Posted

 

Anyone know how to get enlsaved, I have gone to two bandit camps, the tower one east of whiterun and the one just north, and can't get enslaved, am I doing anything wrong, defeat is certainly working though

make sure you have activated and enabled all mods in Death Alternative. Neither of those things happen automatically with the latest version.

 

 

Death alternative is active, I have done into the extended bleed out mode before

Posted

The master will start his/her travel package after a day spent outside.

I had to add a delay because masters used to walk out immediately if you went outside while enslaved, or if you were enslaved by someone outside.

 

Also, note that once their travel package is started, masters will often pause their trip if you talk to them after 8pm and will resume if you talk to them after 8am.

Posted

Hey content consumer. Did you find out why there was a gargoyle escaping from the test cell and attacking the player? I know it's your gargoyle because it has your name written on it! (Or at least the SD Addon.esp name.)

 

Yeah, it's my gargoyle. I don't know why or how he gets out of the cell, but I've seen it in a couple of other mods.

 

 

Hmm... No, I don't. I guess it might be one of those from the testing cell, teleporting to the player for some reason. I'll take a look, but as far as I know they're stuck where they are.

 
I did use vanilla NPCs, though, just grabbed some from the NPC list, so if some mod (or the vanilla game) looks for an available gargoyle actor in the world and then teleports them to your position to use it, that can be the cause.
 
Alternately, there's the rare but known issue with NPCs (playable races only though I thought) not being where they should. I've had it happen with several mod-added NPCs, so it's certainly possible that one of those gargoyles got lost.
 
What I might end up doing is getting rid of the individual rooms in the testing cell, and just make some "spawn an X" buttons instead. That should take care of the problem, because I still don't know how to fix the issue with mod-added NPCs getting lost in the world. AI package maybe?

 

EDIT: If it's reliably reproducible, try this .esp file and see if that fixes the issue:

I just deleted the NPCs in the test cell. Maybe that'll fix it?

 

 

Try this .esp file, hopefully that will fix the problem until I can get in and make a proper testing cell.

SD Addons test.7z

Posted

Well, you could mimic the QASmoke location and put in place a system that spawn monsters on request. Push a button that triggers a placeatme or whatever.

Posted

If it's that gargoyle that's popping up after fast travel, I've got him too. He's always showing up after I fast travel or someone ports me somewhere. Gonna try that possible patcher as well.

Posted

A glitch I've noticed is that sometimes when you allow NPCs to take things from you or you give your master gifts, they become muted and you can no longer talk to them.

 

I am still getting that racemenu issue I mentioned. I narrowed it down to something that happens during the auto equip/ unequip shackles causes it to happen. Is anyone else getting an issue where they can't exit racemenu (ShowRaceMenuAlternative)? I haven't had this happen until I put SD+ on.

I found a way around it where when stuck in racemenu and unable to exit you can coc to say, whiterun and that will kick you out of racemenu and place you back at your last location with any changes you made in racemenu saved. But I'd like to find a solution to the problem if possible. 

Is there a console command to close racemenu? Also, does anyone know how to scroll down the list of active effects on your character when you open console command? I see the list of the first dozen and then there's a down arrow at the bottom of them, but I don't know how to actually scroll down that list. I was wondering if this was some sort of ghost effect causing this and wanted to try removing it. 


By the way, congratulations, I think you did what I thought was impossible and made SD+ work with Maria Eden which is pretty awesome. I've played into multiple quest lines and made it to level 20 on this character with (among other mods) SD+, Maria Eden & SexlabHormones all working pretty well together and nothing has blown up yet. 

 

 

I've occasionally noticed the race menu exit glitch, though it only seemed to affect my 360 controller, mouse and keyboard work fine.

 

On the subject of Maria Eden, although it's been improved slightly  I've still got missing dialogue, namely the 'May I ask you something' option which no longer appears post enslavement.

May I enquire which mod you load first, ME or SD+?

Do these latest fixes only work on brand new save games?

 

Edit;

I've tried swapping the load orders and starting a new character, yet the same faction issue persists, 'removefromallfactions' seems to be the only thing that fixes the issue but only sometimes.  :/

Posted

If it's that gargoyle that's popping up after fast travel, I've got him too. He's always showing up after I fast travel or someone ports me somewhere. Gonna try that possible patcher as well.

 

I'm not certain it will work with existing games where the gargoyle is already around... I think it probably will, but no guarantees.  :-/

 

EDIT: Actually, since all the mod does is alter some storageutil variables, it *should* be perfectly safe to uninstall once you've got it set up the way you want it, if the gargoyle continues to be a pest.

Posted

How long should the whipped texture applied by SD+ stay on the PC? Had it applied after a teleport to the dreamworld where sanguine whipped my PC and i left it on for quite a while expecting it to disappear like the apropos textures but never did so i removed it via slavetats menu

Posted

 

 

The latest versions of SD+ and DA fix that. 

Note that you will have to manually register the quests in DA for them to appear.

 

Devious Devices assets, integration and expansion got a significant update a few weeks ago. You will need them with the new version of SD+

 

I was getting interferences between the head shave from SD+ and hair loss from Hormones. 

And since I was updating Hormones to be compatible with Immersive Fashion, I decided to reduce the amount of work on my end and focus only on Hormones.

I do have the latest DA, will get SD+ and see if that fixes all those issues.

 

Thanks for letting me know, I'll get those and probably update my other mods too.

 

Too bad, between Being Female and Realistic Needs I think also paying attention to weight, hair, colour ETC would be way too much. I'll just disable the feature. I can still use SlaveTats though, right?

 

Also meant to ask; SKSE 64's beta will be out in March... We already got FNIS and CBBE should be out eventually if it isn't out already. Will SD move to Skyrim SE?

Posted

 

 

 

The latest versions of SD+ and DA fix that.

Note that you will have to manually register the quests in DA for them to appear.

 

Devious Devices assets, integration and expansion got a significant update a few weeks ago. You will need them with the new version of SD+

 

I was getting interferences between the head shave from SD+ and hair loss from Hormones.

And since I was updating Hormones to be compatible with Immersive Fashion, I decided to reduce the amount of work on my end and focus only on Hormones.

I do have the latest DA, will get SD+ and see if that fixes all those issues.

 

Thanks for letting me know, I'll get those and probably update my other mods too.

 

Too bad, between Being Female and Realistic Needs I think also paying attention to weight, hair, colour ETC would be way too much. I'll just disable the feature. I can still use SlaveTats though, right?

 

Also meant to ask; SKSE 64's beta will be out in March... We already got FNIS and CBBE should be out eventually if it isn't out already. Will SD move to Skyrim SE?

only if sexlab does.
Posted

Sexlab, and Devious Devices, and Zaz anim pack, and Racemenu, and ... and ... :)

 

Seriously, I will eventually move on to SE but only once most of the mods I enjoy playing with are there too.

Posted

I haven't actually get to explore everything this update has to offer yet. Because a couple of things happen in the game so I'm not sure if it's this update or what.
Well, it seems like my old saves where my car. was already a slave works flawlessly with this update. I still don't know what's the allowance point is for. But from my experience, it seems to make my char. more active in begging to be raped so the allowance point wouldn't be too low?

In another save where my char. wasn't enslaved, but SD was recognized, I ran into a problem when sexlab defeat & death alternative decided to conspire against my char. to become a spriggan host then a sabercat slave. My char. successfully repel the 2 without cheating eventhough the 2 mods really want it to happen. After this encounter, a lot of supposedly-hostile NPCs just stopped being hostile altogether. My char. made a stop in Broken Fang cave & Embershard mine, only the NPCs at the gate will engage combat, the rest will just let her through.

Speaking of sabercats. Something weird happen while my char. was enslaved by 1 on the other day. The sabercat ran off & it's impossible to catch up so I have to press the end key. But that pisses her master off. And oh, my char. could free roam as well. My char. wandered off too far, and then I'm not sure if the timer works properly. It says I have 50 seconds, but when it counts down to 31, I keep seeing the debug msg. saying the shock from the collar makes my char. horny. So after I teleport my char. to the damn cat, found out it ran all the way from north of Whiterun to Dawnstar outskirts, I just console kill it. It was kind of funny when my char. was crawling up the side of the mountain to catch up with her master, too. I know the crawl is supposed to be kinky, but oh boy, it was hilarious to watch.

Most of the time, defeat & death alternative arguing about should my char. be raped then lay on the ground naked, being healed, or fade out, really. So, getting aggroed by the same NPC 3 times before SD could kick in was quite a bitch. Why is death alternative a must, again?

Posted

Spending around a little bit more, I tick the dream world to "After First Escape" my char. didn't get to the dream world. Maybe because she uses sleep anywhere to sleep? I've been doing a sort of hobo playthrough, she sleeps on the ground a lot. And dance scene is still doesn't work? And just jbezorg is here, I know how the spell works. I may not be playing on my archmage char, but that doesn't mean I don't know how to cast ingame spells. My char. seems to get a random amount of gold instead, so I guess that's cool...

Oh, it also seems like my char. gets her stuff back when she kills her master, which is nice. I also noticed the human master is following my char. around now. Or does it, I'm not quite sure. Because 1 moment, he does, then he spends his time sitting on a bench, munching on a loaf of bred on the other so...

Posted

 

Seriously, I will eventually move on to SE but only once most of the mods I enjoy playing with are there too.

It's a matter of time and I believe after SKSE is done, it won't be long at all. I too will wait until every mod I use makes the transition, not just SL, SD ETC. I understand. Most of all I appreciate that you're willing to do this, there are authors out there that simply reply with "If you want it on SE, then YOU do it". Which IMHO is just bad.

Posted

In Defeat I've set DA at PC Post Assault at 85% chance, everything else at 2% or completely disabled them. In DA I've ticked the Defeat on BleedOut menu, turned off Necromancy and in BlackOut I've disabled any Rescue or Left For Dead scenario related to Defeat. I've set all other chances very low and left all enslavement priorities related to SD to high, such as 80+. I've set DEC to lock out of SD and given it a fairly high chance of enslavement too. SD's enslavement chance is default(100% I believe).

I've made sure the mods are all installed correctly and working individually, I've registered animations, registered quests in DA, checked for mods in Defeat, refreshed mod detection in DEC, cleaned my Save Game. No other problems of any nature when playing.

With all that said, my problem is, I'm rarely getting enslaved on BleedOut or BlackOut, while when it happens(The random couple of times it happened throughout 20-30 efforts) it's combined with some Rescue outcome or Brigands outcome ETC and any priorities or settings in DA, DEC and Defeat that I change, are apparently ignored.

All mods work fine individually(Including surrendering through SD+ or triggering DEC) but for some reason I can't get SD+ nor DEC to consistently trigger through DA(Nor through Defeat, mentioning it just in case) regardless of settings. As I mentioned it rarely happens and is problematic when it does because of the multiple or duplicate DA/Defeat outcomes.

Note that setting Defeat to trigger way sooner than DA or the opposite doesn't make a difference. 
 

Furthermore I'm still occasionally getting the glitch with the walking animation after recovering from a BlackOut, as well as actually spawning BENEATH the ground when Rescued ETC at inns or temples, with the character falling indefinitely.

Lastly I noticed that dialogues getting stuck(Unable to select dialogue options when talking to owners) happens after a warning in the console that reads something close to "CRDE SexHook fail ; Sex with invalid race". Well something like that. It happens after having sex with the potential owner for the first time, no matter who it is, or what race or creature. T wait does not solve this, only loading.

 

These issues persist even on a brand new game on a clean install. Save for generating a log I've provided all info I can think of and tried all methods I know that usually take care of small issues. Any help would be appreciated.

Posted

 

HEY

after update the pc got enslaved ..a status appeared that the slaver shaved the head of the slave ..but the pc is still with hair ??

Check the release notes.

I changed the system for hair removal.

You need either Hormones or Immersive Fashion for that part to work.

 

 

I have a Hormones, but new shaving  system just runs showracemenu. Is it Ok?

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