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Sanguine Debauchery (SD+) (January 2025)


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Posted

I believe it to be a AI package issue, if anything try to move away and teleport the owner on you through the console:

 

  • open the console
  • click on the owner, close console
  • move away
  • open console and enter: "moveto player"

It might force the actor to initiate the walking package. If not, then the owner will go back to its initial place and you'll be stuck in one place.

Posted

I know this has been addressed before (I think) but I can't seem to find the relevant posts or anything on Github about it. I'm just wondering how common it is and whether I just missed a step somewhere.

 

My owners will say "Follow me and don't drag your feet" and I get the "Your owner is going for a walk..." popup, but then they just stand there. Forever. T-waiting, etc. has no effect.

 

I'm running pretty much the full panoply of recommended/related mods, plus ME, immersive and inconsequential NPC's, various and sundry others, including DFW and DFWS. If you've had this problem before, assume I have the mod that caused it. I will post a log if it's necessary, and I'm going to try moving SD+ around in my LO, but I was just wondering if this is a common thing with a known set of solutions.

or just move away until your owner gets teleported to you. You will get some punishment, but that often kick starts the travel package.
Posted

Hey. I was curious as to why creatures from a mod called "More SexLab Creatures", as well as patrol dogs(Such as DawnGuard ones or regular armored dogs usually seen with Immersive Patrols squads) do not enslave. Thanks.

Posted

I keep losing in combat, but I never get enslaved? Why? I have all the requirements needed for this mod (including Death Alternative). It doesn't matter if I start the mod thru Sanguine's vanilla quest or doing it manually through MCM, I'll never get enslaved. I've tried bandits, thalmor, forsworn, etc. Never seems to occur.

Posted

I keep losing in combat, but I never get enslaved? Why? I have all the requirements needed for this mod (including Death Alternative). It doesn't matter if I start the mod thru Sanguine's vanilla quest or doing it manually through MCM, I'll never get enslaved. I've tried bandits, thalmor, forsworn, etc. Never seems to occur.

did you remember to activate DA and then have it connect to the other mods? Both of those things need done manually in the DA mcm now.
Posted

 

I keep losing in combat, but I never get enslaved? Why? I have all the requirements needed for this mod (including Death Alternative). It doesn't matter if I start the mod thru Sanguine's vanilla quest or doing it manually through MCM, I'll never get enslaved. I've tried bandits, thalmor, forsworn, etc. Never seems to occur.

did you remember to activate DA and then have it connect to the other mods? Both of those things need done manually in the DA mcm now.

 

I have DA turned on, but (I'm sorry I sound dumb lol) I don't understand the "connect to other mods" part :<

Posted

Have you tried talking to them?

That's not necessary since creatures from both mods bring up the enslavement dialogue on their own(But yes I've actually also tried initiating a convo with them). Just that no matter the option I pick they won't enslave. Also I'm not sure if it'll help at all but I'll provide a log right after enslavement termination, perhaps there'll be something there that will help with those extremely annoying messages. I assume setting slavery duration to just 1 day to join the faction would help things roll faster?

Posted

Hey. I was curious as to why creatures from a mod called "More SexLab Creatures", as well as patrol dogs(Such as DawnGuard ones or regular armored dogs usually seen with Immersive Patrols squads) do not enslave. Thanks.

 

Have you turned off the creature enslavement option in SD+ MCM? Or not turned it on? I have to leave it off because if I don't all those MSC creatures try to enslave me.

 

EDIT: At least that's how it was on every version with the option up to 3.5.8. Idk about the latest because I leave the option off now.

Posted

The enslavement part is configured through the Dialogues MCM though. In the last version creatures got a lot less willful to enslave you, since I tend to avoid them (because the repeated prompt annoys me), I know not the details. But it does happens.

Posted

I know i must be the 600th person to ask this But can anyone tell me why this mod wont work for me?

i installed it in NMM i ran loot, and fnis, that didnt work i tried again i made sure i had all the mods that where needed for it, but for some odd reason it shows its installed i can go in the MCM menu and everything but it just wont work i get killed by bandits nothing happens besides i have to get my loot back from my killer and thats it

SD doesn't have its own defeat mechanic. It relies on other mods like Death Alternative or Simple Slavery or Deviously Enslaved to hook you up with a master.
Posted

I want to understand something since the error saying you have a weapon is base off a combat mod. Does tk combat and/or dodge effects it or does the devious device -interrogation having the unarm combat/ when you have been yoke you can kick is the source of the error?

Posted

I want to understand something since the error saying you have a weapon is base off a combat mod. Does tk combat and/or dodge effects it or does the devious device -interrogation having the unarm combat/ when you have been yoke you can kick is the source of the error?

I recall something like that yes, mods that adds invisible weapons to the character could trigger the SD+ routine trying to remove your weapons.
Posted

 

I want to understand something since the error saying you have a weapon is base off a combat mod. Does tk combat and/or dodge effects it or does the devious device -interrogation having the unarm combat/ when you have been yoke you can kick is the source of the error?

I recall something like that yes, mods that adds invisible weapons to the character could trigger the SD+ routine trying to remove your weapons.

 

 But only devious interrogation adds a unarm combat. Tk dodge adn combat just adds more features in fighting. like the ability to dodge roll and to do special hits like a bleeding stab etc.

 

So i'll try to see if the dd interrogation is the problem. kk and thx for replying.

 

I want to understand something since the error saying you have a weapon is base off a combat mod. Does tk combat and/or dodge effects it or does the devious device -interrogation having the unarm combat/ when you have been yoke you can kick is the source of the error?

I recall something like that yes, mods that adds invisible weapons to the character could trigger the SD+ routine trying to remove your weapons.

 

 But only devious interrogation adds a unarm combat. Tk dodge adn combat just adds more features in fighting. like the ability to dodge roll and to do special hits like a bleeding stab etc.

 

So i'll try to see if the dd interrogation is the problem. kk and thx for replying.

Posted

 

Hey. I was curious as to why creatures from a mod called "More SexLab Creatures", as well as patrol dogs(Such as DawnGuard ones or regular armored dogs usually seen with Immersive Patrols squads) do not enslave. Thanks.

 

Have you turned off the creature enslavement option in SD+ MCM? Or not turned it on? I have to leave it off because if I don't all those MSC creatures try to enslave me.

 

EDIT: At least that's how it was on every version with the option up to 3.5.8. Idk about the latest because I leave the option off now.

 

It's on(All relative options, that is). That said, I guess it could just be the significantly lowered chance of enslavement Bicobus mentioned, but in that case it would be like this for all creatures. Statistically it should have happened at least once if it was a matter of low chances. Beyond initiating a convo I also tried outright surrendering to them, still only sex regardless of option picked. It's fine for other creatures, vanilla or SIC.

Posted

I want to understand something since the error saying you have a weapon is base off a combat mod. Does tk combat and/or dodge effects it or does the devious device -interrogation having the unarm combat/ when you have been yoke you can kick is the source of the error?

SPERG also has it's own unarmed combat. Go to it's options and change automatic to manual. You'll get two fists in inventory and you will stop "entering combat" every time game wants to restrict you.

Posted

 

 

I know i must be the 600th person to ask this But can anyone tell me why this mod wont work for me?

i installed it in NMM i ran loot, and fnis, that didnt work i tried again i made sure i had all the mods that where needed for it, but for some odd reason it shows its installed i can go in the MCM menu and everything but it just wont work i get killed by bandits nothing happens besides i have to get my loot back from my killer and thats it

SD doesn't have its own defeat mechanic. It relies on other mods like Death Alternative or Simple Slavery or Deviously Enslaved to hook you up with a master.

I have Death Alternative and Defeat installed So should i install simple slavery or Deviously enslaved?
well, I think EVERYone should have Simple Slavery installed. But I might be biased. ;)

 

But if you have Death Alternative, you should be able to get SD to trigger. Make sure that DA is active (it is inactive by default) and that it has registered all the mods (also inactive by default), then make sure SD is set to the highest blackout priority in DA. It also helps to make sure DA is set to 100% chance in SD's mcm.

Posted

How do I stop crawling in this mod? It's kind of annoying. I'm pretty sure it's this one only because it activated after I visited Sanguine.

Posted

Ask your owner or murder him. Won't be able to murder if the owner is essential though. Then the only option is to be nice and hope the owner allow you to stand.

Posted

 

I want to understand something since the error saying you have a weapon is base off a combat mod. Does tk combat and/or dodge effects it or does the devious device -interrogation having the unarm combat/ when you have been yoke you can kick is the source of the error?

SPERG also has it's own unarmed combat. Go to it's options and change automatic to manual. You'll get two fists in inventory and you will stop "entering combat" every time game wants to restrict you.

 

 

I don't have sperg. I have perkus maximus, wildcat, decious device interrogation, and tk combat. As something that tweaks the skills and/or combat.

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