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Sanguine Debauchery (SD+) (January 2025)


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Posted
50 minutes ago, Photonix said:

Sorry I think I may have worded that wrong, I meant to say I like the fact your mod and others no longer requires DA, since to get things like defeat working along side that as well was very tricky, So in the long run I'd prefer to use this and Defeat without it. The other part was is there a reason for your thought behind making the mod a "surrender" to be enslaved instead of being defeated? The only reason in the past why I used DA was because it was required by a few mods and it bridged the gap with this mod, but not having that bridge it would be fantastic if both mods connected upon defeat.

 

I know Defeat can lead to Simple Slavery and that can connect back to this mod via auction, is that straight to Sanguine himself (or one of them) or can it be any random master human / creature ect?

Right now, the only way to have SD+ kick in upon defeat is through DA. 

Defeat (the mod) is compatible with DA and should dispatch the player through DA scenarios seamlessly.

 

There were talks of adding a call to SD+ directly from Defeat but I don't know if Goubo ever got to it.

Posted

So this happened....

 

Registering new races on surrender works... kind of.

 

It worked fine with a cow but I tested with two horses and I couldn't speak to them, even with the limited menu for creatures.

 

I will do more tests in a week when I come back from my coming holiday trip.

TESV 2017-11-18 00-25-52-96.png

Posted
21 minutes ago, skyrimll said:

So this happened....

 

Registering new races on surrender works... kind of.

 

It worked fine with a cow but I tested with two horses and I couldn't speak to them, even with the limited menu for creatures.

 

I will do more tests in a week when I come back from my coming holiday trip.

 

Horses are special cases. I had some problems getting them to work properly in Reward Your Followers, because of the mount mechanic. I ended up getting rid of horse dialogue entirely because of it.

IIRC I eventually sidestepped the problem entirely by creating a new perk and an attached alias so the player would get a special "sex / mount" dialogue box when interacting with a horse.

There are other options that might work too (like creating an invisible actor in-place to talk to so the horse isn't actually the one you're interacting with). Or on activating a horse, swapping out the horse and replacing it with your own actor that doesn't have the mount mechanic, then once you're done with it putting the original back in place. There is at least one mod that uses that method.

 

tl,dr: Horses are terrible to get dialogue working properly.

Posted

Have a good holiday @skyrimll

 

I been a longtime juggler of the Set, I best call it Set, which unavoidably leads to confusion at times (best example the classic GV: _sd_Player_IsBimbo or similar which smells of Hormones but in fact is in Stories or Sisterhood), so I got a question:

 

Is the following a result of a newer version of SD+  ?

(had a break with SD+ for a while)

 

First Dreamworld visit, Sanguine: "now be a good pet and you get a treat"

after saying "yes" to the "Tour"

 

It triggers a local enslavement with Sanguine as owner, which in itself is not bad, actually kinda funny, BUT:

Gotta be damn careful not to accidentally trigger Exit teleport from Dreamworld, which then has Sanguine teleport a bit later as well

 

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3 hours ago, Alenin said:

Is there any way to have followers be your owner?  And if so is the way to get freed the same or is it easier?

 

I think on Default setup you have to have had a normal owner first, but afterwards you can talk to anyone and choose "I need a strong hand to guide me"

Now this is voluntarily triggered but that doesn't mean anything, it#'s like a normal owner who doesn't give a sh about you

 

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Posted

Hi y'all. Hopefully this is a quick question with a quick solution.

 

Re-did all my mods from scratch after getting CTD issues. After reinstalling SD+ I got the bodyslide files and such. CT77_SD+_Slave_Outfit shows up on the list, but the preview shows the chain harness covered in "No Image" textures.

 

I reinstalled SD+ just in case, but it didn't help. Where would I look to get the texture file?

Posted

Just thought I'd relate my experiences with the Flowering Spriggan quest, which were mostly good. I really like this quest.

There's also at least one bug, and another "issue"...

Massive spoilers here, so if  you haven't done this quest, don't read.

 

 

Spoiler

 

I started this quest by killing regular spriggans in Shadowgreen Cavern. They were hostile to me recovering some old beggar's helmet. Two of them dropped a Spriggan body roots item, and several dropped sap. I'd never done this quest before, so I wondered if any of the items were special. Eating the sap revealed it to be a boring old alchemy ingredient.

 

Knowing what I do now, it seems almost a disappointment that eating sap doesn't immediately raise your arousal to 100, and add 10 exposure...

 

Outside the cavern, I investigated the body roots, and found them to look like a tempting piece of gear, though the description of tendrils and sap hinted at trouble if I put it on. So of course I put it on immediately, expecting something fun.

 

 

After a bit of script lag, roots surrounded me, and the armor replaced itself with some hand and foot roots, which clearly weren't coming off.

All my equipment, apart from some quest items had vanished, though I found I could pick up new items easily enough if I wanted.

 

I figured that Danica Purespring would know something about this sort of problem, so I ran back to Whiterun.

By the time I got there, I'd had three masturbation attacks, and had developed body roots too.

 

Inside Whiterun, guards were incredulous, and green shit was spreading over everyone.

 

Danica was singularly unhelpful, refusing to interfere in Kynereth's "blessing". Thanks Danni!

 

However, her assistant let slip some information about a book, which was easily found on his desk.

 

I read the book, and got a quest progress message about going to the headwaters of the Harstrad. The where?

While I had actually been to the place in question on previous playthroughs, I'd never paid any attention to the name, and nothing would appear on the map.

Hitting M over the journal item took me ... nowhere. I suspected the location was on another map, and knowing that there was a spriggan location where I'd been sent to get briarhearts by some dark elf, I suspected the location might be in Solstheim.

 

I ran to Windhelm, and several masturbations later, arrived at the docks. Green crap was all over everybody, and it was hard to get the captain to take me on his boat because he wouldn't stop wanking.

 

Just a thought here, but if you get this quest at low level (and I tried this, just to see), before you've activated the quest stages with the cultist note, you still have to go to Solstheim, but you can't. The only way you're getting to Solstheim in that situation is through the console. This strikes me as a shortcoming. The quest should ensure you aren't given the Harstrad grotto as a location if you aren't far enough into the main quest line. There are plenty of other groves that would work.

 

Running like crazy, I reached the grotto at the head of the Harstrad. At first I thought the other waterfall, nearby, was it, but it was obvious once I got the right spot.

By this time, I still hadn't sprouted the mask, (which I only know about by reading), and in fact it never sprouted for me.

 

Now here I encountered the bug... The 'husk' was in the air, above the river, near the waterfall. Right up in the air, and hard to see because I was looking up at its underside, so it mostly got clipped out. It was the quest marker that made it visible. I could click on it, but it just gave me my equipment back. The armor items didn't disappear, though they unlocked, and I could take them off manually, but they were still in my inventory and I could equip them at my convenience, which was kind of neat, but I suspected ... wrong.

 

In short, the quest stuck, and didn't progress after that, even after waiting several game hours.

 

I spoke to the spriggan there, but it had nothing to say, and the spriggan matron inside the cave merely grunted at me.

 

Nothing would progress the quest.

 

I reloaded and tried again, and this time, when I got to the waterfall, the husk was down in the river water instead of in the air.

When I clicked on it, it sucked me in, and more masturbation ensued, and then the quest advanced.

 

I was left wondering what the spriggan or the spriggan matron were for, as they never seemed to do anything, yet seemed like they were there for a reason.

 

I returned to Whiterun, to see what Danica Purespring had to say about all this.

 

Turned out, not much. By the time I got to her, my residual roots had cleared up, and I was back to 'normal'. Everyone in Whiterun was still covered in green shit, but were no longer masturbating. I kind of feel that the green shit ought to ... go away ... somehow?

 

However, I still had the Spriggan body roots item in my inventory. It had been returned to me when I got my gear back from the husk.

Naturally, I put it on again.

 

Bam! Roots! Hand and foot roots were back on, and the quest triggered again.

 

This time, the location was much nearer: Shrouded Grove. This would be a better spot to send characters who haven't received the cultist letter.

By the time I got there, I still hadn't grown body roots, never mind the mask.

The husk was waiting, and I was surprised to find the animals were all non-aggressive.

A click, and a bit more masturbation, and the quest was complete again.

 

And I still had the Spriggan body roots in my inventory. As I'd read that doing the quest twice gets you the full set of rewards, I didn't put the roots on again, though I'm tempted to experiment and see where it sends me.

 

Again, I tried to talk to the spriggan and the spriggan matron, but they weren't very chatty.

 

However, I noticed an odd message popping up on the top left "You are too powerful for spriggan harmony".

I hadn't noticed this before. Either way, nothing happening, so I went back to Whiterun, where everyone was still green...

 

Curious about the 'harmony' thing, I then tried loading an early save, and running to Shrouded Grove to see if I could get enslaved by spriggans or something.

 

It says in the wiki/documentation thing for SD, that you can start the quest by being infected or enslaved by spriggans, but there was no mention of the item drop I'd used to trigger the quest.

 

I arrived at the grove, and the area was being patrolled by Flowering Spriggans. I hadn't seen one of these infected humans before on my previous quest runs. There had not appeared, only the regular spriggan (just one) and the spriggan matron.

 

I SD+ surrendered to the Flowering Spriggans, and got infected with hand and foot roots, after which there was no enslavement, just the quest as before, with an instruction to seek out somebody with information. In this case, the book sent me to Harstrad, which as I observed before, wasn't a practical destination for me at level 2.

 

I used console and coc to get there, and again, the cave had Flowering Spriggans all around it, and the single regular spriggan, and inside the spriggan matron. Again, the husk functioned correctly, and I completed the quest.

 

This time, I never saw any messages about "Spriggan Harmony" when around the regular spriggan, though I got roots surround you text a couple of times, nothing happened, regardless of whether I was infected, or post infection.

 

I repeated this again, this time trying to make sure I surrendered to the spriggan, not a flowering spriggan, but actually it's really hard to be sure which one is 'picking up' the surrender.

 

When using the final spriggan form, not being able to access inventory is a pain in the ass and really spoils the fun.

What's the point of that? If it's to stop you equipping armor and weapons on top of spriggan form, I should think some impossible to remove gear items would do the job without so much annoyance, and then being stuck in spriggan form would be sort of tempting, and the more you use it ...

 

Yeah, this quest is such a good idea, there should definitely be more stages. Or are there already more?

 

 

To sum up:

  • Sometimes the husk spawns in the air, and is broken, probably the 'marker' bug. Maybe there is a workaround for this?
  • If you get the quest at low level, and you can SD+ surrender to a spriggan at level 1, you might not have progressed the quest, so sending the player to Harstrad seems a bit harsh.
  • Despite the documentation, it seems impossible to be enslaved by a spriggan, you always get the quest instead. The documentation is really misleading, and I guess, seriously out of date?
  • Even if you removed the Spriggan body roots item, the player can loot more than one (I looted two in Shadowgreen), and could cache one in a container. Currently, it's trivial to chain trigger the quest. Well perhaps that makes sense, because once you've done it once, spriggans are non-aggro, and you're unlikely to ever fight them again.
  • Final 'reward' spriggan form somewhat spoiled by lack of inventory access. Not being able to speak is limitation enough, I think. Odd though, as regular spriggans can speak, though this may be more a result of dialogue mods doing things they shouldn't. I'm not certain, but I think they have some anger emotes even in vanilla, but maybe it was just a mod making them spit insults at me.

 

 

Final question:

Is there a (non console) way to make spriggans hate you again once you've done this quest (twice)?

As it is, they just stand there and let me murder them. With fire!

 

 

 

 

 

Posted

On the topic of DA and Defeat, it would be so sweet if DCL could trigger straight into SD+

I know that's not something that SD+ is responsible for, but if anyone can come up with a patch to do it, DCL + SD+ would be the perfect minimal slavery setup.

Often, DCL has recognized you're defeated, and is porting you somewhere, before you can hit the SD+ surrender key.

 

In fact, on top of combat surrender, I'd go for a trapped chest that takes you straight to enslavement by bandits or something. DCL and SD+ would go so well together.

 

I know you can do it via Simple Slavery, but I don't have much trust for SS. In fact, I could go on and on about the random stuff that's happened in SS, but here is not the place. Slavery certainly breaks easy enough without SS involved, but once it's in play, for me, it's broken more often than not.

 

And even without SS, there are some quirks...

 

One time, I had SD+ strip a DCL rubberdoll collar, which seems ... an easy way out, if anything. I'm pretty sure SD+ shouldn't strip that sort of thing.

On another occasion SD+ stripped the CD master's collar, but left the belt, making it quite tricky to please my new master.

On yet another occasion, I had SD+ attempt to leave the DCL slutcollar in place and make it into an SD+ collar. I had to use DCL FREE ME to stop being shocked to death, as the DCL script seemed to break. This left SD+ really confused, as I was collared, but not collared. It finally sorted itself out when I joined my SD+ master's faction.

 

Probably, slavery shouldn't be able to fire if a character has DCL or CD unremovable items on, and you should get ported somewhere instead (like the CD shop, or the dollmaker's house)? That would certainly stop a lot of weird bugs and conflicts.

Posted

Hey guys, love the mod! Just wondering if there was a way to change your owners trust easily? Doing it in gameplay is sort of annoying when I change owners often and changing the _SD_state_MasterTrust variable does not seem to change it. thanks for the help!

Posted
On 20.11.2017 at 8:44 PM, Dragon_Nexus said:

Hi y'all. Hopefully this is a quick question with a quick solution.

 

Re-did all my mods from scratch after getting CTD issues. After reinstalling SD+ I got the bodyslide files and such. CT77_SD+_Slave_Outfit shows up on the list, but the preview shows the chain harness covered in "No Image" textures.

 

I reinstalled SD+ just in case, but it didn't help. Where would I look to get the texture file?

 

has that look in bodyslide for me also, but not in game, in fact most of mine (becus MO) dont load textures into Bodyslide, but work fine in game

Posted (edited)

For a change, I decided to play through a slavery, resisting as much as possible, to see how it would turn out.

I haven't done this before, because I was afraid it would block me from being able to pay my way out, or join faction.


After the first day of hitting *insult* repeatedly, and resist on everything, I got an exposure of (IIRC) 16, and after the second day it was 27, and then on day three 39.

When I finally "escaped" by joining faction, I was at 47. At the end, I had around +12 hours in hand, and master trusting and happy. Despite this, my gag was never removed, and all requests for food and drink were refused with a comment about the "the punishment is working". I couldn't ask for the gag to be removed, "May I..." always got a "Try again when you don't have a gag in your mouth," type response.

 

I'm just guessing, having not looked at the code, but is gag removal linked to "time since last insult" or something? I've definitely had the gag removed (or never fitted) on many playthroughs, but not this one.

 

If I'd been using RND I'd probably have been in pretty bad shape.

 

This got me up to SL 3.

 

The option to *insult* never disappears from the top level of dialogues. Is this coming from SL Dialogues and not SD? Or do you have to get to a higher SL before it goes away?

If it's coming from SL Dialogues, SD seems to respond to it, and it still gets you a whipping every time.

 

Mainly though, I'm wondering about the popups and the oddly ambiguous "submit" / "resist" choices...

  • There had to be some reason for implementing this initially, but I can't figure it out.
  • Do your choices make any difference the master reaction? (They don't seem to, I don't see my hours of debt changing, for example).
  • Why the weird passive-voice text and ambiguous actors? Could they specify the name of the actor trying to rape you?
  • Why can I resist (and refuse) sex (indefinitely), but not whipping?

 

For example, my master wants sex, but I get a popup about some anonymous people grabbing at me. It's plain weird.

There is nobody else around. Even if there were other characters around, why can't I be told which one is first in the rape queue?

 

I hit resist, and it pops up again, and tells me I'm too weak to fight, but I hit resist anyway, and of course I succeed at resisting.

It doesn't make sense that I'm told how hard it is to resist, but I can keep hitting resist as long as I like, and do various things in between.

I don't get punished for resisting, instead the pop up simply reappears until you are bored of hitting submit.

I guesswhat I'm getting at, is does it make a difference to exposure, or your master, whether you resist or not? At all?

 

If it doesn't, then what is this popup mechanic actually for? 

 

I guess I can see cases where you might want to delay sex, because there's a fight happening, or about to happen, or you've fallen off a cliff, or whatever?

But as no other mod supports this refusal ability, and most times nothing blows up, I wonder why it's there.

 

Or if it was a struggle mini-game, at least it would be something to break the incredible monotony of being the slave of some dull NPC who just runs an idle package in some crappy bandit / necromancer castle.

 

If the intent is simply to delay, then it should use appropriate words:

"Your master wants to fuck you."

((Submit)) ((It's not safe right now))

 

And you're allowed at most three delay choices before you simply get raped anyway?

 

I also found I can run away from whippings (top left text reads) "Your master is too far away to punish you."

I can keep running about indefinitely, it doesn't seem to upset my master, though eventually they are going to catch you, there are no consequences.

In many cases, you "run away" by accident, simply trying to get to a position where there's room for the animation to play. I think in some cases the master gave up chasing me and decided to do something else.

 

It strikes me as odd that I can resist sex from my master, or his buddies, indefinitely, while collared, gagged and chained, but I can't resist it in (pick just about any other Devious mod with rape, even if not restrained at all).

 

The use of popups to drive sleeping, and pretty much the whole sleeping mechanic is puzzling.

 

I found if I saved while I was "stuck" immobile after waking up on the floor (and hadn't hit jump to play the stand anim), it broke my camera. For ever. And I would never be able to swap first/third person, ever again.

On top of this, you can climb into a bed and sleep, while enslaved, any old time. It worked for me, and I didn't seem to get any special punishment for it. My master never mentioned it as wrong, or said I was being punished for it.

 

Surely (and this is simple common sense) ... the player should be fully in control of sleeping, in the normal way. It shouldn't come from a popup.

 

But ... if you sleep when you're not allowed to, and your master is awake, then they should wake you up with a whipping.

Dead simple. Less code complexity, less breakage points, and interrupting sleep is already a solved problem in DCL nocturnal rapes.

 

As for the 'sleep anywhere' mechanic, there are lots of ways around this, but using a fragile forced animation is probably about the most failure-prone choice that could have been picked (and as I note, can easily break my camera, maybe other people's cameras too).

 

I got put in a yoke after attacking my master. (Well I had to resist as much as I could, didn't I?)

Great bondage, totally inescapable, but... Hardly any SL animations work properly with a yoke.

You spend the whole time popping your hands in and out of it, just to transition from kneel/stand, never mind the complete lack of sex or punishment animations that work with it.

If some SLAL animation pack is required for this to be tolerable, please make it a documented requirement. Alternatively, avoid yokes. High-security steel wrist shackles are hard enough to get out of, and have far more animations that work. I know yokes look good. I know. I just wish they worked properly with animations. S_L_U_T_S gets away with it because all you can do is run. Weirdly, DCL seems to have a better time of it, when yoked by Sasha, I have very few issues, but SD+ does not fare so well. Probably the crawling and kneeling complexities?

 

Finally, the boredom, the incredible boredom...

 

After a certain point, anyone is going to get bored of being stuck with some tedious NPC who just runs an idle package. For the first day, there isn't even a need to collect crap. Once you have to start collecting crap, it's pretty much the case that either it's really easy because there is loads of stuff, or downright impossible.

 

There's nothing fun about a master asking you to collect food or gold, when there is simply no food or gold to collect?

There's nothing fun about a master commenting on you making money with your "ass" when there is nobody around to sell to?

Couldn't these challenges at least take some minimal account of where you are, and who is nearby? Especially if you are leashed.

 

If you are outside, for example, the only thing you can collect is flowers, and on super-rare occasions, a pelt.

If you are in a castle, there might not be anything to collect except valueless clutter.

If you are in a mine, there might not be anything to collect. At all.

While the locations used for alternate start usually aren't too bad in this respect, random slavery locations are rarely so good.

 

I found by far the best way to make gold is to sell myself to my master using DCL solicitation. This is of course, totally stupid!

I get that SD can't know about what DCL is doing, and DCL doesn't know what SD is doing, and if it's a bug, it's a DCL bug, but still...

The real problem is you're put in a situation where it's the only choice you have, if you want to complete the task.

 

Reading back through the forums from the old days, it's plain that this mod started off with the idea of being about quick, daring escapes - about there being lots of ways to escape - and not trying to block them, just trying to make them work without crashing. It seems like too many ways to escape have been taken away. Shouldn't the various obstacles to escape at least be options? Then losers who suck at escaping, like me, can set it to easy mode.

 

Currently, when quick escape methods are blocked (pickpocketing basically), you really have no choice but to hope you get lucky, or submit lots and wait it out, and waiting it out isn't a fun game most times.

 

 

I've also found that ticking "limited removal" results in "no removal at all". Really. Nothing is removed, so you could (if it weren't for the collar) equip your gear and attack your master. If you have enough script lag, you might just kill them before the collar kicks in. I'm thinking this might be a bug, but it happens for me 100%. If this is unique to me, I'm happy to post load order and logs, but actually, there's nothing much from SD in my logs.

 

 

In an earlier version, I'm sure this mod was searching my character's inventory from time to time, and removing keys, gold, and other stuff (and counting them towards pay-off) without having to offer. But maybe that was some other mod making it do it?

 

It seems not to do it now, and so there's no complaint from my master if I'm carrying around an arsenal and a full set of heavy armor. Which I am, when limiited removal doesn't remove anything at all.

 

I'm not thinking of DCL. DCL slavery does inspect the player's inventory, but in a different way, and I can't imagine an SD+ master accidentally getting special custom behaviour packages from DCL at random. That said, the way the DCL inventory/clothes/cash mechanic works, really makes sense, while what's happening in SD+ now (nothing), is only OK because it helps you get around the "nothing to collect" problem ... if you have enough crap in your inventory, you can just keep your master happy by feeding them stuff you were carrying when you were enslaved, or using it to pad out the slim-pickings in whatever hell-hole you're stuck in.

 

I'm sure somebody is about to tell me that your master should start to wander. Well... Mostly I have had that  happen, but their wandering may, or may not be useful, but in my "stubborn resistance" playthrough, my master did not wander, and would not let me range far.

 

I just read about Master Gets a Job. Such a pity that this hasn't been developed further, and has been abandoned for a year. It is (in principle) exactly what SD+ needs.

 

I've found that some masters can be dragged indefinitely. You push to the limit of the collar, and they run up to you, and then you repeat. The result is you can drag the moronic bot a considerable distance, but when it comes to doors, or any kind of cell-gate, you've got problems. Getting them across cell boundaries, if they don't feel like it, is hard, or nigh-on impossible. Some masters are adamant on not straying from their home cell, and trying to drag them most often results in massive penalties in return for nothing.

 

I understand why the door mechanic is the way it is, and yet it's still not good, or fun, or immersive. I can be standing within easy reach of tons of items to loot, but I can't get to any of them because my master's package doesn't want to be in that cell. Even though they zone in after me, they immediately zone out again. I've never had much success dragging them away from the door.

 

When you make a master, you could clone the NPC and put the real one in safe place, replace it with a lookalike, that has the same graphics, but completely known and predictable AI packages on it that make for a decent master, instead of boring. There are already examples of this being done in other mods. This means your master now has no quest capabilities, and will break some quests, but really, it breaks less quests this way than the existing alternative. Also, you can add a dialogue switch to summon the real NPC back, and if a quest ports them somewhere, the real one will appear. I'm sure there are problems to solve with this, but most of the time, NPCs don't even have quests. This fixes all the issues of being nailed by some stupid zombie bot master that just stares at a wall, or does nothing but run an idle package.

 

After I got my exposure up to 47, I got my first trip the dream world, and I had an exposure of 24. This was a bit odd, as my exposure time scale rate is set to 1, so there shouldn't have been any decay of exposure, let alone that much. Felt a lot like a bug. I'd suffered hours of boredom to get that exposure up, curious to see what the higher SLs might result in, and then a load of it vanished. Very frustrating. I would try to fix this by setting an out-of-slavery exposure scaler greater than 1, but how would I know what it had got up to? Is there a way to query the exposure from the console?

 

I saw in a comment from Skyrimll that gags can break giving stuff to your master (definitely breaks giving them food, because if you're gagged with a DD gag, food doesn't go in your inventory). And he said, make sure you're not gagged when you give them stuff. How can you gain trust and get the gag removed without giving them stuff? Really, how? As I mentioned, I got to happy+trusting, and still gagged. Is there some mechanic to get rid of the gag I can't see? Or did this just mean "console yourself a key" ?

 

 

I know everyone has a wish-list, and this is mine. Ultimately, it's what the developer is motivated to do that matters. I just hope my suggestions are motivational :)

 

  • You're screwed for food/water. If you get gagged, sometimes you never get ungagged. It's not just me, I've read other reports of this.
  • If you tick limited removal, it doesn't remove any items at all.
  • If you get gagged, the no-food gag mechanic makes it impossible to collect food for your master. This must have been like this for ages!
  • Pop up box sleep system seems bug-prone, broke cameras, sometimes caused CTD, maybe just my setup, has anyone else seen it?
  • Resist/Submit pop up boxes, do they serve any purpose?
  • Resisting sex should at least involve some stat check and random number, at best, some kind of mini-game.
  • Shouldn't be able to (successfully) resist sex when you are multiply bound and gagged.
  • Should be a penalty for resisting sex if you try.
  • Master should say some dialogue, and allow you time to get into position for punishments.
  • Running from punishment after a grace period should earn you some severe slave boots.
  • Caught pick pocketing should earn you a restrictive corset.
  • Caught sleeping without permission, or in a bed without permission, should earn you piercings that invoke the "cannot wait/sleep while taking damage" effect that DCL uses. (Obviously? needs to turn off when you are allowed to sleep or wait, as it does in DCL).
  • Seen 'struggling against bonds' by master get should get bondage security level increased, extra bonds, or high-security bonds. Should be some slack, a couple of warnings and regular punishments first, because it's easy to struggle by accident when leaving the container menu etc).
  • Attack your master, should earn steel shackles, or arm-binder, instead of yoke, because yoke has almost zero working animations.
  • Restraint level should add more to exposure. Punished for specific crimes (sleeping, resisting sex, resisting punishment, nagging, pickpocketing, attacking your master), should add more to exposure. Trapped in extreme devices, should add more exposure. Anything with a cage (including animations with the tag) should add more exposure.
  • Made to crawl all the time, should increase exposure rate.
  • Cross-sexuality enslavement should increase exposure rate. e.g. If SL says your character is heterosexual, and your master is same-sex, exposure rates should be increased, resistance to sex should remain an option for longer, and master should have dialogue that highlights how they intend to make you accept your new role, even if you never come to like it.
  • Every single master should be hard-wired to allow player-led wander. Put in a dialogue switch to turn it on/off, if need be. This shouldn't be restricted to slaves that are trusted, or at higher SLs, it should be for all slaves, at all times, because often you need that ability to move the master to progress the stages in the first place.
  • A key binding to beg for sex/mercy/food/water without speaking. You don't get to specify what you're asking for, the master just guesses.
  • SD+ master takes notice of arousal. Right now, I'm not convinced arousal does anything at all in SD+. If master's arousal goes up above 25 or so, you have a couple of minutes to beg for sex, or else you get raped anyway. Similarly, low arousal gets you the "not in the mood" dialogue from "What do you want?" Right now, that dialogue seems random, or timed. I've definitely seen it on master at 80+ arousal level.
  • If the master/SD+ does not actually provide you with an actual thing-you-can-do to get food or gold, the master should not expect you to magically conjure them up. It's quite annoying for a master to drag you into the middle of a snowy waste and then demand you find gold and food. In some cases, I have been stuck in a belt and gag, and had a master complain I'm not making money with my "ass". How would I do that? SD+ doesn't even support solicitation, and doesn't make clear you may well want a mod that does, or else you aren't going to be giving your master any cash. Period.
  • SD+ should strip chastity belts. I've been stuck in belts, that were either pre-fitted, or obtained as a DCL punishment for solicitation, and been enslaved. This works spectacularly badly. I wouldn't mind if it stripped "special" collars too, like slut collar or rubber doll, as long as it does it cleanly and correctly, and doesn't leave a broken quest dangling.
  • Master can punish you with a chastity belt, if you break the "only entertain me" rule, but then SD+ needs to be smart enough to take it off for sex with master, or if the player is asked to raise gold. Being put in chastity belt should... you guessed it... increase exposure rate.
  • Slaves continually at high-arousal should find it harder to resist rapes, and should get ... increased exposure rate.
  • More DCL compatibility please.
  • Crawling habituation, only if your SL is high enough... You should be able to choose to crawl, even when free. I recall you could always do this, but not until after first slavery, I think. Working perfectly then!
  • When crawling, how about any NPC that can offer "a strong hand to guide" may initiate sex you if you start a dialog?
  • And if arousal gets too high, and the character is in an inn, they might start to crawl whether the player wants it or not. DCL detects inns for solicitation purposes, so I guess that is a solved problem.  Actually, this feels like it belongs more in a mod like Player Exhibitionist, but SD+ has the crawling in it so...

 

(Made some edits, as reading this back, it was pretty unclear what I meant in some places, probably still is).

Edited by Lupine00
Posted

For some reason, I cannot enable Beast Enslavement. The checkbox is there, but it won't let me activate it. Similarly, when I go to Sexlab Dialogues, the 'pop up menu for beasts' is not allowing me to check it. Thoughts?

Posted (edited)

weird thing is i can't crawl if i use the arrow keys, Seen other people with the same issue and i also have fnis sexy move. it does work after i get enslaved weird... also i use TDF aroused idles and the idle animations stop after going into kneeling crawl and standing again, i have to go into the mcm for the mod and re-enable it there to fix it.

Edited by LinksSword
Posted

How do I get back my gold? I think Master took it when my character was giving him gifts. When finally freed by him I only get back all inventory but 0 gold.

Posted
2 hours ago, Tohsaka said:

How do I get back my gold? I think Master took it when my character was giving him gifts. When finally freed by him I only get back all inventory but 0 gold.

I had the same thing. I don't think you're supposed to get it back.

Posted

So after being enslaved to Vampires and then to Sanguine himself my character Karma Cumbucket turned the tables on her captor. He is now tied up in my house and stripped of all belongings. I maybe one of his succubi but no one treats the dragonborn like that. Also I contracted the vampire disease due to the npc vampires feeding off me when I was enslaved to them which I thought was a nice touch.

 

Great mod and made me think on how to proceed, also I stayed a slave to Sanguine till I could join his faction, still got the clit ring though and this can prove fatal when trying to sneak around enemies and it goes off. Court Wizards do not remove it and nor does anyone else. A Minor annoyance and one I would to be resolved which may result in a console command. 

20171127231602_1.jpg

20171127231620_1.jpg

Posted

I had a Issue with this mod:

 

wearing a collar und asked someone "I need a strong hand to guide me", the asked answered: Okay, okay, you have convincend (?) me" (don't know if this is the right translation) but nothing happened ...

 

also the enslavement through simple slavery doesn't work ... any hints for me?

Posted (edited)

I am currently having an issue where skyrim freezes during the enslavement process and then I am forced to close from task manager. Any suggestions? Is there any way that you guys can help? Thanks in advance. Also I can post my papyrus log when I get home from work if that would help? Tonight I will upload my log file and load order..... I am completely stumped here

Edited by Antric
Posted

I guess this question has been asked before, but is there a way to disable guard "can you help me" dialogue option? SD+ is the best slavery mod and I really enjoy it, but this option makes it really easy to escape from other DD devices. I know that I can just ignore it, but if there is a way to disable it, I would be grateful for the advice.

 

If disabling is impossible, can I just somehow change the amount of gold required for the guard to release you from your chains? Like 1000 gold, for example. I guess it's just a one line of code in the script, shouldn't be hard.

Posted
On 10/10/2017 at 3:59 AM, cycl0ps said:

Two things:

Just went to dream world.  Made Sanguine happy.  Asked "Can I go now?" and he gave me back my stuff and said he would let me go, but didn't.  Talked to him again and asked, and he teleported me out of the DW.  Now, he and Alicia are fallowing me around Skyrim.  Is this normal?

 

Also, trying to get rid of the collar, which the faq states guards and smiths can do.  However, when I ask them to remove the cursed restraints, they say something about taking a vow of poverty.  Every one of them.  In multiple towns.  What do I do?

 

Real question not trying to be snarky: does this mod work completely?  The slavery part does just fine, but the dreamworld stuff seems overall buggy.  Is there an option to surrender into slavery without the dreamworld stuff?

 

On 11/10/2017 at 1:30 AM, joeshmoe2389 said:

I have been a big fan of this mod for quite some time now, though recently I have been finding it to be unplayable, as whenever I find myself enslaved through SD+

 

I came here searching for help with the collar, and these two posts are emblematic of my experience with SD+ over the last few years... This is the greatest mod that I just can't seem to play without it breaking my game irrevocably.

 

In this case I'm in almost the identical situation to cycl0ps... On a clean install, but heavily modded, I started a new game using CCAS as a prostitute in Rorikstead so I could get Erik as my first follower... Queue Sanguine pulling me to the Dream World, at Level 1, having done nothing more than whore myself out. Not even the slightest nod to 'A Night to Remember', which I thought was a hard requirement for that first meeting...

Anyway Sanguine enslaves me, I explore the grove, chat with the Alicas, then follow some dialogue trees and end up back in Rorikstead. Only now Sanguine's here with me as my Master (the leash mechanic) and Alicia tagged along with him just like cycl0ps described. I'd missed the "Can I go now?" dialogue before, but I do it now hoping it'll make Sanguine bugger off until later... He says he releases me, but I still have his collar, and he still has all his Master dialogue. I shrug and start heading over the hill toward Markarth (planning to trigger some Dibella stuff early), but we get into a fight with Forsworn, I'm knocked down, and then enslaved... By Erik. Huh?

 

Ok, whatever. But Sanguine's still my master-not-master, so now they're both giving me daily tasks with separate affinity levels. Tasks that sometimes conflict, so for instance if one of them applies the "All to myself" condition, then the other one fucking or even beating me will break it... It's frustrating but I push on to Markarth slowly (I can't fast travel there, it's turned off in Frostfall and I hate fast travel in RPGs with a burning passion).

On arrival I go straight to Calcelmo. At this point I'm blaming Sanguine's collar for all my woes and I feel like If I could just get rid of it, I could get rid of him, and then deal with Erik on an in-character basis... And for just a moment I think it's worked. Calcelmo says something like "Ok, but only this once." when I ask him to remove the enchanted collar. But then he just stands there. Doing nothing. The collar remains.
I've tried the console, but neither unequipitem nor removeitem can rid me of it... I'm still only Level 1, so at this point I'm just gonna cut my losses, uninstall it and start over. But I hate having to do that. I want SD+ to be the kind of must-have mod that I just can't play without.

-----

 

At this point I think SD+ needs a ground-up rework, and I know that's pretty much wishful thinking but to that end I have some specific thoughts... Y'know, just in case:

 

  • SD+ has the best system of slavery in my opinion, not too simplistic but not ridiculously complex or micromanagey either, but all of the triggers for enslavement are just something that Defeat handles much better at this point. So I'd like to see it as more of a companion to Defeat rather than a competitive and overlapping mod.

 

  • Sanguine shouldn't enslave you. At all... Canonically it doesn't make much sense for him slap you in chains, but I also think that mechanically this is where the problems all seem to start. As a slave you'll have a master, but in Sanguine you have an Overmaster and it doubles up on the mechanics... Sanguine is a debaucher though. He's the Prince of Debauchery, and that means tempting people, luring them astray, not forcing them to do things. I want to see a Sanguine who tempts the player into ever more lurid and degrading practices; rewarding them along the way for their complicity... This would make Sanguine a narrative engine: Fuck some people, be offered a reward. Fuck some 'pure' or pious people, be offered a reward. Submit to a group (i.e. bandits), reward. Submit to a dirtier group (i.e. falmer), reward. Allow yourself to be sexually enslaved, reward. Lie with the beasts of the forest, reward. Mate yourself publicly to the animals of a town, reward. Allow the desirous forest to overwhelm you (Spriggan), reward. Give yourself over to the dragons and become the Dragonbred, receive a reward in keeping with your Born & Bred status... And include some kind of ultimate reward, that can only be achieved by declining all the other rewards along the way, because in that case you'd be the true avatar of willing debauchery.

 

  • The advantage of a narrative/reward system is that other mods with other kinks could plug into it more easily. Milking, impregnation, pain & torture, transformation, sissification, petplay, whatever. All they'd need is hooks into either Early, Mid or Late-stage Debauchery and the reward system.

 

  • In this case the slavery system, apart from the few examples where it deliberately ties into the narrative, is the challenge of the mod. It's the mechanic that keeps it from being just a series of fetch quests... Some of your targets, depending on which you choose, might try to enslave you. Some might trigger the Hired Thugs. Some might simply force you to run a gauntlet of other slavers just to reach them. And you've got to work through those events somehow before you can return to Sanguine for your next challenge.
Posted

I agree the mechanics of enslavement need a serious rework and I am currently focusing on that in my tests. I made several tweaks already but I don't want to push a release until it all flows nicely.

 

SD+ keeps a record of former masters, so Sanguine having the 'master?' dialogues once you are enslaved to someone else is normal.

 

What is not normal is collars that cannot be removed and competing enslavement (both masters giving you orders at the same time). I tried to reproduce these issues in vain.

Also, when Sanguine is your owner, there should be no way to go back to Tamriel unless you pull the chain for Haelga's basement. If you can see 'let me go' and teleport out, that is a bug I will have to fix.

 

Are you using the Devious Devices beta update by any chance? I am not using that version yet and it is likely to break things.

 

As to Sanguine being a master, it will make sense soon. 

 

By the way - 'Starting after A night to remember' is one of the settings in the menu, but it is diabled by default for people who don't want to wait to be level 14 to go through enslavement and dreamworld.

 

On 11/28/2017 at 7:47 AM, Antric said:

I am currently having an issue where skyrim freezes during the enslavement process and then I am forced to close from task manager. Any suggestions? Is there any way that you guys can help? Thanks in advance. Also I can post my papyrus log when I get home from work if that would help? Tonight I will upload my log file and load order..... I am completely stumped here

Can you post the log?

On 11/29/2017 at 11:57 AM, glebbus13 said:

I guess this question has been asked before, but is there a way to disable guard "can you help me" dialogue option? SD+ is the best slavery mod and I really enjoy it, but this option makes it really easy to escape from other DD devices. I know that I can just ignore it, but if there is a way to disable it, I would be grateful for the advice.

 

If disabling is impossible, can I just somehow change the amount of gold required for the guard to release you from your chains? Like 1000 gold, for example. I guess it's just a one line of code in the script, shouldn't be hard.

I am thinking of adding a speechcraft check before guards can help you. that should make things better. 

I tried to have a configurable amount of gold but that didn't work out.

On 11/30/2017 at 3:58 AM, stalfos81 said:

Can't find the frostfall patch in the download section

It is not needed anymore. Instead, you should use the Warmbodies patch in my Obscure Patches link. 

On 11/30/2017 at 1:12 PM, furionsrage said:

This mod have support for SexLab Separate Orgasms?

Not any time soon unfortunately. I have too much to do already fixing my own mods (unless someone wants to take that on and send me a patch).

Posted

Was enslaved by Falmer, and escaped when owner got himself killed somehow. Now "Your owner is either dead or left you" is spamming my notifications. It persists after exiting the game and reloading the save. I have checked enslavement status (not enslaved), had Bolimund remove my collar, and been to Dreamworld, where Sanguine treated me as if I were still enslaved. I also console-removed myself from zbfFactionSlave and zbfFactionSlaveState.

 

Also, I cannot remove Sanguine's devices from myself by any means. I am using a DD beta so that probably has something to do with it.

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