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Sanguine Debauchery (SD+) (January 2025)


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Posted
30 minutes ago, Tarquam said:

Several days even

Thanks.

 

I will have to test the quest again and see if I broke something in recent developments.

 

In the meantime, can you post an error log about what happens when you ask Danica to remove them?

Posted

After I left Sanguine's grove after my first visit, I decided I would run through it a second time doing things differently. I made sure I had a save I could go back to and loaded the save from right before sleeping at the shrine. The main difference this time was to be rude to Owner. I wasn't really rude, I just didn't give him anything. He had followed me into the cave but wouldn't follow follow me out so I ran out several times and waited until the sparks got lively before returning to his side. (I'd gotten everything from the chest before leading him into the cave. I'm pretty sure I got down to -31 at one point. When I got to slave level 2, I started paying him off and got up to slave level 10. The oddity I encountered was that during one beating before that, 16,000 gold was removed. I was eventually freed and Sanguine gave the items back. The gold stayed gone, and I'd only had about 4-5 thousand to start with. At that point, I went back to the main save.

 

One neat thing that happened with this character had to do with Horrible Harassment with which Sanguine, particularly when angry, played the groping rapes a bump can bring the player. Happened a few times while he was in the cave with the friendly playthrough, but it seemed to happen over and over with the angry run.

Posted

only if deviously enslaved was usable for SSE....
yes I know there is that one other than the newer one, but taht one was stopping SSe from running... so....

Posted
9 hours ago, sfdrake said:

only if deviously enslaved was usable for SSE....
yes I know there is that one other than the newer one, but taht one was stopping SSe from running... so....

I'm using the latest DEC without any problems. Did you save the esp in the creation kit?

Posted
15 hours ago, pihwht said:

I'm using the latest DEC without any problems. Did you save the esp in the creation kit?



DeC says not compatible with SSE....

and no.

I also forget the password to beth launcher too......

Posted

Regarding the SSE converison of this mod...

I was checking it in xEdit and i gathered a list of things you may want to look at.

Nothing currently gamebreaking, but i think all these points deserve your attention:
 

Spoiler


  1. BlackreachZCell08 "Farm Overseer's House" [CELL:000EEC53]
    Not carrying over the encounter zone set by USSEP  (BlackreachZone [ECZN:0003EBED]) - is that intentional?
    I noticed in many other cases the mod does carry over the changes made by USSEP, so maybe it should do so in this case too.
     
  2. Many placed light references seem to be missing original Light Data
    When you compare the SE plugin with its Oldrim counterpart, the XLIG data structure of almost all (if not all) lights the plugin touches, is reset to zero and do not contain the original value anymore.
    I DO NOT KNOW whether this is relevant, but IF there would be any issues or discrepancies with lights or shadows, this could have something to do with it.
     
  3. GreywaterGrotto01 "Greywater Grotto" [CELL:0001526B]
    Region's Sky/Weather is set to WeatherMountains [REGN:0004D7FD], not carrying over the fix from USSEP (WeatherPineForest [REGN:0002A72D]).
    Since the mod seems to care about carrying over the USSEP fixes, maybe it should do so in this case too.
     
  4. AzurasStarInterior01 "Azura's Star Interior" [CELL:000152BD]
    Does not carry over the encounter zone set by USSEP (AzurasStarZone [ECZN:0003EBEC])
    Since the mod seems to care about carrying over the USSEP fixes, maybe it should do so in this case too.
     
  5. Gloomreach01 "Gloomreach Cavern" [CELL:0001526D]
    Region's Sky/Weather is set to WeatherMountains [REGN:0004D7FD], not carrying over the fix from USSEP (WeatherReach [REGN:000C5856]).
    Since the mod seems to care about carrying over the USSEP fixes, maybe it should do so in this case too.
     
  6. Effect Shaders data differ between Oldrim and SSE version of the plugin
    Maybe it got removed when resaving plugin in CK, and MAYBE that is because that data is not important, but i doubt it.
    It concerns the following records: _SD_sweat_unpb [EFSH:0C08A1E6], _SD_sweat_cbbe [EFSH:0C08A1E7], _SDFX_FalmerGlowWeb2 [EFSH:0C10B5FF]
     
  7. HairColorList [FLST:000E7BED]
    Missing the color added by Dawguard DLC (HairColor16AlbinoWhite "Albino" [CLFM:0200378E]).
    It is understandable that it would be missing in the Oldrim version, because adding it would make the mod dependant on Dawnguard DLC, and maybe you dont want that in case some ppl do not have the DLC, but it makes no sense NOT to add it for Skyrim SE which comes with ALL DLCs anyway.
    If you dont want to add it in CK as it would require loading Dawnguard when editing, resulting in longer loading times for CK, then add it using xEdit after all the CK work is done.
     
  8. HorseEvents [IDLE:000296DC]
    For Skyrim SE, this has incorrectly set "Previous Sibling", which could cause issues with animations (depends on how the branch and other anims in the tree are setup) as this will change the order of the animations in that branch!
    For SSE, the "Previous Sibling" should be set to DragonEvents [IDLE:04017715], but you set it to IdleForceDefaultState [IDLE:00086840].
    I didn't look at how the branch is set up, so i cannot say it is a problem for this particular case, but it is better to be safe than sorry - besides, even if it wont be a problem for vanilla game, it could cause issues when other mods try to change something in this branch expecting the items in correct order while it isn't so.
    I recommend fixing it in xEdit at the end of the conversion process when all work in CK is done.
     
  9. Idles missing a condition added by ZAP
    The missing condition is: Subject.WornApparelHasKeywordCount( zbfEffectKeepOffsetAnim [KYWD:0A0184EA] ) = 0.000000 AND
    It is missing from activateDoor [IDLE:0005AD38] and JumpRoot [IDLE:00088302].
    Since the mod has ZAP as a requirement anyway, this should definitely be fixed (unless it is intentional?).
     
  10. NPC's "QNAM - Texture Lighting" differs between Oldrim and SSE version of the plugin.
    No clue as to which is the correct value, but i think it should be the same in both plugin versions.
    _SD_sprigganhost "Flowering Spriggan" [NPC_:0C024E50]
    _SD_SprigganSwarm "Spriggan Swarm" [NPC_:0C166676]
    _SD_spriggan_sprout "Spriggan sprout" [NPC_:0C1712F8]
    _SD_KyneSprigganMatron "Spriggan Matron" [NPC_:0C171E69]
     
  11. WIAddItem03 "Steal, Thugs hunt player" [QUST:00035B5A]
    Missing bunch of aliases added by USSEP.
    I know you are replacing the quest script with your own altered version which maybe do not care about those aliases, but you should think twice about removing stuff, because other mods or scripts may need it.
    Also, i dont think the way how you replace the quest script is a good idea, as it too can introduce potential incompatiblity (and it can be avoided) - if other scripts try to cast the quest to the original script to access its proeprties or aliases (which you removed, tsk tsk tsk :)), they will fail because you even removed the script!
    It would be much better to replace the content of the script, instead of removing it and adding a completely different script (differently named).
    Try to keep as much of the original properties or functions on that script as they were - if you need to change things for this mod, add new properties or functions and alter he original ones, or even redirect them to your new ones as needed.
    The goal is to retain as much of the original script functionality as possible.
    Of course, depending on how much drastically you need to change things, it may not be possible to keep things comatible, but you should always try - no matter how insignificant a quest/script can seem to be.
     
  12. WIAddItem03Scene [SCEN:00035B60]
    Similar to the above, you are removing scene scripts/fragments and replacing them with a new script with different name - IMO you should try to replace the original without renaming it and retain original functionality as much as you can or alter it to work differently for your internal purpose while still working the same for anything that may need the original functionlity.
     
  13. WEQuestNode [SMBN:000896A8]
    Different "Previous Sibling" (in SSE it was originally set to DLC2WEPriorityQuests [SMQN:040331C1], while you have it set to sanguinesDebauchery [SMBN:0C015BC4]).
    Similar to how the animation tree branches work, i suspect this field also can influence the order of the story manager nodes.
    That being said, i have absolutely no clue if this matter or not, but maybe you want to have a look at it.
     
  14. Tamriel "Skyrim" [WRLD:0000003C]
    Missing Max Height Data (you should carry over the data from USSEP, which is the same as in Dragonborn DLC).
    Missing Full Name (seems irrelevant, but just to be safe, maybe you should fix it and put back "Skyrim").
     
  15. ChillfurrowFarmEdge [CELL:00009637] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-4)
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  16. [NAVM:000B32A1] (in GRUP Cell Temporary Children of ChillfurrowFarmEdge [CELL:00009637] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-4))
    I highly recommend carrying over the fixed navmesh from USSEP.
     
  17. [CELL:00009617] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-3)
    Consider carrying over the fixed Location value set by USSEP to: WhiterunLocation "Whiterun" [LCTN:00018A56]
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  18. [NAVM:000EA082] (in GRUP Cell Temporary Children of [CELL:00009617] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-3))
    I highly recommend carrying over the fixed navmesh from USSEP.
     
  19. [CELL:00009636] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-4)
    Consider carrying over the fixed Location value set by USSEP to: WhiterunLocation "Whiterun" [LCTN:00018A56]
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  20. [NAVM:000E8601] (in GRUP Cell Temporary Children of [CELL:00009636] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-4))
    I highly recommend carrying over the fixed navmesh from USSEP.
     
  21. Whiterun [CELL:00009655] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-5)
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  22. LostValleyRedoubt08 [CELL:00009B24] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,-11)
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]

 

 

Posted

When enslaved, there is no gameplay or direction?

I went through the Simple Slavery auction to test the SSE conversion, and now i am in the middle of nowhere (in wilderness, somehwere in the Reach) with the master, and we're both just casually standing there.

Am i supposed to go somewhere?

The quest log only says i should "escape, or steal the key, or kill the master" - is that it?

- Escaping doesnt really work (you cannot run away from somebody who runs faster than you, because you are slowed down by the boots).

- Stealing the key failed, and now it wont let me try again.

- Killing the master... maybe i can try to bore him to death, but that could also happen to me :)

 

So, am i missing something? or misunderstanding something?

I read all i could find on the github wiki, that seemed relevant to the enslavement, and it doesnt mention any quests, so ..what should i do?

I mean i cannot do basically anything in this state - normal gameplay is out of the question while being so restricted.

Posted

Oh, and one thing keeps happening - i am getting messageBox saying "A nearby spectator grabs you", and i have the choice to Submit or Resist.

Thing is... there is NOBODY around except player and the master.

So what "spectator"? ...unless maybe there are some crabs hidden nearby and the system is picking them as spectators?

If i choose "Resist", nothing happens, but the message box keeps appearing.

If i choose "Submit", a animation starts with the master and player, and another messge box is shown saying something about somebody clawng at my eyes or face - dont remember it exactly.

What is going on?

Posted
6 hours ago, sfdrake said:



DeC says not compatible with SSE....

and no.

I also forget the password to beth launcher too......

I always forget all passwords, but bethnet has gotten good at sending me an email to change it. Hadn't looked at that 'net' for years till I wanted to try '76. I was surprised by promptness. Fortunately, I'd gotten a copy of CK when it was new and I thought I might spend time modding skyrim se. I'm only using around 90 mods, but have been very surprised by the number of LE mods which work without any problems. When SE was new, I messed with getting my old mthralling mod adjusted to it and got no where. I suspect that some of the patches to SE have made it more compatible  with LE mods.

Posted
29 minutes ago, Roggvir said:

When enslaved, there is no gameplay or direction?

I went through the Simple Slavery auction to test the SSE conversion, and now i am in the middle of nowhere (in wilderness, somehwere in the Reach) with the master, and we're both just casually standing there.

Am i supposed to go somewhere?

The quest log only says i should "escape, or steal the key, or kill the master" - is that it?

- Escaping doesnt really work (you cannot run away from somebody who runs faster than you, because you are slowed down by the boots).

- Stealing the key failed, and now it wont let me try again.

- Killing the master... maybe i can try to bore him to death, but that could also happen to me :)

 

So, am i missing something? or misunderstanding something?

I read all i could find on the github wiki, that seemed relevant to the enslavement, and it doesnt mention any quests, so ..what should i do?

I mean i cannot do basically anything in this state - normal gameplay is out of the question while being so restricted.

I recently ended up in the northwest.  I could gradually move toward a Forsworn camp. If I was attacked, Owner teleported to combat. He attacked fish, mudcrabs and finally forsworn. I've found that some owners in the NW are particularly immobile.

Posted
22 minutes ago, Roggvir said:

Oh, and one thing keeps happening - i am getting messageBox saying "A nearby spectator grabs you", and i have the choice to Submit or Resist.

Thing is... there is NOBODY around except player and the master.

So what "spectator"? ...unless maybe there are some crabs hidden nearby and the system is picking them as spectators?

If i choose "Resist", nothing happens, but the message box keeps appearing.

If i choose "Submit", a animation starts with the master and player, and another messge box is shown saying something about somebody clawng at my eyes or face - dont remember it exactly.

What is going on?

I don't know. In a bandit camp I've had other npcs join the party, but I'm pretty sure we used to get a different message when alone with the Owner.

Posted

One thing that could definitely be fixed in the SE version...

When the mod plays any animations, be it the kneeling, or some kind of punishment in furniture, etc., it does not disable the NiO high heels offset, so the actor is hovering in the air.

 

Posted
41 minutes ago, pihwht said:

I don't know. In a bandit camp I've had other npcs join the party, but I'm pretty sure we used to get a different message when alone with the Owner.

I had the same issues you had.

It is just that this mod seems to have its own approach entirely.

 

You have to constantly speak to your master to get any progression. I wanted to try the new update, but your comment turns this down already :(

From what I remember this mod has...

 

... no working escape mechanism. Even when you manage to get away from your master (which is often way too easy) you need to cheat to be released, even when you are halfway across sykrim and days have past

... master just follows you and behaves like a pet somehow. I remember in earlier SD versions you could not go too far without beeing punished. In other words, SD should be more bound to a certain area instead of the master.

... master does nothing of its own but idling around. he never asks for sex for himself or gives tasks. (or at least so rarely I cant even remember). I only remember that beeing caged was the only real interesting part of beeing enslaved (SD Cages extension). 

.... Slave tasks are strange and the whole slavery status progression is complicated and I never really understood it. Also, sadly, no suggestion was really ever implemented in SD. 

... some masters just do nothing at all, especially those you get via Simple Slavery (just out in the open somehwere in Skyrim, they never move anywhere).

 

... Sanguine Questline seems to evolve too much around the basic SD mechanics to be interesting.

 

As I wrote before, to make this mod really interesting (for more people) it needs a:

1. working escape mechanic (this is kinda core. Not all of us like to endlessly repeat the same dialogues hour after hour just to get free in a week or so)

2. more interesting Master behaviour (not folliwing the PC like a dog but doing more idles in his area/cell and maybe travel (SD+ says some masters travel but I never got one to do so)

3. more active and demanding masters (ask for sex, cleaning up, gathering food, dance etc. more often and without the need of always speaking to master), 

4. maybe more MCM options to customize the aforementioned stuff to make SD+ more compatible and easier to integrate with other mods.

5. real BDSM content like beeing paraded around, bound in zaz furniture for some time for whipping or raping. The forced to crawl stuff seems to be all at the moment.  I do not count Devious Devices because there are more mods using them than there are DDs. They are a nice addition, tho.

 

At the moment I virtually built my own "enslavement" scenario with Naked Dungeons Captured Feature (NPC lock you in furniture, turning aggressive when you escape) + some DDs random equip and SexLabUtil1 to make escaping after rape harder.

 

I really do not want to be overly critical, I know from my own projects how much time modding and in general stuff like this takes. But SD+ is a special thing for me, since I think it has the most potential of all mods on LoversLab at the moment with a dynamic player slavery system, but it also never progressed for 2-3 years in a meaningful way (for me at least).

 

So, of course feel free to just ignore me, maybe my ideas or way to play Skyrim is just not compatible. 

Posted

I agree... Although for me what SD needs the most is more developers pitching in with improvements and bug fixes because there is only so much I can do in a day.

 

Some of what you described is imposed by skyrims game engine limitation (master following around , lack of activity ). The old version with forced AI and punishment had terrible issues with the player getting stuck somewhere with a zombie master and even less options than there are now .

 

If you are stuck somewhere you can:

 

- walk around and kite your master somewhere he/she may get in combat and killed (easiest was to end enslavement )

- go outside for a day to trigger the ai package to have your master walk you to Mistwatch or sell you somewhere 

- piss your master off. Eventually he will sell you somewhere 

 

That said I am listening and I have been injecting suggestions in the mod, just not on a convenient timeframe for everybody.

Posted
3 hours ago, DeepBlueFrog said:

I agree... Although for me what SD needs the most is more developers pitching in with improvements and bug fixes because there is only so much I can do in a day.

 

Some of what you described is imposed by skyrims game engine limitation (master following around , lack of activity ). The old version with forced AI and punishment had terrible issues with the player getting stuck somewhere with a zombie master and even less options than there are now .

 

If you are stuck somewhere you can:

 

- walk around and kite your master somewhere he/she may get in combat and killed (easiest was to end enslavement )

- go outside for a day to trigger the ai package to have your master walk you to Mistwatch or sell you somewhere 

- piss your master off. Eventually he will sell you somewhere 

 

That said I am listening and I have been injecting suggestions in the mod, just not on a convenient timeframe for everybody.


I would contribute, but I just cant. I tried to read about scripting and made my first attempts with CK. But I have no talent for that kind of stuff and just piled frustration... 

So I m just restricted to play testing and trying to think about concepts and making suggestions. 

I will try to think about some things that I observed with other mods and maybe this gets somewhere:

 

My main issue with alot of this is playability. I play mainly warrior type characters, they just wont talk their way out of such a situation as long as other options might exist.

Maybe the whole "structure" around player slavery is the problem. What I miss in SD+ is just NPC turning hostile when you do shit. 
I tried attacking my master but I just got auto submit and was equipped with Devious Devices. Other Masters are killed just too easily. 
You write: "piss your master of, maybe he sells you". I achieved this ONCE and only after a tiring series of non-stop doing the same stuff.


The master should instantly be pissed when you attack him, period. He should attack you and trigger a Defeat Scene right away, where then there is the chance to be sold to simple slavery anyway. Currently, SD+ is too isolated from other mods I think. Defeat would not be the ideal solution, tho, because it would literally end SD+ slavery with only a chance of it beeing triggered again after the Defeat scene.

Ideally SD+ should have its own, simplified Defeat System. 

Maybe take a look at the "Naked Dungons" Mod. It has a nice system of Combat Defeat and Rape (Immortality Tab in MCM) and Rape (from non-Hostile NPC, too), and a very dynamic use of Zap Furnitures. The whole thing works like a charm when you get the settings right and is capable of creating slavery like environments with mods like Deviously Enslaved for example. Basically, Naked Dungeons combined with SD+ would maybe be perfect. The only problem: they are incompatible because Naked Dungeons behaves strange with enslaved players and SD+ would maybe interfere with some of the Naked Dungeons stuff. But that is something I still want to try to get to work.

 

Simplicty is also key. I would even vote for removing the slavery state alltogether? Just make the NPCs calm until the player does shit like pissing them off, attacking them, running away too far from them. 

Master should no longer follow the player at all until the player gets too far away and then trigger maybe a hunt. (integration with bounty hunter functionality and crime laws would be nice).

 

Basically, what Sexy Skyrim needs is this:

 

- you lose in combat

- you trigger a Defeat like mod 

- Defeat like mod rape you and then sends you to "X" outcomes

- X might be Simple Slavery, which might send you to Slavery Mod (like SD+)

- X might be Slavery directly (local) -> SD+

- Master and his allies should be non hostile

- Every set amount of hours (MCM option) a quest should be started for the player (see below) 

- if quest is not fullfilled, punishments should start

- Escape possibilities: get far away from master (trigger auto release), kill Master, buy yourself free, talk yourself out (this is the classic SD+ way)

 

Quests (configurable in MCM with set chances from 0%-100%)

- Please Master: talk to Master, this will auto trigger Sexlab Rape scene 1vs1 or gangbang with chainrape change

- Make Money: needs to pay X money. Can make money by prosituting herself (should be inbuilt in the mod)

- Tidy up: clean a random spot of the camp/room

- Display: enter a spawned or preplaced Zap Furniture. Be locked in. passing NPC have a chance to whip or rape the player while in furniture

- Cook/work: (give player raw material that needs to be cooked or wokred with at a bench/smelter etc.)

- run errand- bring X to NPC Y (maybe only for trusted slaves)

- etc. etc.

Modders could make their own quests to be integrated into SD+ 

 

Punishments (configurable in MCM with set chances from 0%-100%)

- wear DD

- be whipped

- crawl for X hours 

- sell to Simple Slavery

- Turn hostile

- etc. 

Modders could make their own punishments to be integrated into SD+ 

 

Punishments should trigger when a quest is not fullfilled in X hours (quest fails -> punishment quest starts). 

 

I dont know, but I see alot of this implemented in like a dozen different mods, but not combined in one mod that is really working. 
This would not require any deeper functionality, all that SD+ relation stuff could be included, but it would only be ONE of many options on how to escape/live as a slave.

 

Basically it would implement into any game as a Defeat Outcome for normal Skyrim play and give some more spice to that than just -> defeat -> rape -> release.

 

 

With Simple Slavery you can currently built a similar thing, but only very few of the Mods linked to SD+ are actually working well with that. 

- Pirate Price from Devious Cidhna

- S L U Ts 

- Wolf Club (too many bugs tho).

- 1-2 more I forgot 

 

All of them get repetetive quite fast, tho. 

 

 

 

 

 

 


 

Posted

 

That's all nice ideas but they would require me to fundamentally rewrite the core of SD.

 

The last time I did that it took me two years to work out issues .

 

Right now my focus is on finishing quests and stories in my mods first and fix bugs second.  

 

That's all I can afford to do with the amount of spare time I have these days .

 

Edit: I posted too quickly .

 

That doesn't mean I will not work on some of these ideas  if I get a chance .. just that I will focus on finishing stories first.

 

Having individual quests for each task is something I have been thinkinh about actually.

 

 

Posted

Would it be possible to get some help/advice for "The Truth".  At the part where you need to find out THE truth ;) and was sent outside of Gloomreach cavern.  I went through both the cavern and hive but didn't see anything around or out of place.  Is the teleport location pure random? Or is it teleport you to something you need to find, Like in Helga's Bunkhouse?

Posted

If I debug the spriggen roots thats don't remove themselves after awhile with DD-equip or cc would that remove all the buffs/debuffs that come from it?

Posted
14 minutes ago, northrend said:

If I debug the spriggen roots thats don't remove themselves after awhile with DD-equip or cc would that remove all the buffs/debuffs that come from it?

If it is done with DD itself or DDequip it should be fine.

Posted
28 minutes ago, VaunWolfe said:

So my characters master wants her to put on a show but I am not certain what to do? Does anyone know what to do?

If your slavery level is higher than two, you can ask your owner if you can dance for him/her ... under 'Please / May I...'

 

At slavery level 1, I meant for the slave to use the Dance spell but there are issues with it.

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