Jump to content

Sanguine Debauchery (SD+) (January 2025)


Recommended Posts

Posted

Regarding NPC morality: I assume this is determined by the option in the Creation Kit under AI Data where you can select "no crime," "any crime" etc? When I create my own followers I always set this to "any crime" so they won't report me to the guards if they see me do something naughty. I didn't realise that in doing so I was creating a potential slaver!

 

This would explain why Adrianne Avenicci is always such a frustrating spoilsport when I try to persuade her to make me her pet (I keep trying, though!) while my own favourite busty Nord NPC is seemingly always up for it! :D

 

Well, the other day, when I accidentally clicked on the dialogue option, Lydia actually accepted the request. I guess as your thane, she'll follow any order, even the order to enslave you ;)

Posted

Well, the other day, when I accidentally clicked on the dialogue option, Lydia actually accepted the request. I guess as your thane, she'll follow any order, even the order to enslave you ;)

 

 

Sounds like lots of potential for switching to me...

 

I'm off to find Lydia right now!  :blush:

Posted

So what's up with the spriggan quest? I have everything required for sanguine's debauchery. Ive got cbbe. It's a clean save. And whenever attacked by a spriggan it takes down my health, I kneel down and all that and then the message about the roots pops up and I ctd.

 

This is my experience right now too. I did have SD+ loaded previously, removed it for a while so I could focus on Falskaar and then reinstalled it. I did check for any "_sd" named scripts and found none so I don't know what's causing the ctd when I hit 'ok'. Could it be a missing texture for the Spriggan armor? I noticed my body was missing just before the crash and I don't even know where to look for the texture or armor. Hope there will be a fix as the Spriggan quest is one of my favorites and why I reinstalled SD+. Right now I'm just avoiding Spriggans.

Posted

Is there a temporary fix for the kill move teleport to dreamworld bug where you performing a killmove will register as you being killed and you get teleported? It's annoying to be deep into a dungeon, kill something and have the killmove trigger, then teleported to the dreamworld, and then teleported to the meadery. I thought there was a way to just turn them off in the Skyrim settings but I guess that's just a Fallout thing.

Posted

Is there a temporary fix for the kill move teleport to dreamworld bug where you performing a killmove will register as you being killed and you get teleported? It's annoying to be deep into a dungeon, kill something and have the killmove trigger, then teleported to the dreamworld, and then teleported to the meadery. I thought there was a way to just turn them off in the Skyrim settings but I guess that's just a Fallout thing.

 

That should have been fixed in the last update.

 

Make sure you don't have stray _sd* scripts in your scripts folder.

 

Also, if you want a full and reliable fix, try Dance of death with Killmove immunity turned on.

Posted

Still doing some tests today, but some of the changes I made improve stability and playability enough to make it worth a release.

Expect an update later today :)

Posted

Still doing some tests today, but some of the changes I made improve stability and playability enough to make it worth a release.

Expect an update later today :)

 

Yay! Updates! And quick question. Every time i get sent to dream world while enslaved my player speed is reduced significantly but only for a moment. Sometimes its so slow I can't move at all. I have the mod Athletics Training installed and I'm not sure whether or not this is conflicting with SD causing sporadic player speed issues. Do you have any input on this?

Posted

 

Still doing some tests today, but some of the changes I made improve stability and playability enough to make it worth a release.

Expect an update later today :)

 

Yay! Updates! And quick question. Every time i get sent to dream world while enslaved my player speed is reduced significantly but only for a moment. Sometimes its so slow I can't move at all. I have the mod Athletics Training installed and I'm not sure whether or not this is conflicting with SD causing sporadic player speed issues. Do you have any input on this?

 

 

The punishments items you wear an a slave or in dreamworld have slowdown effects, some permanent and some temporary.

 

I don't want to eliminate them as they replace the automatic leash that caused issues before, but I removed the magnitude of the effect and I keep tweaking that side of SD+ to find the right balance.

 

The next update will have reduced effects.

Posted

I actually really liked the automatic leash, it made it much harder to escape, so that there was more of a game element and less RP dependent. Is there any chance that it will be put back in in someway, maybe under special circumstances or with special equipment so that it will make sense in game? A magic collar that forces you to stay in a certain radius, maybe.

 

Then the Owner could loosen the effect temporarily to allow you to accomplish certain tasks, and if you fail to accomplish them or if you ask for help, the collar drags/teleports you back to the Owner.

Posted

Version 1.14 is out with these changes:

 

- Added random chance for slave gear to be removed after visit to dreamworld

- Added gender preferences to 'I need a strong hand'
- Tweaked conditions for voluntary submission to friendly NPC 
:: chains on + enslaved quest stopped + morality high + more than 10 visits to Dreamworld
- Reduced carry weight and slow down effect when enslaved by half
- Reduced aggressiveness of Master 
- Restored blindfold effect in 1st person (except for 90% and 100% values to keep it playable)
- Removed check for scene for spriggan flares (trying to fix 'stuck' actors)
- Removed 'Estrus' from masturbation animations caused by Spriggan host
- Force unequip everything other than clothing when enslaved (improved inventory management)
- In Train/Dance, added random chance for masturbation / masturbation moved to end of scene
 
- Fixed: high cost of Falmer fungus extract
- Fixed: Master walks to slave during whipping (should be running)
- Fixed: Added Tsun - guardian in Sovengarde - to banned slaver faction
- Fixed: Surrounding NPCs turn hostile when enslaved by friendly NPC (I need a strong hand - test with Jonassa in Whiterun)
 
Posted

I actually really liked the automatic leash, it made it much harder to escape, so that there was more of a game element and less RP dependent. Is there any chance that it will be put back in in someway, maybe under special circumstances or with special equipment so that it will make sense in game? A magic collar that forces you to stay in a certain radius, maybe.

 

Then the Owner could loosen the effect temporarily to allow you to accomplish certain tasks, and if you fail to accomplish them or if you ask for help, the collar drags/teleports you back to the Owner.

 

The automatic leash might come back if I can find a way to balance issues with letting script take over your movement.

 

This used to cause major issues when you had to walk up stairs, rock and in general, had a high chance of ending with the PC stuck against a wall somewhere.

 

Until then, I will keep an invisible fence.

Posted

So... having Angrim as a Master was fun in general, especially now that Master's don't flip out and chase any critter in sight.

 

However, around midnight of the first day, he magically teleported himself back to his lair, leaving the PC still bound down the road.

Not ideal.

 

I was able to subdue him with Defeat and get my stuff back with no harm done, so there was a way out of that enslavement without having to reload. I suppose it is a good thing :)

Posted

 

 

Still doing some tests today, but some of the changes I made improve stability and playability enough to make it worth a release.

Expect an update later today :)

 

Yay! Updates! And quick question. Every time i get sent to dream world while enslaved my player speed is reduced significantly but only for a moment. Sometimes its so slow I can't move at all. I have the mod Athletics Training installed and I'm not sure whether or not this is conflicting with SD causing sporadic player speed issues. Do you have any input on this?

 

 

The punishments items you wear an a slave or in dreamworld have slowdown effects, some permanent and some temporary.

 

I don't want to eliminate them as they replace the automatic leash that caused issues before, but I removed the magnitude of the effect and I keep tweaking that side of SD+ to find the right balance.

 

The next update will have reduced effects.

 

 

I noticed its the slave collar. Just removing that collar fixes it on my end but I did notice that it does make my player speed to -4 then I need to wait a second or two until i can move then Im allowed to move again. Gonna check out 1.14 see how the new changes affect the player speed.

 

I actually really liked the automatic leash, it made it much harder to escape, so that there was more of a game element and less RP dependent. Is there any chance that it will be put back in in someway, maybe under special circumstances or with special equipment so that it will make sense in game? A magic collar that forces you to stay in a certain radius, maybe.

 

Then the Owner could loosen the effect temporarily to allow you to accomplish certain tasks, and if you fail to accomplish them or if you ask for help, the collar drags/teleports you back to the Owner.

 

As for this I think asking to see if that can be set to an MCM option would be nice for those who did like the leash. I for one fought really hard against the leash. Always running away. Catch me if you can master.

Posted

 

As for this I think asking to see if that can be set to an MCM option would be nice for those who did like the leash. I for one fought really hard against the leash. Always running away. Catch me if you can master.

 

 

Maybe I misunderstood what you meant by leash.

 

The old automatic leash was nothing you could fight against.

It just took over your controls and walked you back to your master against your will. 

How can you fight against that?

Posted

 

 

As for this I think asking to see if that can be set to an MCM option would be nice for those who did like the leash. I for one fought really hard against the leash. Always running away. Catch me if you can master.

 

 

Maybe I misunderstood what you meant by leash.

 

The old automatic leash was nothing you could fight against.

It just took over your controls and walked you back to your master against your will. 

How can you fight against that?

 

 

I would jump off ledges if near by to keep my pc from returning to master.

Posted

 

 

 

As for this I think asking to see if that can be set to an MCM option would be nice for those who did like the leash. I for one fought really hard against the leash. Always running away. Catch me if you can master.

 

 

Maybe I misunderstood what you meant by leash.

 

The old automatic leash was nothing you could fight against.

It just took over your controls and walked you back to your master against your will. 

How can you fight against that?

 

 

I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

Posted

 

 

 

 

As for this I think asking to see if that can be set to an MCM option would be nice for those who did like the leash. I for one fought really hard against the leash. Always running away. Catch me if you can master.

 

 

Maybe I misunderstood what you meant by leash.

 

The old automatic leash was nothing you could fight against.

It just took over your controls and walked you back to your master against your will. 

How can you fight against that?

 

 

I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

 

 

Agreed. It doesn't always work but thats why i quick save a lot.

Posted

 I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

 

 

Agreed. It doesn't always work but thats why i quick save a lot.

 

 

One possibility I could eventually investigate is short bursts of AI controlled movements.

 

If I can find a reliable way to activate the leash for say 10 seconds and turn it off automatically to prevent getting stuck indefinitely, I could consider bringing it back.

Posted

 

 I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

 

 

Agreed. It doesn't always work but thats why i quick save a lot.

 

 

One possibility I could eventually investigate is short bursts of AI controlled movements.

 

If I can find a reliable way to activate the leash for say 10 seconds and turn it off automatically to prevent getting stuck indefinitely, I could consider bringing it back.

 

 

I also noticed that some of my masters don't seem to try that hard to find me. It's as if my pc isn't valued that much to them or they might be like quagmire and show no concern that I escaped because I'm tagged and I'll be found later. That could be a nice new option. Have those hired thugs come after you if you get away from your new master. Then they could either sell you to mist watch or bring you back to the new master. Also what happened to the thugs getting triggered on puchase of dwarven items. Was that ever an option or just in my head?

Posted

So... having Angrim as a Master was fun in general, especially now that Master's don't flip out and chase any critter in sight.

 

However, around midnight of the first day, he magically teleported himself back to his lair, leaving the PC still bound down the road.

Not ideal.

 

I was able to subdue him with Defeat and get my stuff back with no harm done, so there was a way out of that enslavement without having to reload. I suppose it is a good thing :)

 

Quite funny story.

I think it is actually quite dynamic that sometimes the masters are very reckless and easily abandon you.

Maybe instead of trying to make them follow you all the time, thus making escape via running/sneaking away impossible the next time you sleep Sanguine would call you to his dreamworld and sometimes send you back bound to your former master, sometimes ask you if you want to go back. This could be random or tied to your current submissive level.

 

 

 

 

 

I've been thinking...what if I made a coliseum, and the loser was enslaved? Arena combat, hosted by Sanguine. If you win, you gain access to a slave pen, to house the slaves you win in the arena, and a special slave pen for you when you lose. Maybe Sanguine can be dueled when you defend your title? Winning gains you a daedric power, or something.

 

attachicon.gifSkyrim Coliseum(.max).jpg

 

 

I love gladiator fights, even more if they are dirty and involve sexual humiliation to the loser as you describe. Call me crazy, but somehow i really like the idea that if you win the duel versus Sanguine that you may rape/torture him. That would be so wickedly weird if he gets humiliated by his current favorite slave toy, your player character :D

Posted

 

 

 I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

 

 

Agreed. It doesn't always work but thats why i quick save a lot.

 

 

One possibility I could eventually investigate is short bursts of AI controlled movements.

 

If I can find a reliable way to activate the leash for say 10 seconds and turn it off automatically to prevent getting stuck indefinitely, I could consider bringing it back.

 

 

I also noticed that some of my masters don't seem to try that hard to find me. It's as if my pc isn't valued that much to them or they might be like quagmire and show no concern that I escaped because I'm tagged and I'll be found later. That could be a nice new option. Have those hired thugs come after you if you get away from your new master. Then they could either sell you to mist watch or bring you back to the new master. Also what happened to the thugs getting triggered on puchase of dwarven items. Was that ever an option or just in my head?

 

 

Purchase of dwarven items?

 

Unless I missed that in the code, that wasn't an option.

 

I started the foundation for having the Master hunt you down after you escape for good but I had issues getting the quest properly triggered. I decided to spend more time fixing bugs and add more features later.

 

Posted

 

 

 

 I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

 

 

Agreed. It doesn't always work but thats why i quick save a lot.

 

 

One possibility I could eventually investigate is short bursts of AI controlled movements.

 

If I can find a reliable way to activate the leash for say 10 seconds and turn it off automatically to prevent getting stuck indefinitely, I could consider bringing it back.

 

 

I also noticed that some of my masters don't seem to try that hard to find me. It's as if my pc isn't valued that much to them or they might be like quagmire and show no concern that I escaped because I'm tagged and I'll be found later. That could be a nice new option. Have those hired thugs come after you if you get away from your new master. Then they could either sell you to mist watch or bring you back to the new master. Also what happened to the thugs getting triggered on puchase of dwarven items. Was that ever an option or just in my head?

 

 

Purchase of dwarven items?

 

Unless I missed that in the code, that wasn't an option.

 

I started the foundation for having the Master hunt you down after you escape for good but I had issues getting the quest properly triggered. I decided to spend more time fixing bugs and add more features later.

 

 

Ah I didn't see that and as for the dwarven items. I don't remember where I saw it. It might have just been something in my head.

Posted

On the hunt: it seems like you could completely copy the hired thugs quest. Either send the thugs to return you, or send members of the Owner's faction (bandits, necromancers, etc). It seems overly complex to send the Owner themself, especially since so many might be set to respawn, or might not even be a match for the player at all.

 

Posted

 

 

 

 I would jump off ledges if near by to keep my pc from returning to master.

 

 

But if you do that, you would just get stuck against the ledge, with the AI trying to pull you back until the Master died or your time for escape ran out. Not a particularly playable option.

 

 

Agreed. It doesn't always work but thats why i quick save a lot.

 

 

One possibility I could eventually investigate is short bursts of AI controlled movements.

 

If I can find a reliable way to activate the leash for say 10 seconds and turn it off automatically to prevent getting stuck indefinitely, I could consider bringing it back.

 

 

I also noticed that some of my masters don't seem to try that hard to find me. It's as if my pc isn't valued that much to them or they might be like quagmire and show no concern that I escaped because I'm tagged and I'll be found later. That could be a nice new option. Have those hired thugs come after you if you get away from your new master. Then they could either sell you to mist watch or bring you back to the new master. Also what happened to the thugs getting triggered on puchase of dwarven items. Was that ever an option or just in my head?

 

 

Purchase of dwarven items?

 

Unless I missed that in the code, that wasn't an option.

 

I started the foundation for having the Master hunt you down after you escape for good but I had issues getting the quest properly triggered. I decided to spend more time fixing bugs and add more features later.

 

 

I think they are referring to the Buy Dwarven artifact radiant quest [WIAdditem07] with Calcelmo.

 

With regards to that one though, is that quest required to cycle to get WIAdditem03 [steal Item/Thug] to repeat?

Posted

On the hunt: it seems like you could completely copy the hired thugs quest. Either send the thugs to return you, or send members of the Owner's faction (bandits, necromancers, etc). It seems overly complex to send the Owner themself, especially since so many might be set to respawn, or might not even be a match for the player at all.

Well I am not even sure if I like the idea but I would think it would be easier to just make a kidnaping on sleep like with Astrid.  Of Course that eliminates any possibility of getting away.  Perhaps a distance quantifier too....

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...