Jump to content

Sanguine Debauchery (SD+) (January 2025)


Recommended Posts

Posted

 

Version 1.14 is out with these changes:

 

 

- In Train/Dance, added random chance for masturbation / masturbation moved to end of scene

 

I am not sure about this...After being "TRAINED"  I can not see the PC having the energy or even the need to masterbate....  Just my OP.

 

EDIT: Oh!!   And Thank-You for the Update!   *Bows to master*

Posted

 

 

Version 1.14 is out with these changes:

 

 

- In Train/Dance, added random chance for masturbation / masturbation moved to end of scene

 

I am not sure about this...After being "TRAINED"  I can not see the PC having the energy or even the need to masterbate....  Just my OP.

 

EDIT: Oh!!   And Thank-You for the Update!   *Bows to master*

 

 

That's why I set it on a low chance of occuring. 

 

The way I see it is not so much the PC having the energy to masturbate but rather that her captors are forcing the PC to put on a show for them :)

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?

 

 

Yeah that's the quest I was referring to.

Posted

You know....I do not know who came up with the member ranking system ... but it seams a bit bass akward to go from junior member to advanced member to member.  Its like going from Cold shrinkage to Raging hard-on to limp dick.   hehe sorry for the visual.   

Posted

I like the idea of using a generic "Hired Thugs" type thing for escaped slaves. Why is a bandit's randomly captured slave so important they'd personally chase all over the map for them? Just focus on having one flexible way to deal with people being after the player.

 

Posted

The triggers for the hired thugs quest are from the old thread Sanguine's Debauchery, now locked. I've been trying to get that quest to trigger so recently found this but I have no idea if it still applies:


The Thug's never come after me.
The thug quest ( WIAddItem03 ) is the 3rd in the series of four related quests. They must be preformed and completed in sequence before they are cycled through again. There is a 48 hour wait ( game time ) between quest completion before the next quest will start.

 

1.WIAddItem01 - "Did you find something good?" = Picking up an item and an NPC says something like "Hope nobody misses that...", "That was just lying around? Good find.", etc..
2.WIAddItem02 - Rummaging through trash = Scrounging around taking things like cabbages out of barrels and containers.
3.WIAddItem03 - Steal, Thugs hunt player = Stealing or pick-pocketing items from NPC's with a neutral or worse relationship. You don't have to get caught doing it.
4.WIAddItem07 - Buy Dwarven artifact = Buying dwarven armor or weapons and getting a note from Calcelmo saying he's interested in acquiring it.

 

Posted

The triggers for the hired thugs quest are from the old thread Sanguine's Debauchery, now locked. I've been trying to get that quest to trigger so recently found this but I have no idea if it still applies:

 

 

 

The Thug's never come after me.

The thug quest ( WIAddItem03 ) is the 3rd in the series of four related quests. They must be preformed and completed in sequence before they are cycled through again. There is a 48 hour wait ( game time ) between quest completion before the next quest will start.

 

1.WIAddItem01 - "Did you find something good?" = Picking up an item and an NPC says something like "Hope nobody misses that...", "That was just lying around? Good find.", etc..

2.WIAddItem02 - Rummaging through trash = Scrounging around taking things like cabbages out of barrels and containers.

3.WIAddItem03 - Steal, Thugs hunt player = Stealing or pick-pocketing items from NPC's with a neutral or worse relationship. You don't have to get caught doing it.

4.WIAddItem07 - Buy Dwarven artifact = Buying dwarven armor or weapons and getting a note from Calcelmo saying he's interested in acquiring it.

 

 

I see.

 

I never got to the Dwarven part.

 

At #3, Thugs are sent after the player. That's enough to get the thugs that will play nice with SD+. The Dwarven items part is not necessary to trigger the thugs.

 

I didn't know the right sequence but I do routinely look in the trash, pick up objects laying around and steal occasionally.

 

I will see if I can force the thugs to trigger artificially if you escape enslavement (maybe based on how you end up escaping).

Posted

sometimes when fighting a mage NPC i get a message saying "you are about to die[magic]" and then fall over dead, this has happened multiple times even when my health is 1/2~3/4 full

 

i think its SD causing it but im not 100% sure, whats the best way to find out?

Posted

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

 

Is that slave gear as is collar/gag etc or slave gear as in player items?

 

If it's player items will sanguine hold the stuff since even with the remove items option ticked i've had quest stuff go to owner (dragonstone for example) which i've had to get back to progress one of the vanilla quests.

Posted

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

 

Is that slave gear as is collar/gag etc or slave gear as in player items?

 

If it's player items will sanguine hold the stuff since even with the remove items option ticked i've had quest stuff go to owner (dragonstone for example) which i've had to get back to progress one of the vanilla quests.

 

Two different issues here.

 

The gear that will be randomly removed is the gag and bindings that should be equipped automatically when you go to Dreamworld. Once you go back to Tamriel, there is now a random chance some of these will remain equipped (including the bindings :) ).

 

About quest items going to your Master, I know it is an issue and I am looking for a solution. 

 

Check out the second post in this thread for items in red - these are major issues I am currently working on.

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.

 

 

Didn't have any SD scripts in the scripts folder. I figured that bug had been removed since it was in one of the earlier changelogs but some reason it was still happening with me on a completely fresh install on the 2/13/14 version. I got Dance of Death and I'll give the killmove immunity a try, if that doesn't work I'll just turn off the killmove chance entirely.

Posted

Thanks for the update!

 

Going well so far. I've been made to dance a few times and my character hasn't had first go at herself, which makes much more sense to me. Before it always felt a little weird that her owner would let her play before taking his or her own turn. It would have been a different matter if they'd stayed to enjoy the show, but they - and their friends - tended to wander off before, sometimes resulting in them being "busy" and missing out on the fun.

 

I like it much better this way.  :)

Posted

Hi, Thanks for updating/fixing the mod!

 

But since i installed the mod i keep getting spammed in my papyrus logs with

stack:
    [_SD_patch_frostfall (6F000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 75
[03/03/2014 - 08:19:37PM] Error: Cannot call GetValueInt() on a None object, aborting function call
stack:
    [_SD_patch_frostfall (6F000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 75
[03/03/2014 - 08:19:37PM] warning: Assigning None to a non-object variable named "::temp17"
stack:

I don't have Frostfall installed and it isnt activated in the MMC menu either.. so anyone got an idea how to get rid of those messages?

 

 

 

Posted

Played with new version several hours last night on a new save:

 

Alternate start dropped me in the middle of four bandits (robbed and left for dead, except, this time, the bandits didn't actually leave I guess ;) ), Defeat did its thing, then I was enslaved right off :

 

-normal whipping didn't work, owner wouldn't equip the whip, would just stand and wait. Shift+End to end scene worked to move things along

-other punishment scenes all worked, whipping included

-used Wait function and owner started wandering, used End to rejoin owner (curious to see where she was going) and we made stops in Dawnstar, the nearby Imperial camp, and the lighthouse with the chaurus in the cellar, then back to the imperial camp where owner used the tents to sleep

-- through all of this everything except whipping animations seemed to work well except that I seemed to have a hard time getting negatives to accumulate, ie: gags beads etc addition never happened, but I may have not have been consistent enough,

-dancing and train-run did appear to work too.

 

-I need a strong hand worked flawlessly with Jenassa in Whiterun (though I should have hired her first so that we could leave the Huntsman)

-while owned by Jenassa, I never got the "let me earn my freedom" dialog option

 

-after being freed by Jenassa I finally went to sleep and to the Dreamrealm and returned with leather cuff bindings. I couldn't take them off of course, the problem was that I got no dialog options with anyone in Whiterun that would allow them to be removed in the usual ways - guards and blacksmith included - so I eventually went back to a save from before I slept and things went better the next time in that regard. I like this idea, of Sanguine randomly playing tricks on the pc, btw, it fits well imo, but, it was late when I got to that and so I may not have been as patient as I should have been in my haste to get to rl sleep.

 

Hope this is helpful and thanks again and again for your efforts.

Posted

Hi, Thanks for updating/fixing the mod!

 

But since i installed the mod i keep getting spammed in my papyrus logs with

stack:
    [_SD_patch_frostfall (6F000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 75
[03/03/2014 - 08:19:37PM] Error: Cannot call GetValueInt() on a None object, aborting function call
stack:
    [_SD_patch_frostfall (6F000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 75
[03/03/2014 - 08:19:37PM] warning: Assigning None to a non-object variable named "::temp17"
stack:

I don't have Frostfall installed and it isnt activated in the MMC menu either.. so anyone got an idea how to get rid of those messages?

Did you install the SDpatch - frostfall.esp and SDpatch - frostfall.bsa by accident?

Posted

 

Hi, Thanks for updating/fixing the mod!

 

But since i installed the mod i keep getting spammed in my papyrus logs with

stack:
    [_SD_patch_frostfall (6F000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 75
[03/03/2014 - 08:19:37PM] Error: Cannot call GetValueInt() on a None object, aborting function call
stack:
    [_SD_patch_frostfall (6F000D62)]._SDQF_patch_frostfall_01.OnUpdate() - "_SDQF_patch_frostfall_01.psc" Line 75
[03/03/2014 - 08:19:37PM] warning: Assigning None to a non-object variable named "::temp17"
stack:

I don't have Frostfall installed and it isnt activated in the MMC menu either.. so anyone got an idea how to get rid of those messages?

Did you install the SDpatch - frostfall.esp and SDpatch - frostfall.bsa by accident?

 

 

The only way to get that in the logs is to have the SDpatch installed for Frostfall. 

 

Watch out for NMM - it tends to automatically check the option even if you don't have Frostfall installed.

Posted

Played with new version several hours last night on a new save:

 

Alternate start dropped me in the middle of four bandits (robbed and left for dead, except, this time, the bandits didn't actually leave I guess ;) ), Defeat did its thing, then I was enslaved right off :

 

-normal whipping didn't work, owner wouldn't equip the whip, would just stand and wait. Shift+End to end scene worked to move things along

-other punishment scenes all worked, whipping included

-used Wait function and owner started wandering, used End to rejoin owner (curious to see where she was going) and we made stops in Dawnstar, the nearby Imperial camp, and the lighthouse with the chaurus in the cellar, then back to the imperial camp where owner used the tents to sleep

-- through all of this everything except whipping animations seemed to work well except that I seemed to have a hard time getting negatives to accumulate, ie: gags beads etc addition never happened, but I may have not have been consistent enough,

-dancing and train-run did appear to work too.

 

-I need a strong hand worked flawlessly with Jenassa in Whiterun (though I should have hired her first so that we could leave the Huntsman)

-while owned by Jenassa, I never got the "let me earn my freedom" dialog option

 

-after being freed by Jenassa I finally went to sleep and to the Dreamrealm and returned with leather cuff bindings. I couldn't take them off of course, the problem was that I got no dialog options with anyone in Whiterun that would allow them to be removed in the usual ways - guards and blacksmith included - so I eventually went back to a save from before I slept and things went better the next time in that regard. I like this idea, of Sanguine randomly playing tricks on the pc, btw, it fits well imo, but, it was late when I got to that and so I may not have been as patient as I should have been in my haste to get to rl sleep.

 

Hope this is helpful and thanks again and again for your efforts.

 

Thanks for the detailed report.

 

I don't know why whipping didn't work. I will have to check if the files were properly included in the BSA. Anyone seeing that too?

 

For the bindings from Dreamland, I thought they should be covered by the current release options. I guess I missed something.

I will add that to the list.

Posted

About whipping, I noticed during my slavery session this afternoon that the first time didn't work. I started the slavery off with the passive dialogue and was made to dance, then selected "please?" next. The message came up that I was going to be whipped, but he just stood there until it said whipping end.

 

After that I insulted him, and the next time whipping triggered it worked fine.

Posted

As i said before i could not start the Wanted! questline...

 

I checked with Tes5edit after i cleaned some stuff....

 

And i get this error (also how can i copy errors from tes5edit? sorry for the image....)

 

 

 

Cattura-3.png

 

 

 

can anybody help?

Posted

Hi, Thanks for updating/fixing the mod!

 

snipped log

 

But since i installed the mod i keep getting spammed in my papyrus logs with

I don't have Frostfall installed and it isnt activated in the MMC menu either.. so anyone got an idea how to get rid of those messages?

 

I don't have Frostfall and the patch options weren't checked in the Mod Config Menu but I did find the plugin was checked in the NexusMM. I unchecked it and haven't had problems...maybe this is also happening with you? Edit: And I see that SkyrimII said this before me. :)

 

SkryimII, thanks for the other reply; I'll get to digging in more barrels and see what happens.

 

Posted

New test this afternoon, new save again,

 

the only thing of note really is that whipping worked smoothly from the moment I was enslaved and that, this time, I got all the 'bad slave' additions - gags, plugs, etc.

 

So I am betting that the former test was somehow mussed up, perhaps by the repeated engagement of Defeat (player as victim) before actual enslavement in that one (0-37 in SL diary). Anyway, sorry for the red herring and thanks again.

Posted

 

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

 

Is that slave gear as is collar/gag etc or slave gear as in player items?

 

If it's player items will sanguine hold the stuff since even with the remove items option ticked i've had quest stuff go to owner (dragonstone for example) which i've had to get back to progress one of the vanilla quests.

 

Two different issues here.

 

The gear that will be randomly removed is the gag and bindings that should be equipped automatically when you go to Dreamworld. Once you go back to Tamriel, there is now a random chance some of these will remain equipped (including the bindings :) ).

 

About quest items going to your Master, I know it is an issue and I am looking for a solution. 

 

Check out the second post in this thread for items in red - these are major issues I am currently working on.

 

 

 

The master getting quest or player items isn't so much of an issue as we can either pick pocket/kill the master or if you have something like puppet master (your own mind control mod would probably let this as well) we can retrieve the item from the inventory as long as the master sticks around and has it on them.

 

I remember reading (either here or on the old SD) that potentially masters could disappear with your stuff which made me wonder.

 

Posted

Off the top of my head I think if you type tim (toggle immortality mode) in the console and then uninstall that'll fix it.  Been a while since I had that issue though.

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...