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Sanguine Debauchery (SD+) (January 2025)


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Posted

I have a question to all the people who have been following this mod for a while. 

I installed some version of SD in mid 2013 but have not been following the mod since. What are the changes to the "Enslavement" quest since. The original post in this thread mentions "cages". Can you get caged, gagged, blindfolded etc? How?

 

Thanks for answering these questions for me!

 

That part hasn't changed much since mid 2013. You get gagged and blindfolded as punishments when your demerits increase. You get put in cages for the night (around midnight) when the Master is in a cell with a cage.

 

What has changed in SD+ is the dynamics of enslavement. Here are a few examples:

 

- Any humanoid NPC can enslave you (even friendlies at this point, although that will change soon)

- There is no auto-leash pulling you back to the master all the time. You can roam around and receive warnings when you are about to be considered as 'escaped'. This makes it easier to escape but it also gives you a way out in case of a master with a very dull routine (there are many) and allows you to not die of hunger or cold if you have frostfall or 'needs' mods.

- In exchange for the ease of escape, the Master now follows you around more often. Eventually, masters will hunt you down long after you escape.

- You can now decide if you want to be a good or bad slave. Both (anger) and (passive) replies are available at all times.

- Both types of replies have a little more diversity to the reactions of the master (force feeding of alcohol and skooma, change appearance, sex, whipping).

Posted

1. I have a simple suggestion for the purposes of immersion. Let's say for example you're on a play through with a strong willed dragonborn who wound up some way or other enslaved. She escapes (playing on hardcore mode) and finds her self running around naked and in shackles looking for someone good willed to help her out of her bindings. Now considering the sort of 'age' of the skyrim lore, would it be so strange for someone to see her as an opportunity rather than a 'negotiation'. Perhaps not 100% of the time but maybe

20%/20%/20%/20%? negotiation/take advantage of/re-enslave for selfish purposes/reject all communication

 

2. A separate idea that came to me was how you have enslavement enabled for basically any and all npcs (not that I could get it to work even though I tried to get enslaved my a pack of wolves :P) rather than straight up enslavement, you could make owners/masters pass ownership of the pc to another i.e. a pet or someone else in their faction perhaps? If it was a pet, then dialogue probably wouldn't be needed just a tether and some sort of pet 'satisfaction' value.

 

TL:DR; 1. Instead of the lines that follow the 'help me' option, possibly have a more aggressive approach of varying types i.e. attack/ rape/ enslavement/ negotiation/ rejection. Or just a single one that is more aggressive?

 

2.Oh and enslaved to pets/ being given to others.

 

For now, only humanoid NPCs with a voice type can enslave you (and spriggans). 

 

Adding other races will require at least a special set of dialogues and actions based on grunts. I will start experimenting with Falmers for that (they have sex animations and are close to humanoids). If that works, I may expand it to other races when it makes sense.

 

I'm afraid being given away to someone's pet will be too complicated for the time being (I can see too many issues with factions for that part to work well).

Posted

Is it possible to make a cage on the carriage? Then dragonborn can be transported as a slave by thug.

 

based on the animation at beginning out of Helgen.

 

Too complicated unfortunately. I used a couple of carriage replacements mods and they come with issues of path and encounters. I wouldn't want to get down that path with all the other things I would like to do with this mod.

 

I already have an idea of how an alternate start would work. Without an additional mod like 'Live another life', you would have to go through part of the initial sequence before the slavery part would kick in.

Posted

nice patch. problems ive encountered with this is that this seems to go bad with defeat when defeat kicks in and i am trying to get enslaved. I cannot surrender. When I have defeat I also get really bad animation glitches such as npc getting stuck in sex animations. Also I cant see any relationship changes , none are taking effect whether I pick passive or aggresive. The scenes take place but no relationship changes. Also it would be nice for the npc to be hostile when chasing me to beat me back into submission. I noticed sometimes when I surrender, the owners fraction allies will still be hostile like bandits. They will beat me again reactivating the enslaved quest and then they are neutral with me. I think its cool that the enemy fraction of my owner will try to attack me until I get enslaved If I choose to stay with the owner. Anyways merry xmas!

 

Edit nevermind: I saw I had the  demerit notifications off and I had to wait 3 hours for the next activity to take effect so I can work for my freedom. But the owner should still be hostile when I try to runaway . Its weird that he just follows me and thats it

Posted

A good trick I learned early on with Defeat is that you can set a minimum health level for it to kick in. If you set that higher than the range Sanguine's is set to kick in, they generally won't conflict.

Posted

nice patch. problems ive encountered with this is that this seems to go bad with defeat when defeat kicks in and i am trying to get enslaved. I cannot surrender. When I have defeat I also get really bad animation glitches such as npc getting stuck in sex animations. Also I cant see any relationship changes , none are taking effect whether I pick passive or aggresive. The scenes take place but no relationship changes. Also it would be nice for the npc to be hostile when chasing me to beat me back into submission. I noticed sometimes when I surrender, the owners fraction allies will still be hostile like bandits. They will beat me again reactivating the enslaved quest and then they are neutral with me. I think its cool that the enemy fraction of my owner will try to attack me until I get enslaved If I choose to stay with the owner. Anyways merry xmas!

 

Edit nevermind: I saw I had the  demerit notifications off and I had to wait 3 hours for the next activity to take effect so I can work for my freedom. But the owner should still be hostile when I try to runaway . Its weird that he just follows me and thats it

 

Having faction members still hit you after you are enslaved are just a problem with a busy scripting engine trying to catch up with rapid fire events. This is why I added a message box when you are enslaved - to introduce a pause in the system.

 

Making the master hostile while he is following you is not very workable while you are enslaved because of faction interactions, but that will happen after you escape. I am planning on a separate quest that will have the master return to his faction state (hostile to the player) and hunt you down for a while... days... weeks... maybe longer.

Posted

A good trick I learned early on with Defeat is that you can set a minimum health level for it to kick in. If you set that higher than the range Sanguine's is set to kick in, they generally won't conflict.

They're incompatible no matter what the health values are. Maybe not right away, but it'll happen. I tested like crazy. Defeat will end up taking over anims for SD, and enslavement will break entirely.

Posted

 

A good trick I learned early on with Defeat is that you can set a minimum health level for it to kick in. If you set that higher than the range Sanguine's is set to kick in, they generally won't conflict.

They're incompatible no matter what the health values are. Maybe not right away, but it'll happen. I tested like crazy. Defeat will end up taking over anims for SD, and enslavement will break entirely.

 

 

Did you try playing with the trigger scenarios for Defeat?

 

Try using the health trigger: set SD to a very low trigger (like 0.5% of health) and set Defeat to a much higher trigger (30 or 40%). That should give the engine enough time to kick in before you are enslaved (unless they one-shot you).

 

If you are using the stamina trigger, some conflict may pop up as both mods will compete for attention on their own terms.

 

I am using SD with DS in my tests and so far, no issue to report. SD is a must for any slave who wants the option to slice their Master's throat at the first occasion their hands are released :)

Posted

Hmmm..... ive installed this patch..... So enslavemet works well, but some scenes are not happening at all. Dancing doesnt work to.

Problem with scripts?

 

No... dancing and punishments are disabled in this version as I was having problems with them interfering with other parts of enslavement.

 

Once the enslavement system flows well, I will reintroduce them and see why they were causing issues.

 

SD+ is still very playable in this state.

Posted

I tested all ways, and I use health trigger. I haven't had it active in my most recent playthrough, with the newest SL and FNIS though...I could always try again.

 

I actually have been having major alignment issues lately. Resetting doesn't seem to fix, at least not for long. The alignment is off a bit at 1st, and when I use keys to move, my pc starts walking, but going nowhere, then goes back to normal for the next phase, then the walking again. So far, it seems to only be happening in SD. Maybe it's just SL thing, idk. I'll check when I test Defeat again.

Posted

I didn't know which thread to post this to, so this seemed like the safest.

 

I haven't been able to get the enslavement to work at all recently, and with the combination of Submit/Defeat/Lover's Victim/Dangerous Nights/SD+ I wasn't sure what was going on.  So I've disabled all of the addons except SD+ and was going to re-enable one at a time.

 

My LV has been broken since the 12/19 update, which was ok...  just disabled it.  And my Defeat/SD+ were set to not overlap, but I would either trigger Defeat or get beaten down until my 1.7x health ran out and I ragdolled.  Took Defeat out of the mix, and I just get the beatdown.

 

My problem is that when I set SD+ to 'Uninstall' from the menu it gives me the message that I can now uninstall the mod but I immediately die.  Get thrown forward like an arrow to the back and lay there bleeding out until the load screen.  No matter what I do I can't seem to get the thing to actually go through its uninstall.

 

Any ideas, or manual processes to remove the thing so I can reload?

 

Also any ideas why enslavement might not trigger?  (This was in Moruscvar (SP?) with all of the mages running around)

 

Thanks, and Merry Xmas you guys!

Posted

I tested all ways, and I use health trigger. I haven't had it active in my most recent playthrough, with the newest SL and FNIS though...I could always try again.

 

I actually have been having major alignment issues lately. Resetting doesn't seem to fix, at least not for long. The alignment is off a bit at 1st, and when I use keys to move, my pc starts walking, but going nowhere, then goes back to normal for the next phase, then the walking again. So far, it seems to only be happening in SD. Maybe it's just SL thing, idk. I'll check when I test Defeat again.

 

My current settings to get SD and Defeat to play nice.

 

In Defeat:

 

- PC victim, scenario Health Threshold

- Health trigger 30% 

- Min health 10%

 

In SD:

 

- Negative health buffer 3x

- Health trigger 0.5%

 

That way, there is a 20% change of having Defeat action during combat and some buffer below the minimum before SD kicks in (in case of one shot).

Posted

I didn't know which thread to post this to, so this seemed like the safest.

 

I haven't been able to get the enslavement to work at all recently, and with the combination of Submit/Defeat/Lover's Victim/Dangerous Nights/SD+ I wasn't sure what was going on.  So I've disabled all of the addons except SD+ and was going to re-enable one at a time.

 

My LV has been broken since the 12/19 update, which was ok...  just disabled it.  And my Defeat/SD+ were set to not overlap, but I would either trigger Defeat or get beaten down until my 1.7x health ran out and I ragdolled.  Took Defeat out of the mix, and I just get the beatdown.

 

My problem is that when I set SD+ to 'Uninstall' from the menu it gives me the message that I can now uninstall the mod but I immediately die.  Get thrown forward like an arrow to the back and lay there bleeding out until the load screen.  No matter what I do I can't seem to get the thing to actually go through its uninstall.

 

Any ideas, or manual processes to remove the thing so I can reload?

 

Also any ideas why enslavement might not trigger?  (This was in Moruscvar (SP?) with all of the mages running around)

 

Thanks, and Merry Xmas you guys!

 

Read the download page for SD (the original, not the patch). There is a section about preventing instant death when uninstalling.

 

My advice is to disable SD and not uninstall it. Either keep it running and make it as hard as possible for it to trigger (0.01% health or something) or just disable it and not uninstall it.

 

Your save game already has things baked in it. Uninstalling will never fully clean that up. 

Posted

Ooh this makes me excited! I've really been loving what you have done with SD, skyrimll. I haven't installed yet because I've been holding out for more stability, but if this is tempting enough, I might do so and fire up a new character just to play a bit. ;)

Posted

Ooh this makes me excited! I've really been loving what you have done with SD, skyrimll. I haven't installed yet because I've been holding out for more stability, but if this is tempting enough, I might do so and fire up a new character just to play a bit. ;)

 

In the same boat here. I've followed the mod for a while now, i'm really liking where it's going, but i've held off so far since there were a lot of things that needed to be fixed, and i needed a fairly clean install to help test the Submit mod, which has taken up a lot of my gaming time lately.

 

I'm feeling very ready to bite on this bait though! :)

Posted

Ooh this makes me excited! I've really been loving what you have done with SD, skyrimll. I haven't installed yet because I've been holding out for more stability, but if this is tempting enough, I might do so and fire up a new character just to play a bit. ;)

Did I mention tonight I am testing... Falmers? :)

Posted

 

Ooh this makes me excited! I've really been loving what you have done with SD, skyrimll. I haven't installed yet because I've been holding out for more stability, but if this is tempting enough, I might do so and fire up a new character just to play a bit. ;)

Did I mention tonight I am testing... Falmers? :)

 

 

Oh my. Should I be trying to get Extrus Chaurus to work, or will there not be compatibility?

Posted

 

 

 

Ooh this makes me excited! I've really been loving what you have done with SD, skyrimll. I haven't installed yet because I've been holding out for more stability, but if this is tempting enough, I might do so and fire up a new character just to play a bit. ;)

Did I mention tonight I am testing... Falmers? :)

Oh my. Should I be trying to get Extrus Chaurus to work, or will there not be compatibility?

Estrus Chaurus is a plus if you have it. It is not required.

I am just playing with the idea of falmers masters. Not sure I will keep it yet.. That will depend on tonight's test.

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