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Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine


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Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine

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This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. It also features buying and selling slaves. ESL flagged.

 

Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training.

 

There are currently 4 unique npc's on a fixed location that can be bought directly, 10 that are connected to 4 separate quests, and 22 that can be randomly found in the repeatable quests. There is 1 unique item that can be found. The quests are independent from each other.

 

Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest.

 

For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in the major cities: Solitude, Windhelm, Whiterun, Markarth, and Riften.

 

If you have too many slaves, visit the slavers in the Solitude Docks, the Windhelm Docks, or the Raven Rock Docks. They will buy every slave you bring them, no questions asked. And they might have something for you to buy as well.

 

And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods.

This feature can be turned off through dialogue ingame.

 

Requirements:

See the install page

 

Detailed overview

 

Simple Unique Slaves with fixed location

These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours.

 

Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training.
They work as generic prostitutes before you buy them.

Bunny, Breton: in the BraidWood Inn

Tilu, Dunmer: New Gnisis Cornerclub

 

There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters.

Astia, Imperial: in the Riften Jail

Yatava, Orc: Dawnstar jail

 

A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself. 

Spoiler

Nille has a special unmarked quest. If you ask her if she is well, she will mention Silana, the priestess of Solitude. If you speak to her, you'll gain the option to release Nille in the temples care. Doing the right thing will grant you a permanent skill learing bonus for speech and restoration.

 

Simple Slaves with randomized locations

As mentioned in their sections, the Rescue repeatable quest, the Jail Market, and the Slavers can include unique characters that can't be found any other way. Each time these start, they have a chance to select a random NPC from their list. Each of these NPCs has a unique backstory, and they might have connections with other NPCs or quests from this mod.

 

Jail Market

There are 6 unique NPCs that can found in any of the jail markets, they cost the same as the generated prisoners (750 gold). See Jail Market below for more details.

 

Spoiler

*Mobiba-ma: female Kajhiit

*Rosalind Mornard. female Breton

*Freyda: female Nord

*Roxwinne : female Nord
*Yrsild: female Nord

*Sebastien: male Breton

 

 

Rescue repeatable quest

There are 7 unique npc that can be rescued. They are divided between bandit captives, mage captives, or cave captives. Currently no unique NPC is set up to be rescued from caves unless SPID is used to assign more. You can choose to enslave them, or to free them.

If you decide to free them, they will remain in the game world. They'll spend a day in the inn, and then they will return to their home location. They become regular followers and marriage candidates. See Rescue below for more details.

 

Spoiler

*Elara Mornard, female Breton. (bandit)
(Old Hroldan inn)

*Flavia Lucasta, female Imperial. (bandit)
(Windpeak inn)

*Darili Rothan, female Dunmer.  (bandit or mage)
(New Gnisis Cornerclub)

*Axdin, male Nord (bandit)
(Winking Skeever)

*Kamika at-Amil: female Redguard (mage)
(Stendarr's Beacon)

*Fanrel: female Bosmer (bandits+mages)
(Falkreath, Hunter's Rest)

*Lory, female Breton (mages) 
(Falkreath Dead Mans Drink)

 

 

Slaver

There are 5 unique NPCs that you can buy from the slavers. They all come with high training stats. See Slavers below for more details.

 

Spoiler

*Fell-In-Briars: female Argonian

*Belarin: female Altmer

*Mell: female Bosmer

*Lestra: female Imperial

*Azabesh: female Orc

 

 Lucky finds

There are 4 unique NPCs that you can find in random dungeons. You can capture them, recruit them, or free them. If they're freed, they'll return to the location between brackets. See the Lucky Find quest below for more details.

 

Spoiler

*Rona Verius, an Imperial with connections to an other NPC. (Old Hroldan Inn)

*Mirie, a dark skinned Altmer. (Candlehearth Hall)

*Reja Vindrdottir, albino Nord. (Alchemist shack)

*Ivela Telvanni: Dunmer mage. (The Retching Netch)

 

 

 

Adding new NPCs to these systems

Do you want more NPCs to rescue or buy? You can add more NPCs to these systems with SPID or Skypatcher. Give an NPC one of Enthralled's factions, and from then on Enthralled can use them. If you have a bunch of follower mods, you can send them to Enthralled's systems.

I'll walk you through on how to use SPID for this. An example script with the correct setup is provided in the downloads.

 

You must add one or more of the following factions to the NPC of your choice:

PqJailedFaction 

PqCapturedBanditFaction

PqCapturedMageFaction

PqCapturedCaveFaction

PqCapturedSlaverFaction

PqLuckyFindFaction

 

If DOM is installed, there is an additional faction. NPC with this faction can be recruited as DOM slavers to train your slaves, hire them for 500 gold near the Slave Buyers. There are no custom NPCs yet, only those you add through SPID.

PqRecruitSlaverFaction

 

First you must have a spid _DISTR.ini file, either make a new one or work with the example in the downloads.

 

Before we start, remember that enslaving vanilla NPCs might break quests or scenes. It's safest to select NPCs that aren't important for anything.

 

Do note that SPID adds these factions when the NPC is first loaded in your save file. If you use SPID for a NPC that already exist in your game, it's possible SPID will skip them. Depends on SPID version.

 

 

Adding based on name

Spoiler

Lets say you notice that Niluva, a Dunmer from Riften, has a skooma issue and it makes sense that she'd end up in prison. Add the following line to the _DISTR.ini file:

Faction = PqJailedFaction|Niluva

And from now on, Niluva can be one of the unique prisoners for sale in the jail.

 

But maybe you want more, just extend the line and add the names (or editorIDs if you have them) to it, seperated by commas:

Faction = PqJailedFaction|Niluva, Bodil, Abelone, Luaffyn, GannaUriel, GemmaUriel

Now there are 6 additional options for the jail.

 

You can do the same for the slaver, adding Hroki, Narri, and Nivenor to the options. (This does not give them additional training)

Faction = PqCapturedSlaverFaction|Hroki, Narri, Nivenor

 

In the previous examples, all NPCs were added to a single faction, so they can only appear there. But you can add NPCs to multiple factions, making it less predictable where you might find them. Let's add Hermir to all types of rescue quests:

Faction = PqCapturedBanditFaction|Hermir
Faction = PqCapturedMageFaction|Hermir
Faction = PqCapturedCaveFaction|Hermir

 

You can mix and match as much as you like. Maybe you think Ahlam could be captured by bandits or mages, but would never get close to those dangerous caves? Maybe you think Bodil might have ventured into one of those caves? The choice is yours:

Faction = PqCapturedBanditFaction|Hermir,Ahlam
Faction = PqCapturedMageFaction|Hermir,Ahlam
Faction = PqCapturedCaveFaction|Hermir,Bodil

 

 

If DOM is installed, you can also assign NPC as being recruitable DOM slavers, for example, Janessa.

Faction = PqRecruitSlaverFaction|Janessa

 

 

Adding based on conditions

 

Spoiler

Now we know how to add NPCs one by one to Enthralled system, but SPID can also assign an entire group based on conditions.

For example, Skyrim has a bunch of hirelings and mercenaries. Let's set it up that you can rescue them from bandits. This is where we have to be carefull, because one of those (Erik the Slayer) is involved in a quest. We remove him from the list:

Faction = PqCapturedBanditFaction|-HirelingErikTheSlayer|PotentialHireling

 

We can do the same for mage captives, but now we will only add female hirelings:

Faction = PqCapturedMageFaction|-HirelingErikTheSlayer|PotentialHireling||F

(Note the double vertical line, the number of vertical lines is important)

 

And for the cave, we add only the men:

Faction = PqCapturedCaveFaction|-HirelingErikTheSlayer|PotentialHireling||M

 

 

Adding from a different mod

 

Spoiler

You'll probably run out of Vanilla NPCs soon, but you can also take mod added NPCs. There are plenty of follower mods with a bunch of good looking characters that only wait around in some location. Now you can go ahead and rescue them, or buy them, or whatever you want. You only need to have the mod's esp name.

For example, Anuketh recently published their third followers pack. Let's add them all to the slavers: 

Faction = PqCapturedSlaverFaction||AnukethFollowers3.esp

 

You can also combine filters, so you can specify both the NPC name and the mod that NPC comes from.

For example, if you have a mod named CoolMod.esp and want to add Ann, Bob, and Charlie to the slaver sale, you can use the line

 

Faction = PqCapturedSlaverFaction|Ann, Bob, Charlie|CoolMod.esp

 

This will only affect the NPC with those names from that specific mod. The line

 

Faction = PqCapturedSlaverFaction|Ann, Bob, Charlie

 

will work as well, but this will affect NPC with those names from all installed plugins. That might be a problem is you have another Ann from a different mod, so adding the esp filter is a bit safer.

 

For a practical example let's take Farodistin's Elin follower and add her to the Lucky Find list. A full line here would be

Faction = PqLuckyFindFaction|Elin|Elin_follower.esp

 

Some follower mods add a faction known as PlayerFollowerFaction to their NPC. This is a faction usually reserved for NPC that are actively following the player. DOM has a safety check that prevents capture of these NPC.

This faction can be safely removed in xEdit, or removed by console:

setfactionrank PlayerFollowerFaction -1

 

 

 

If you have any questions about this, feel free to ask in the comments.

 

 

Quests:

 

Riften Beggars and Nobles

 

This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with.

 

A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort.
She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs.

 

First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking.

 

Spoiler

You can discover the location in the following ways:

Spoiler
  • Ask a guard. Unfortunately, Riften guards are not very reliable, so this will only narrow it down to 2 options.
  • Ask the innkeeper about a man searching for his kidnapped wife, this will point you to a vanilla npc.
  • Ask someone from the thieves guild. A certain NPC from this mod will also answer this.
  • Ask Nille directly. This requires a persuasion check, as it's a memory she doesn't want to revisit.
  • Nille's owner might mention it in one of her dialogue options.
  • just attack every bandit camp in the area, you'll find it eventually.

 

You can find the evidence in 

Spoiler

Mistwatch, you'll find a letter in the boss's room. It's on the shelf with a sack of gold. The journal is not required for the quest, but gives insight on what happened.

 

 

Meanwhile, you can also try to get some extra information on Esmee by talking to her and Bette. You can also learn about a journal that Esmee kept, finding it can bring some benefit at the end of the questline.

Spoiler

Bette mentioned an empty well, you can find the bottom of that well in the ratway, next to the treestump. If you wish to confront Esmee with it, it most effective before finishing the questline.

 

 

Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge.

First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them.

The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them. 

 

Spoiler

You will find Fryssa in the Bard's college, in Solitude. You'll need to capture her to question her. You can either show her the warrant, or pass an intimidation check. Both options will result in Fryssa being captured.

Upon questioning, she'll immediately tell you both her brother's and father's location. Unfortunately, Bjar isn't in Skyrim, and to get him to return, Fryssa must sent him a coded letter.

Fryssa will need a Submission of 50 before she gives you the coded message. If Fryssa is loaded in the DOM framework, she'll need 50 Resignation instead.

 

Kjor is in Old Hroldan Inn. You can talk to him, confirming that he doesn't know where his father is, so you can just kill him. You can assassinate him, but you can also pick a fight with him. If he attacks you, you can kill him without a bounty. 
You can also capture him using PAH/DOM's native capture mechanics (low health, paralyse, sneak, bludgeon, ...). In that case the quest will update once you speak to him after capture.

 

Bonus:

Spoiler

Bette has a special scene with Kjor. Instead of talking to him yourself, you can ask Bette to do the talking. She will approach Kjor and a dialogue scene will play.

 

The second sibling you visit might respond different if they heard what happened.

If you visit Kjor first, and Fryssa hears about it before you've gotten her, she will act more hostile towards you. This will also make your threats more effective, and she'll have bonus fear training. If you killed Kjor undetected, Fryssa will have no idea who you are.

If you capture Fryssa first, Kjor will recognise you when you speak to him and immediately attack you.

 

If you capture a sibling, they can react to you capturing or killing the second, especially if they are present. Bette can do likewise.

 

 

 

Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill or capture him and Esmee is yours.

Spoiler

There are a few methods to kill Bjar, besides the usual:

  • You can lie to him, tell him Kjor and Fryssa are imprisoned in Riften. He'll start traveling toward the city, through the wilderness, with no witnesses. Make sure you kill him before he arrives in Riften though.
  • You can pick a fight like you did with Kjor
  • If he sees you with an enslaved Fryssa, he'll attack you. You won't get a bounty.

 

Killing or capturing Bjar also gives a training bonus to some NPC's. Bette and Nille (if you have her) will get respect training. Fryssa and Kjor will get fear and resignation training. 

 

 

Unwilling Bride

In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape.

If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them.

For the location, click the spoiler.

Spoiler

There is a guard who's wearing Dwarven boots and gauntlets, he should be standing above the Emperor's gate in the Castle Dour courtyard.

 

Once the way is clear, you can take Silvia with you.

The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens.

 

After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed.

 

Spoiler

The leader's location is in Brittleshin pass. You'll find a note in a strongbox pointing you to 2 lieutenants in Dragon Bridge and Kynesgrove. You must kill them both.

There are multiple ways to deal with the lieutenants in the settlements:

*If you are a thane in the hold, you can report them to a nearby guard. The guards will deal the lieutenant in the way that we expect from Skyrim guards.

*You can lie to them, making them attack you. You won't get a bounty even if you're seen.

*Or you can just assassinate them.

 

If you capture them, make sure that they are cloned (usually automatic in Pah, in DOM, it's the "let's have serious chat" option about letting them live while someone wants them dead.

Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia.

 

After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends.

 

Thalmor Assets

 

This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls.

As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently.

First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location.

Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact.

 

Spoiler

Iniel's location can be discovered in

Spoiler

Northwatch Keep. Some of the dialogue with Curime will point you to the Vanilla quest "Missing in Action". It is not necessary to do this quest, as long as you can find the Keep by yourself.

 

Iniel herself can be found near

Spoiler

Cliffside Retreat.

 

If the NPC's are loaded in DOM, it will require Resignation instead of Submission.

 

 

Sisters of the North

This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console:

Spoiler

set PqReputationCounter to 5

 

Sister of Battle

The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you.

There are multiple paths to complete this quest, though it will end the same for her:

Spoiler

*Accept her challenge and fight her immediately. You'll have to fight her until she enters bleedout. Don't worry about accidently killing her. Speak to her once she's on her knees, and you'll enslave her. This will give her a respect bonus.

*Accept the challenge, but postpone it. She'll agree to fight you a day later, near the Honningbrew Meadery. Once you get the quest update, go there, talk, and the duel starts like the previous option. This will also give a respect bonus. There is no penalty if you are late for this duel. She'll wait indefinitely.

*Reject the challenge. Fjora will say something threatening. Next time that you're in the wilderness, she'll ambush you. She'll use a potion of invisibility and attack you from behind. Defeat her and enslave. This gives a bonus to fear training.

*A hidden option: if you postpone or reject the duel, she'll stand around for a while before doing anything. You can capture her with standard PAH/DOM methods, and the quest will complete once you speak with her. (little training bonus)

 

Once that Fjora is enslaved. The other two quest become available.

 

Sister in Chains

Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start.

You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead.

There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim.

 

Spoiler

You can ask all innkeepers and carriage drivers, but not all of them know something.

The pointers you'll find are

 

*information brokers (Belethor, Ysolda, Garvey) will point you toward Riften or Solitude

*Fjora will mention that she's from Solitude.

*The innkeeper at the Winking Skeever knows the people, but has no information for you

*The Solitude carriage driver will tell you that Soin came from Riften

*The Riften innkeeper will confirm that Soin is a slaver, and point you toward the Radded Flagon.

*Vekel will point you towards Rorkistead

*The Rorikstead innkeeper will confirm that Soin is there

 

Soin will spend his days working on the Cowflop farm, and at nights he'll be in the Rorikstead inn.

 

Once you find Soin, you need to get some answers from him. There are again multiple paths.

 

Spoiler

*Persuade him. This is a Hard persuasion, without perks it will require 75 speech.

*Have Fjora "service" him for the information. He'll first move to a secluded place behind the inn. Order Fjora to get him off, and a Sexlab scene will start. Afterwards, he'll tell you.

*Kill him. Beware because you can get a bounty. Once he's dead, talk to the people of Rorikstead, and they'll mention that they heard Soin say something.

 

Killing Soin gives a respect bonus to Fjora, even if you already had Tridi's location.

 

 

Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats.

This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well.

 

If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes.

As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved. 

Completing the quest will also result in a significant training boost for Fjora.

 

Sister of the hunt

This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera.

You will need Fjora's help to progress on this quest. This will require:

Spoiler

*Sister in Chains must be completed, included the dialogue scene between Fjora and Tridi

*You must have asked around in Skyrim to discover that Mera is being hunted, and who her chasers are.

     *The first part you can learn from the Bee and Barb, or from the Bunkhouse in Riften

     *The second part, you will learn if you speak to the information brokers: Belethor, Ysolda, Garvey, or Vekel.

*Fjora's respect training should be at least 90. Many of the previous bonusses can help with getting there.

Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp.

 

In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route.

 

Spoiler

*You can point out that she's out of arrows, and can no longer fight. She begrudgingly surrenders. You enslave her with a bonus to humiliation. This is the quick path.

*Or you can let Fjora and Tridi speak to Mera. This will fulfil the promise you made to Fjora earlier. Fjora and Tridi must be nearby for this to work

A scene will trigger where the 3 sisters talk to each other. This talk will give significant training boost to both Fjora and Mera. After this, you have to talk to Mera one last time, with 2 options: capture Mera directly, or offer to let her go free.

If you spoke to Tridi earlier, you'll know that the second one is the correct option. Both will lead to Mera being enslaved, but the second will result in another significant training bonus.

 

 

Jail market

There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. An adventurer could also sell their captured bandits in here.

 

In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Most of them are randomly generated, but there are unique prisoners amongst them with custom dialogue and appearance. Some of them have relationships with other npcs in this mod.

 

The random prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training. 

The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture.

 

Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine.

 

If you want to sell a slave in the jail, speak to the slave you wish to sell and tell them that the guards will take care of them, then seal the deal by speaking to a guard in the jail. The guards will pay 500 septims regardless of training level.

 

The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets. 

There is only one unique prisoner available, and a new one is selected only once the jail fully resets. If you don't buy the unique prisoner, they can show up again, including in different jails.

 

If you want, you can turn this feature off:

Spoiler

Speak to a guard in one of the three prisons, ask about the prisoners, and tell him that you don't want to see them again. Once the prisoners reset, they won't be replaced. To enable the feature back, speak to Belethor, or Ysolda if he's dead. Or use the console to turn it off:

SetValue PqJailEnabledGlobal 0

and back on:

SetValue PqJailEnabledGlobal 1

 

 

More details in the spoiler.

Spoiler

The prisoners will use the appearance of the NPC's in your leveled lists. If you have mods that add to these lists, the modded NPC's can also be used. I've tested this with Diverse Skyrim and Deadly Wenches.

 

The list use the following Vanilla lists. The percentages are the chances in normal holds/Markarth

  • Bandit (25% / 0%): BanditMelee1H + BanditRanged + BanditWizard + WEAdventurerSubChar
  • Female Bandit (25% / 20%): Bandit*CommonerF + Bandit*EvenTonedF + Bandit*NordF: Melee, Missile, and Wizard lists
  • Marauder (3% / 0%): BanditBoss
  • Female Marauder (2% / 5%) : BanditBossCommonerF + BanditBossEvenTonedF+ BanditBossNordF
  • Warlock (25% / 8%): WarlockConjuring + WarlockFire + WarlockIce + WarlockStorm+ WarlockNecro
  • Warlock Boss(5% / 2%): WarlockBossConjuring + WarlockBossFire + WarlockBossIce + WarlockBossStorm+ WarlockBossNecro
  • Poacher (5% / 0%): Hunters
  • Witch (5% / 10%): witches
  • Nobles (5% / 5%): Vigilant, Dawnguard, GuardSon, SoldierSon, Various WE characters
  • Forsworn (0% / 20%): ForswornMelee1H + ForswornMissile
  • Female Forsworn (0% / 30%): ForswornMeleeFemale + ForswornMissileFemale + ForswornShaman

The groups without a gender tag are mixed, there are currently no male exclusive lists.

 

They are randomly determined. It's possible for the same face to appear multiple times, though it is very unlikely.

 

The prison resets under the following conditions:

  • 20 hours after the event started. If the player is still in the prison at that time, the system will wait another hour until the player has left
  • If the player enters a wilderness cell
  • If the prison location is no longer loaded, this usually happens if the player fast travels away from the city

 

The price to reset the jail without waiting is 50 gold, and it increases by 50 each time you use the feature. This allows you to quickly reroll the prison group if they weren't to your liking without making it spammable. If the price gets too high, let the prison reset normally. Let me know how these prices work for you.

 

 

Repeatable quests

Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them.

They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, Garvey from the Markarth Warrans, Deals-In-Chains on the Windhelm Docks, and Ghagrub the Respectable Trader on the docks of Solitude. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends. 

Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers.

There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates.

 

Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr.

 

If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Solitude, Windhelm, Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards.

 

Collect ingredients

Common

5 separate quests, 1 for each information broker

An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons.

When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it.

possible ingredients:

Spoiler

Canis root

Imp stool

Swamp fungal pod

Namira's rot

Cyrodilic spadetail

 

This might be expanded in the future

 

 

Collect bonds

Common

5 separate quests, 1 for each information broker

A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold.

Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl.

possible items:

Spoiler

The name of all zaz items starts with zbf

Cuffs Black

Cuffs Iron Black

Gag Ball

Gag Leather

Gag Panel 03

Gag Panel 04

Gag Panel 05

Gag Ring

Gag Wood Bit Gold

Wrist Gold

Wrist Shiny

Yoke Metal Gold

Yoke Wood 01

 

 

This might be expanded in the future

 

 

mod tip: ZAZ Crafting by Herowynne gives the ability to craft these items at the forge.

 

Wealthy Bandits

uncommon

5 separate quests, 1 for each information broker

The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich.

 

This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest.

 

Personal tip: my ZAZ Items Skypatched mod makes these items valuable so you can sell them to a general merchant. It also changes their name for more immersion.

 

 

Rescue

The rescue quests are divided in subtypes, depending on the location it will send you to.

You'll be asked to rescue a missing person from a dungeon. This can be either a unique captive or one generated from your leveled lists.

The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well.
All dungeons are in Skyrim, you will not be send to Solsteim.

 

If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it.

The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor.

If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system.

 

If the captive you were sent to rescue was unique, they will not be disabled, they'll stay in the inn for a day, and will then travel to their home location. See the Simple Slaves with randomised location section for more information on them

 

All generated captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc.

There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments.

 

 

Rescue from Bandits

uncommon

5 separate quests, 1 for each information broker

Locations: Bandit or Forsworn

Reward for rescue: 500 gold

Number of backstory dialogues: 11

 

Rescue from Mages

rare

1 quest, can be obtained from each information broker

Locations: Warlock or Hagraven

Reward for rescue: 600 gold

Number of backstory dialogues: 6

 

Rescue from a dangerous cave

rare

1 quest, can be obtained from each information broker

Locations: Vampire or Falmer or Draugr

Reward for rescue: 650 gold

Number of backstory dialogues: 8

 

Full list of all vanilla dungeons with the CaptiveMarker and their type:

Spoiler

Bandit (22)
*Knifepoint Ridge
*Embershard
*White River Watch
*Valtheim Keep
*Treva's Watch
*Frostmere Crypt
*Silent Moons Camp
*Winter War
*Robber's Gorge
*Redoran's Retreat
*Orotheim
*Mistwatch
*Bilegulch Mine
*Lost Knife Hideout
*Halted Stream Camp
*Cracked Tusk Keep
*Gallows Rock (Silver hand quest)
*Fort Fellhammer
*Faldar's Tooth
*Cragslane Cavern (Riften Thane quest)
*Broken Helm Hollow
*Swindler's Den


Forsworn (7)
*Serpent's Bluff Redoubt (also Hagraven)
*Hag Rock Redoubt
*Red Eagle Redoubt
*Druadach Redoubt
*Deepwood Redoubt
*Bruca's Leap Redoubt
*Broken Tower Redoubt

 

Warlock (10)
*Sunderstone Gorge
*Yngvild (dead ghost women place)
*Northwatch Keep (Thalmor)
*Morvunskar (Night to remember quest)
*Ilinalta's Deep (dark star quest location)
*Hob's Fall Cave
*Brittleshin Pass
*Fellglow Keep (Hitting the books quest)
*Darklight Tower (witch quest)
*Cragwallow Slope

 

For Hagraven nests (6+1)
*Serpent's Bluff Redoubt(also Forsworn)
*Raven Scar Hollow
*Orphan Rock
*Lost Valley Redoubt 
*Hags End
*Blind Cliff Cave
*altar of Thrond (Solsteim) (not used)
 

Vampire lairs (6)
*Mara's Eye
*Morvarths Lair (Morthal Laid to Rest quest)
*Pinemoon Cave
*Broken Fang Cave
*Moldering Ruins
*RedWaterDen (Dawnguard quest if siding with vampires)

 

Falmer (9)
*Tolvald's Cave (Barenziah Crown) (in first of the 3 caves)
*StillbornCave
*Shimmermist Cave
*Lost Echo Cave
*Liars Retreat
*GloomReach
*FrostFlow Lighthouse
*DarkWater Pass
*Chillwind Depths

 

Draugr (4)
*Shroud Heart Barrow (first part, before the Draugr)
*Silverdrift
*Hillgrund's Tomb
*Halldir's Cairn

 

 

 

Currently unused location types:

 

Dwarven Automatons (2)
*Raldbthar (only in the bandit portion)
*Alftand (location for main quest/ Mora Daedric quest)

 

DragonPriest (3 - 1 = 2)
*Volkygge
*Labyrinthian (staff of Magnus quest)
*High Gate Ruins

 

Giant (2)
*Talking Stone
*Guldun Rock

 

Spriggan (2)
*Shrouded Grove
*Autumnshade Clearing

 

Werewolf (?)
*Rimerock Burrow (the daedra quest, no werewolfs here)

 

Animal (5) (why do animals have captives?)
*PinePeak
*Graywinter Watch
*Darkshade Copse
*Cronvangr Hall (contains vampires)
*Bleakcoast Cave

 

DLC2 Dragonborn locations
*BloodSkallBarrow
*MoesringPass
*CastleKarstaag
*BrodirGrove
*Altar of Thrand

 

Untyped (don't use them)
Bannermist Tower
KolskeggrMine
PineWatch

 

 

 

Sell Worker

uncommon

3 separate quests, 1 for each information broker

With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done.

A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity.

The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each.

You'll be payed well, the price has a minimum of 900 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the standard price.

Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions.

If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option.

Once you've selected your slave, speak to the questgiver, and sell your slave.

 

After selling, the quest ends and the sold slave is removed.

WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests.

 

Sell a Custom Order

rare

3 separate quests, 1 for each information broker

If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices.

You get a request for a slave with a specific type of training and possibly other characteristics. 

Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 2100 septims, and the price can go much higher. It is always more than the standard price.

 

The base price is always multiplied by 1.5, so the price is at minimum 50% higher.

 

There are always 5 conditions, these can be:

*A specific race (60% chance)

The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls)

It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture.

If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase.

 

*Virgin (10% chance) (DOM only)

The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality". 

If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins. 

If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price.

 

*one or two major traits

For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price.

The requested training level ranges from 70 to 80

 

*minor traits (1 to 3)

The rest of the conditions will be filled out with minor traits until there are 5 conditions.

Minor traits in Pah are:  Anger, Fear, Pose, Combat, Sex

Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex

(Note that if virginity is asked, none of the sex trainings will be asked)

Training levels range from 65 to 80

 

For both minor and major traits, you'll get a bonus the more the requested training level is above 65.

Exceeding the training level will raise the base price, and thus also the price that you'll get.

 

WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests.

 

 

Spoiler

Both the sell worker and sell custom start with the DOM price as a base price. It then applies modifiers based on the difficulty of the request. For Pah, I've replicated DOM's pricing as closely as possible.

 

Sell Worker always has a 1.25 multiplier. If the final price is below 900 or above 3500, it is set to those values

 

Sell Custom starts with a 1.5 multiplier. If a specific race is asked, the multiplier is multiplied by 1.4. If Virgin is asked, it is multiplied by 1.4 again.

The base price is increased by 2 septims for point of training that is asked above 65. 

If the final price is still below 1500, it is set to it.

 

an explanation on how DOM calculates it's price and the way this is replicated for PAH users will come in the future.

 

 

Lucky Find

Clearable dungeons might randomly have an NPC to rescue, selected from the NPC with the PqLuckyFindFaction. If no unique NPC can be found, a NPC will be generated.

 

Any dungeon can contain a captive, as long as they are clearable but not yet cleared, and have at least one of:

  • A CaptiveMarker (also used by rescue quest, both Enthralled and Vanilla)
  • A CentreMarker
  •  A BossContainer (marked as such in the CK)

The vast majority of Vanilla dungeons have at least 1 of those. Mod added dungeons might work as well if the author set it up.

 

The chance to find a captive is by default 15%, but can be changed by modifying PqLuckyChancePercent in the console.

 

set PqLuckyChancePercent to 50

Gives a 50% chance to find an NPC in each dungeon.

Set it to 0 or lower will disable this feature.

 

You get several options when finding an NPC:

  • Free them, they'll run to town themself. No reward yet, but a future update might add one.
  • Escort them. They'll follow you, Once you've reached a safe place you still have options. A save place is any location with LocTypeHabitation keyword, including all towns, villages, farms, inns, ...
    • Free them after escorting, again no reward yet, might be added in future update
    • Enslave them anyway. This gives some bonus training.
  • Enslave them without escort, they are brought directly to PAH/DOM
  • Take advantage. Starts a Sexlab/Ostim scene, gives some submission and humiliation training (repeatable, other options can still be selected)
  • Kill them, this option removes their essential flag and lowers their health. You'll still need to do the final blow. This will only remove the essential flag given by this mod, if they're essential from some other mod this option won't work.

 

 

Slavers

There are 3 major slavers: Deals-In-Chains (argonian) in the Windhelm Docks, Ghagrub the Respectable Trader (orc) on the docks of Solitude, and Davur Dres (dark elf) in Raven Rock.

They can buy any slave you bring them. Speak to the slave to select them, then speak to the slaver to confirm it. The sold slave is removed from the game. The price you get is based on the slave's training and basic attributes. It pays less than the specific Sell Worker or Sell Custom quest, but that's the price of convenience.

 

The slavers might also offer slaves for sale as well. Speak with her and pay the cost, 1500 septims. The slavers only offer unique slaves, and they all have good to high training.

 

 

Prices

Slave prices that aren't fixed are calculated based on the slave's innate properties and on their training level. A standard price is calculated based on this. Depending on the sale a modifier is applied on this standard price. Selling slaves to slavers is 100% of the standard price, selling requested workers is 125% of the standard price (up to a fixed maximum), and selling custom slaves gives between 150% and 294% of the standard price.

 

If you have DOM installed, it will start with the slaves worth. If you're using PAH, it will use a similar function using PAH's training stats.

A difference between DOM and Enthralled is that DOM also includes the actor's weight to get to their worth, Enthralled does not. So for a thin NPC, Enthralled will use a higher worth than DOM. For a heavier NPC (weight above 65), DOM gets a higher worth value. 

 

This worth is then multiplied by a factor calculated from the player Slaver skill. This factor ranges from 0.25 (at 0 Slaver skill) to .75 (at 100 Slaver skill).

This product gives the standard price that is used in the rest of the mod.

 

Reputation

The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you.

Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet.

There are no negative consequences to a high reputation.

 

Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it.

If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests.

The jail system will also count as +1 each time you buy them.

 

General tips

Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function.

Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days.

Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement.

Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while.

There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime.

Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised.

 

 

Diary of Mine

If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework.

If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette.

NPC's that are loaded in Pahe will still require Submission, even if DOM is installed.

 


Versions 7 and 8 require a patch, this patch will also remove all dependencies on PAH. The patch is an esl flagged overwrite file of the basic version. Version 5 and 6 work without a patch.

 

My personal recommendation is to use the latest stable version of DOM, this will give you the most features.

Older versions of DOM will probably still work, but are no longer supported.

 

 

More details on DOM versions:

 

Spoiler

This mod was tested with v5, v6, v7 and v8 of Diary of Mine.

 

DOMv5 is the legacy version. It is stable and it is supported up to Enthralled 1.7. You don't need a patch for this mod. Note that DOMv5 lacks many features of later editions, including some that Enthralled uses.

The quest can still be completed, but training/arousal/mood rewards might not work.

 

DOMv6 added slaver skills. It is no longer supported. You don't need a patch for this mod.

 

DOMv7 changed to using an esm instead of an esp.  It no longer requires PAH. It needs the Enthralled Diary of Mine Patch from the downloads.

 

DOMv8 is the current stable and supported version. I highly recommend you use this. It also needs the Enthralled Diary of Mine Patch from this file's download section.

 

 

 

NPC appearance on screenshots

This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I used for the screenshots. Different replacers will result in a different appearance.

Body: 3BA with OBody NG

Skin: Bnp with Racial Skin Variance -SPID

Vanilla eyes: Improved Eyes Skyrim

 

Enthralled can use your leveled list to generate prisoners for sale and damsels to rescue. It can be worth it to have mods that make them better looking, either by adding new npcs in the list (such as Deadly Wenches, ...), or by making vanilla bandits prettier (botox, ...)

 

 

 

 

WIP

This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback.

Future changes and ideas:

Spoiler
  • System for buying bandit prisoners from jails. These will use your leveled lists for their appearance.Done
  • More support for DOM: if DOM is installed, NPC's will be captured in DOM's framework, rather than Pahe's. Done
  • Depending on how things go, I might migrate the whole mod to use DOM and drop the Pahe requirement. This is a long term idea, and only once DOMv7 is stable.
  • Refine the ending of the Unwilling Bride quest
  • Flesh out the stories of the existing NPC's by adding more conditional comments. Done for Bette, Yatava, Nille, and Fryssa, others are WIP
  • Have quest events affect the slave's state. WIP
  • Quests to recruit slavers and henchmen
  • More custom NPC's
  • More unique quests
  • Repeatable radiant quests (more can be added in the future)
  • Mix some unique npc's into the randomised lists

 

Changelog:

Spoiler

New in v1.1
*Fixed Silvia's "Some Questions" dialogue branch to make it easier to navigate.
*Fixed Belethor's "Rumors" dialogue branch to make it easier to navigate.
*Made the quest where you buy Bette miscellaneous, it's more fitting for it's length.
*Renamed the Thalmor quest, its reference to intelligence was a relic from an earlier version
*Changed Curime's original outfit to no longer use items depending on Devious Devices textures
*Curime and Yatava no longer use opposite gender animations
*Changed Bette's package, hopefully stopping her from getting stuck. And she can now sit on the bench behind her.
*Changed conditions on Curime's, Iniel's, and Fryssa's dialog check. If the NPC is loaded in DOM, it will now require resignation instead of submission.
*Fryssa's dialogue check now only requires Submission or Resignation, Fear training is no longer necessary. This makes the checks more consistent.
*Made a patch to make sure that these dialogue conditions also work in DOM7. Esl flagged
*Fixed the package of the Lucasta scouts in Solitude. If persuaded to leave, they will now actually leave.
*Increased Bette's and Silvia's initial Submission/Resignation to be over 60, stopping them from running away after making a deal.
*Tweaked Yatava's and Curime's starting stats to be more in line with their backstory.

 

New in v1.2

Main version v1.2
*When capturing through dialogue, the NPC will be added to DOM if possible. If DOM isn't installed, it will use the Pahe system
    It uses DOM's addactor function, which doesn't immediately spawn the diary. The diary will be added to your inventory the next time you load the game.
*updated some of the code for future changes
*some typo fixes in dialogue
*minor change to Yatava's, Tilu's, Fryssa's, Nille's, Bette's and Esmee's starting stats
*added conditional dialogue for Yatava and Bette, under "Come here, I want to talk to you." Their commentary will change depending on their training level and what quests you've completed.
*The family forcegreets introduced in DOMv7 have been solved by adding the faction DOMActorFamilyHistory 2 to the NPC. This mod's NPC's will be ignored by this feature from now on. This fix does not apply to NPCs that already were captured before updating.

*Fixed a bug that stopped the training bonus from some dialogue choices from registering. 


DOMv7 patch v1.2
*added faction DOMActorFamilyHistory 2 to Nille, Bette, and Fryssa. This should stop the forcegreet that was introduced in DOM version 7
*The new conditional dialogue checks are also included in the patch, so they work with DOM7

 

New in v1.3
Safe to update
*Jail shopping: there are 4-5 prisoners for sale in Riften, Solitude, and Whiterun jails. They'll use the leveled lists from your game.
*The prisoners start with some training, depending on the type of prisoner
*The jail buying system can be turned off or on with dialogue
*Made a failsafe for Belethor, if he dies, Ysolda will take over for his dialogue options.
*Some text and spelling corrections
*Script optimisation, assigning traits to NPC's should go faster now

 

New in v1.3.1
Safe to update
*When capturing a npc through dialogue, they'll be automatically set to follow you.
*When you buy one of the prisoners from the jail, they'll be given a name from the PAH list. This requires JContainers.
*For the Jail market: you can talk to a guard to remove the unsold convicts, and bring in a new batch. 
The price for this will increase each time you do it. It fully resets when the cell naturally respawns again.
*more script optimisation. As of this version, the mod no longer directly uses PO3 scripts.

 

v1.3.2
Safe to update midgame. Be careful about updating while Esmee's Revenge quest is running. It's probably safer to update this before or after that.
Note that Esmee's Revenge starts when you give Esmee the Mistveil letter.
*Enslaving through dialog now immediatly places the diary in the npc's inventory
*Getting a slave through a dialogue option now gives the player Slaver skill training (DOMv6+)
*Buying Nille with Bette's "help" now makes Gisli a friend, and Bette gets bonus submission and humiliation training
*adding an extra check to the start of Esmee's quest, to make sure the courier delivers the note. This shouldn't matter most of the time though.
*Fixed the bug where Fryssa already has the coded message in her inventory when meeting her.
*Rewrote Fryssa's coded message, and the dialogue around it. Bjar will now carry a decoded note. 
*Killing Bjar Ice-Vein now gives both Bette and Nille respect training, and Fryssa receives fear and resignation training.
*Gave Nille and Fryssa some conditional dialogue. Access with "Come here, I want to talk to you" and "Any thoughts?"
*Curime gets a large respect training boost when you capture Iniel.
*Set Iniel's and Curime's default kinks.
*cleaned up some unused dialogue
*Updated the DOMv7 patch

The new training functions only work for DOM at the moment.

 

v1.3.3
Safe to update midgame.
*updated the training scripts to work for DOM version 7.2. This change will not affect NPC's that were already spawned
*scripts will now also support DOM House and DOM Working training. Esmee starts with some training in these.
*Changed the Zaz cuffs of the Marauder and the Witch in the jail system.
 

v1.4

*Changed the way the jail system works. The DOM slavetats now should work.
    *The new method is a bit more intensive than the old, your fps might drop for a second while they're being spawned
    *When buying a convict, you might see them switch items for a moment.
*Cidhna Mine is now available to buy convicts.
*Cidhna Mine has a different selection of convicts compared to the other 3. Bandit and warlocks are much rarer, there are no poachers. 
Instead, there are Forsworn. The Forsworn lists will skew to more female Forsworn.
*Female bandits spawn more often in all jails now, this compensates for the fact that bandits list originally skewed towards the male side.
*A hidden reputation counter is added. Doing quests and buying slaves will raise this counter.
*New Quest chain: Sisters of the North
*New Quest: Sister in battle. Once you have reached sufficient reputation, a knight will challenge you in Whiterun. It doesn't end well for her.
*New Quest: Sister in chains. The knight has a missing sister
*New Quest: Sister of the hunt. 
*Removed PAH faction from NPC records, they will now only work through scripts and quests

*HPH and KSHairdos are no longer hard requirements. The base mod now uses vanilla faces and hair.
*A patch for HPH and KSHairdos has been made, to get the pretty faces back
*A patch for Botox has been made, incompatible with the HPH and KSHairdos patch, choose 1

*a few changes to the start of Esmee's quest, hopefully fixing it for people who didn't get the courier message.
    The courier bug seemed to be seperate from this mod
*Changed a bit of text from the Unwilling Bride quest, in preparation for a future expansion.

 

v1.4.1
*Added dialogue option to the end of Sister in Chains. Player now has the option to start the scene, permanentely skip the scene, or postpone it.
*Changed some settings on the scenes, hopefully preventing it from getting stuck
*Added a quest objective to Esmee's Revenge quest to wait for Bjar's return.
*Added a quest marker in the first stage of Esmee's hunt for the truth

 

v1.4.2
*Changed the script so it is compatible with the newest version of DOM 7.4.0. Older version are still compatible

 

v1.4.3
Some changes the the Unwilling Bride quest
*The two Lucasta scouts in Solitude carry a note with the boss location on. You can get it by persuading them or by looting them. 
This will not trigger a journal update, but North Brittleshin Pass will be marked on your map.
*you can go to Brittleshin immediately after capturing Silvia, you no longer need to wait for the ambushing thugs
*the strongbox in Brittleshin has been moved, it now stands on the boss's altar
*You can now start a fight through dialogue with the Lucasta leaders
*If you are a thane in the relevant hold, you can speak to a nearby guard and have them attack the leaders for you
*The 2 Lucasta leaders have their health reduced, so that this fight doesn't drag on
*completing Hunting the hunters gives a significant training boost to Silvia

changes to the jail:
*If you are thane in the hold, you'll get a 200 gold discount (to a total of 800)
*The current prices are now displayed in the dialogue options

Updating: Do not update if Silvia is captured, but the quest "Hunting the hunters" hasn't been started in the journal. This will break that quest.
The changes to the jail will be applied the next time that it does a full reload, which is at most 20 ingame hours.
 

v1.5 
*New: Radiant system: repeatable quests starting in Whiterun, Riften, and Markarth
*20 repeatable quests, divided into subtypes: collect bonds, collect ingredients, rescue from bandits, wealthy bandits, rescue from mages, rescue from cave
sell a basic worker, and sell a custom highly trained slave.
These quests might not appear on an existing save, a new save is recommended.

*Changed and expanded the dialogue of the Esmee's Revenge quest.
    *The steward will now give a warrant, and a 'subtle' suggestion about their preferred outcome.
    *You can show the warrant to both Fryssa and Kjor. It's enough to intimidate Fryssa into following, but not Kjor.
    *Fryssa's original dialogue line now has an intimidate check.
    *Kjor's dialogue was expanded a bit. If you captured Fryssa before meeting him, he'll recognise you and immediately attack you. 
    If Fryssa is still free, you can still provoke him by mentioning Bette, or make a vaguely ominous statement to leave the conversation.
*Increased the training bonus to Bette, Fryssa, and Nille from killing Kjar.

*Added an extra dialogue to the end of Unwilling Bride with Silvia.

*expanded the noble leveled list in the jail, added several presets from world encounters
*Reduced buying price in the jail system from 1000 to 750. Thanes still get a 200 gold discount for a total of 550. This change is included in the jail guard dialogue
*Prisoners will now sandbox in a small radius, this should stop from them wandering outside their cell. This uses PapyrusUtil.

*Buying Curime now gives a small reputation bonus
*Fixed an issue in Nille's quest that caused her to be enslaved in PAH even if DOM is installed.
*fixed a script. Bonus training after capture from some of the quests will now work if character is loaded in PAH. Previously, it only worked if the character was in DOM

 

Added Missives Patch

 

v1.5.1
Safe to update
*Compatibility with Real Names Extended: added a check in both the generic names generated and the unique names generated that were used in the prison and rescue quests
They are now automatically disabled if Real Names Extended is included in the load order. No patch needed.
*Assigned replacers in case the original information brokers for the repeatable quests die.
Belethor will be replaced with Ysolda, Vekel with Keerava, Garvey with Kleppr.

Bug fix: placed a maintenance script on the Sell custom repeatable quests. The note will not lose the conditions when Skyrim is started from desktop anymore.
It's safe to update, but the fix won't affect quests that are already running. Quit the quest and pick up a new note, it will apply.
If you don't want to wait and want to forcefully spawn a quest note for the information broker/missive board, you can use the console:
setstage PqRaSellCustomWR01 0
setstage PqRaSellCustomRF01 0
setstage PqRaSellCustomMK01 0
for Whiterun, Riften, or Markarth. These commands will only work if the quest isn't already running.

 

v1.6
Requires a new save
*Those that use Diary of Mine version 7 now no longer need to have PAH installed with the new patch.
NOTE: the patch that is included in DOM's fomod is outdated. You only need the patch from this page. Do not let any file of DOM overwrite Enthralled's
PAHE is still supported without a patch. DOM version 5/6 is still supported without a patch.

*The repeatable quests are extended to also include Solitude and Windhelm. Now you can pick up quests in all major cities of Skyrim.
*Placed three new essential NPC: Deals-In-Chains in Windhelm Docks, Ghagrub the Respectable Trader on the docks of Solitude, and Davur Dres in Raven Rock.
*Deals-In-Chains and Ghagrub will function as information brokers for the repeatable quest system in Windhelm and Solitude.

*Repeatable rescue quests: the captive you are sent to rescue might now be a unique NPC instead of a vanilla bandit/warlock/...
*Jails: unique npcs can now be found for sale in the jail cell
*18 new unique enslavable NPC's. You can find them through the repeatable quests. They all have a bit of backstory, and a couple of them might know each other.
*If you don't aqcuire a character when you first meet them, they can return the next time you do the quest. Once you capture/free/buy them, no duplicates of them will show up.
*For those that use the High Poly Head+ KS Hairdo's patch: some of the new npc's use hairs from KS Hairdo's version 1.10. If you don't update you'll get a dark face bug with them.

*A system is set up so that you can easily add more npcs to the rescue quests, the jail, or the slavers. These NPC's can be from Vanilla or from mods.
Preferably through SPID or Skypatcher. An example file for SPID is provided.

*The repeatable collect quests and the repeatable slave selling quests have their questgiver changed. Now you'll hand in the items to the information broker of the city where you picked the quest. (Belethor, Garvey, ...)

*Slave buyers: they will buy any slave you bring them, no questions asked.
*Slave sellers: they are accompanied by a unique slave, which you can buy from them. (Future updates might increase the number of wares they offer) 
*Ghagrub, Deals-In-Chains, and Davur are major slavers and will function as both slave buyers and slave sellers
*Adding more slavers is fairly simple. If you have suggestions on new locations, included mod added ones, I might place more.

*general scripting improvements and mod cleanup:
Cleaned up some scripts in PqGenericBuy quest.
New method to initialise training stats of the simple slaves. Instead of their stats being set when the game first starts, it's now set when the character is loaded for the first time
This will spread the amount of scripts that run at game start, and also makes it easier to update and add characters on an existing save.
Also included a better system to keep track which characters have been met and captured. Setup for future quests and dialogue.
Made some adjustments to the simple slaves starting stats, their training is increased to better match their high starting cost.

*Bug fix: Rescued/sold NPC came back. I've changed all uses of setcriticalstage(4) to either delete, move+kill, or move+disable. This should keep them away permanently.
*For ITF Interactive BDSM: Added Dummy keyword to the ZAZ furniture in the rescue quests. ITF will ignore that furniture, so that your followers stop beating the people you came to "rescue".
*fixed personality assignment, it will now use the intended values
*Increased the respect bonus that Fjora gets from completing quests. Tweaked Fjora's personality so that she get Respect easier. This will make it more reasonable to get to respect 90.
*Changed the dialogue code on Fjora's first appearance. Hopefully it won't bug out anymore. Let me know if it still does.
*gave Nille a key to the house so that she can enter at night. No more standing before the door like a sad dog.
*fixed follow dialogue logic to use faction ranks 0 and 1 instead of 0 and -1. This should remove some weird behavior, like the text "follow me" on unrelated characters.
*changed renamer: if DOM is installed, it will now use DOM's name generator instead of Pah's. This fixes issues for people who don't have pah installed.
*changed Bunny's collar to non-PAH version. This will make patching easier in the future.
*fully rewrote the missives patch so that it is no longer depending on PAHE, and can be installed in an existing save. Also updated it to include Solitude and Windhelm.
*cleaned the HPH+KSHairdos patch to no longer require pahe as a master
*Set up new alias on Main Radiant quest, will allow for easier updating in the future.

Extras: a few files that aren't necessary for the mod to work.
*Preset pack: The presets of all the capturable npc's. Useful if you want your pc to look like these characters, or if you want to make new faces based on them.
They all use High Poly Head and KSHairdos, and many use makeup overlays of scarlettdays21, and some use Koralina's Freckles 
*SPID example file: a spid file that shows how to add new npcs to the repeatable quests. It is meant to be changed to suit your own tastes and load order. All code in it works

 

v1.6.1
Safe to update, but some changes might not take effect on an existing save.
New
*Added a system to hire slaver trainers (DOM only). Trainers can be recruited for 500 septims. It uses a faction like the Jail/Rescue/Slave systems.
The faction is PqRecruitSlaverFaction. No NPC are added for this yet. They can be added with SPID. Any NPC selected will be found near the Slave buyers (Solitude, Windhelm, Raven Rock docks)

Bug Fixes
*Added a hard check on the Sister in chains (PqS02) and Sister of the hunt (PqS03) quests. For an unknown reason, it could fail to detect Fjora, breaking the quest. This should fix that.
This bug seems to have been more common with people using PAH than with people using DOM.
There will be a notification on the top of the screen if this failssafe is used, but otherwise the quests should progress as usual.
*Changed Kamika's voice from the empty FemaleSoldier to the working FemaleCommander
*remove debug notification on slaver quest reset
*Elara Mornard should start initially disabled.
*Sebastien is now correctly added to the prisoner pool
*added a check on the jail renamer to make sure uniques aren't renamed
TODO: check to make sure the renamer doesn't need a check on other places.
*script change. Now it will only assign PAH factions if PAH is installed. Done in main script and PqS01 script. This prevents errors from clogging up the log, and might speed things up.
*Fixed some typos, with thanks to user Coom Nation
*Added the captive factions to the properties of the main radiant quest. This makes it easier for other mods to support Enthralled

 

1.6.2

Safe to update midgame

*Implemented OStim Standalone soft dependency. In the scenarios where Sexlab was used directly it can now use OStim. If both are installed, OStim is favored.
*Removed Sexlab hard dependency, Sexlab now has soft dependency

*Changed the way capture to DOM is implemented, it now uses a cleaner method that still skips the default dialogue but does the setup better. This should solve some bugs, such as the tie up wheel and wearing armor.

*Removed vanilla skyrim script from folder that the CK accidentality copied. Should not have resulted in problems, but it's better to be clean

 

v1.6.3 
Safe to update. Update the main file, the dom patch, and the HPH+KSHairdos patch, other files are unchanged.


*Fixed bug that caused jail prisoners and rescues to get aggressive and reset armor briefly during captured. Character is no longer cloned. You might still see them change armor for a second, but they will revert to their starting clothes.
*Set Curime protected. There were reports that a slaver could aggro on her, this will prevent her from dying to that. I haven't reproduced the aggressive slaver yet. 

 

1.6.4
Safe to update, update main file, dom patch, and HPH KSHairdos patch

*changing prices to better match DOM's prices, generally to lower values (experimental). This affects the Dock slavers prices, the Sell Worker Quest, and the Custom Order Quest.
*Modified the training based prices. Will now depend on the player Slaver skill if DOM is installed. Scaling should match Fellglow slave camp. 
*Dock slavers no longer offer 5% lower prices.
*Removed weight modifier from prices. There will now no longer be a massive difference between weight 100 and weight 0 slaves. Low weight will have a higer value, high weight will have a lower value. The dividing line for this is weight 65.
*add Slaver training on sell. Setup for jail slave and dock slave, done for worker quest and custom order quest (it's a fairly small amount, but it's the same as DOM uses.)

*Slaves can now be sold to the jails for 500 gold, regardless of their training. 

*Soin can now be recruited as a slaver after Tridi was rescued. He doesn't charge gold.
*Soin now has a unique face instead of reusing a Warlock's traits (race and weight are unchanged, updating won't cause a neck gap)

*Fixed: Esmee will now start with some fear training instead of starting at 0 fear.

*Improved faction cleaning for jail slaves.
*Added factions recognised by Bloodline to jail slaves if Bloodline is installed. (Bandit, Spellcaster, Fringe, Hunter, Townfolk factions)
*Added factions recognised by Bloodline to all female unique NPCs. Many of them are Townfolk, Combatant, or Spellcasters, but there are some rarer types as well.
*All non unique rescue NPC are now Townfolk for Bloodline, they are assigned to the town faction that originated the quest.

*Changed some classes of unique NPCs, both for better representation of their supposed skills, and compatibility with Bloodline

*Unique jail slaves assigned through SPID will now start with a randomised amount of training if they didn't have a training set before.
*Unique Slaver slaves assigned through SPID will now start with a high amount of randomised training if they didn't have a training set before. Currently three archtypes: combat slave ,sex slave, obedient slave

*The list of items in the Wealthy Bandits quest and the Collect Item quest has been expanded if the DOM patch is installed. Added Lash Potion, Lust Potion, Magic Collar, Bludgeon to the options
*If Devious Devices is installed, the treasure chest from Wealthy Bandits can also contain different keys.
*Wealthy bandits will now send you to bandits in the hold itself, or a neighboring minor hold:
    Markarth:also to Falkreath
    Whiterun: also to Falkreath, Dawnstar, and Morthal
    Riften: also to Falkreath
    Windhelm: also to Winterhold and Dawnstar
    Solitude: also to Morthal
    Falkreath is the most common, but it also has many dungeons suitable for the early game. The game will avoid dungeons that have already been cleared.

*Fix: some vanilla NPC like Nimriel are attached to Enable Parents, which causes weird behavior if they are chosen for a rescue quest. A check has been added to prevent them from being chosen.
This could only happen if they were added with a SPID or Skypatcher file.

*Fix: Radiant quests Rescue from Mages and Rescue from Cave are now also available from Windhelm and Solitude.

 

 

1.6.5
save to update
*updated slave selling script for DOM v7.12. DOM versions older than 7.12 are still compatible.

Content changes:
*raised unique spawn chance on jail from 50 to 100% on entry. I think giving it a chance not to spawn a unique didn't result in a more fun experience. And with the spid system, there are plentiful options.
*the minimum price of the custom orders have been raised. You will now get a minimum of 2100 septims, and the modifiers from requested race or virginity will raise this further.
An order with both race and virginity requested will yield at least 2100*1.4*1.4 = 4116 septims. Expensive, but they're supposed to be expensive.
*added a fourth well trained slave type for NPC assigned to the slaver through SPID, a hench slave. They have between 30 and 80 training on each slaver skill. Only if DOM is installed.
*Minimum reward for the radiant worker orders have been raised to 900 from 800. Makes it a bit easier to make a modest profit, as previous updates lowered the price value.
Tip for those on DOM: the sell worker and sell custom quest do train the player's Slaver skill, which increases the money you can get from any future deals.

Fixes and tweaks
*Set Elara Mornard to Initialy disabled, so she won't show up in the Old Hroldan Inn. This was already done in version 1.6.1 but for some reason it didn't stick.
*increase sell price for PAH to match adjusted price in DOM
*jail random prisoners: vigilance faction is removed again, stops those that are based on vigilant appearance from speaking about Stendarr. Doesn't touch appearance.
*Selling: added a wait timer on the RemoveActor Function, make sure PAH/DOM has the time to completely remove the actor from their system before deleting/disabling them.
*Sister in Chain: all aliases on this quest are turned to optional. If one fails to load, it will be easier to fix. Was already true for pah version but this never made it to the DOM version
*Unwilling bride: a few minor fixes that will hopefully prevents some bugs
    *Hunting the hunters had stage 100 as it's shutdown stage instead of 200. Fixed.
    *the strongbox in Brittleshin pass will now enable both on stage 0 and stage 20, just in case 

*Script update
*main script now uses a more efficient method to call for DOM's scripts. General scripts will be a bit faster now.
*cleaned up a bunch of old code that was commented out, makes it far more readable
*streamlined some of the smaller scripts

 

1.7.0
Safe to update, not all changes will affect an existing save.

*New random quest: Lucky Find, clearable dungeons have a configurable chance to contain a captive. Captive can be unique, or non unique if no suitable choice is available. New uniques can be added by SPID or Skypatcher.
*Unique captives included: Ivela (dunmer), Mirie (altmer), Reja (nord), Rona (imperial). Each has a bit of dialogue and appropriate starting stats.
*Now contains textures from Koralina's Even More Eyes. If you already have that mod enabled, you can safely overwrite the files from this mod, or delete them to save a bit of disc space.
*Chance is set by a global value that can be changed with the console. It is 15% by default.The global is PqLuckyChancePercent. Setting this to 0 or a negative value will disable this quest.
*Any clearable dungeon could contain a NPC, as long as they have either a CaptiveMarker, a CentreMarker, or a bosscontainer. Almost all vanilla dungeons have at least one of those. Mod added locations can also be selected as long as they have at least one of those markers.
*Captives can be freed and released, escorted to a town and freed, captured, recruited as slaver (DOM only), escorted and then captured anyway, or killed.
*A small variety of ZAZ and vanilla furniture and poses are used, depending on conditions. For example, ceiling chains are only used indoors, large crosses are outdoors, NPC found in the centre of the dungeon instead of a captive location will take wounded poses instead of tied up poses.
These furnitures will be marked with a dummy keyword so Immersive BDSM doesn't break them. Furnitures will be cleaned up after completing the quest.

*Sister of Battle quest: there is now the option to kill Fjora after her duel. This also prevents starting the Sister in Chains and Sister of the Hunt quests. 
Fjora's body will automatically be removed by vanilla cleanup functions when you leave Whiterun.
As nobody was looking for Tridi anymore, she'll be killed by her captors, her body can be found near the fallen tree east across the river from Dragon's Bridge. If you have DOM's resurrection spell, it can be used on her. Tridi will have bonus Fear and Trauma.
Mera will be caught by her persuers. She'll be added to the captured bandits list of the repeatable quests so she can still be found. Getting captured also increased her training and Trauma, though not necessarily the same as doing the quest normally would.
Also updated some of the scripts to be more efficient.

*Sister of the Hunt: doing the perfect dialogue options will now result in significantly more training

*Increased chance that a rescue quest would select a unique NPC from 90% to 100%. Affects all type (bandit, mage, cave)
Selection is made when the note is generated. Any quest started before update will use the old chance

*Fixed the sell custom repeatable quest from Solitude. A mistake on the dialogue conditions prevented turning the quest in.

*Started using additional DOM stats for starting conditions:
    **Nille: now starts with high trauma (13) and some broken counter, as well as some loyal and love training from the start.
    **Bette: starts with 1 trauma as a result of her life falling apart
    **Tridi: starts with 6 trauma and some broken counter
    **Mera starts with 1 trauma due to losing both her sisters by the time you meet her.
    **Freyda: starts with 2 trauma
    **Lory: starts with very high trauma (15), broken and drug counters, and love/loyalty training
    **Fanrel: starts with 3 trauma and some broken counter
    **Belarin: starts with 1 trauma and 1 broken counter
    **Mell: starts with 3 trauma
    **Lestra: starts with 3 trauma
    **Azabesh: starts with 2 trauma
    **Tilu: starts with 1 trauma
    **new NPC also have trauma and broken stats when reasonable
*If you take the threesome route to buy Nille from Gisli, both Nille and Bette get bonus trauma, and Bette is set to a broken mood.
*If you have Fjora service Soin in Sister in Chains, Fjora gets trauma and broken mood.

*Fjora now has a blowjob kink

*set the aliases in Curime and Iniel's quest to optional. This might help with debugging if the quest fails again for some user.

*Nille purchase quest: increased the distance that Bette is detected by Gisli from 600 to 1500.

*DOMv7.12.7 brought back the function DOMCore.PlayerHasSold(), the main script uses this again. This give better functionality for people on DOMv7.10 than the previous fix

*deleted some unused Dialogue Views to make room for more stuff

*removed a couple of world edits that weren't needed anymore.

 

v1.7.1, safe to update. Only main file and DOM patch require updating from 1.7

New:
*If Fjora is killed after the duel, Tridi now survives. Instead she'll be added to the dock slaver sale list

*Dock slavers: increased the number of slaves for sale from 1 to 3.
*Dock slaver sale: added an additional check, if the NPC on sale has a DOM json, it will be read before any training factions are assigned. Used for NPC assigned through SPID

*Rescue quest: new option to recruit the captive as a trainer instead of enslaving/freeing them. DOM only. (placed on stage 220 of each quest)
Note: for some reason DOM slavers sometimes stay stuck in their captured pose, using DOM's "stuck" key (default on k) fixes this
*rescue quest's journal note will now mention which city you got the quest from

Fix:
*Fixed a condition on Ivela's dialogue option.
*Fixed a condition on Lucky Find dialogue which ran during escorts

*Added a check on recruiting DOM slavers: if a non unique NPC is generated, they won't be cloned upon recruitment. This prevents sudden aggro and changing of inventory.

*Removed some more unneeded dialogue views to free up some editorIDs

 

v1.7.2
Update for DOM 7.12.10: remove use of ZbfFactionSlave
*NPC cleared (check references, doesn't really matter but it's weid) (don't forget HPH patch)
*PqU01 cleared
*PqJ01 Cleared

Dialogues: now check both zbfFactionSlave and DOMPlayerSlaveFaction (or the slaver version), helps with compatibility
*Added Fjora's body cleanup script to the HPH patch

 

1.7.3 
Don't update if you're currently doing the Riften Beggars and Nobles quest. Safe otherwise
Update files: Main file, DOM patch, HPH+KSHairdo patch

**Riften Beggars and Nobles
*When selecting an option that increases training, you'll now get a notification about its effects.
*Esmee now has an old journal hidden away. It details a lot of details of the preceding events. Confronting Esmee with it will result in a major training boost, mostly fear, humiliation, and respect. It also reveals some kinks with DOM installed.
*Bjar and Kjor Icevein: if he's captured using DOM or PAH methods (paralyse, health, kidnap perk, bludgeon to the head,...) instead of killed, the quest will continue. You need to speak to him after capture for the quest to register it. Dialogue will acknowledge it.
*Bjar and Kjor now start with DOM personality and kinks.
*If you get the warrant from the steward, the crime faction from Kjor, Bjar, and Fryssa is removed, making them easier targets.
*Kjor now starts with the Crime Faction Rift like the rest of his family, meaning attacking him is now a crime without the warrant.
*If you bring Bette to kill/capture Kjor, you can have her speak to her ex fiancé. It reveals some details about the original plan, as well as Kjor's character, in case you were conflicted about stabbing him.
Doing the scene gives Bette some bonus anger, fear, and respect training, and sets her relationship with Kjor to -4 (Archnemesis). It also changes her reaction to Kjor's death/capture.
*Killing or capturing Kjor, Fryssa, and Bjar gives bonus training to related NPC, with the amount depending on whether the NPC is there. There's a notification about which NPC is affected.
*There is now an extra option to dealing with Bjar: showing him the warrant will cause him to end the conversation, but won't attack you, similar to what his son did.
Bjar will now also react if you walk in with both his children or only Kjor.
*Various dialogue changes. References to new content, language correction, and some better dialogue navigation
*Esmee now has an extra kink, it's mentioned in her journal
*New dialogue option with Riften steward after the last of the Riften Beggars and Nobles questline: 
turn in any of the Ice-Vein clan that you brought with you. Fryssa and Kjor will give you a bounty of 800 septims each. Bjar yields 1200. The warrant will now mentions the reward.
If you had another member of the Ice-Veins captured, but not present, they'll get bonus fear training. More if you turned in Bjar. Fryssa, being the family coward, gets more fear than the other two.
This only works if they are the original NPC, clones or resurrections won't work. If you bring multiple Ice-Veins to the steward, they will all be handed over.

*Nille, Bette, and Silvia's training initialisation is now done when they are first loaded instead of game start. There are no more NPC that are set up at game start. This makes sure that DOM is fully initialised before calling its functions.

*Nille purchase: If you did the threesome route with Bette to get Nille, Nille starts with a discovered kink and bonus arousal. Another route still gives some arousal at the start.

*Esmee now has some extra dialogue once her quest is completed.

*New quest, Release Nille from Fate, an unmarked quest.
Speak with Nille after her capture, she'll mention that Silana Patreia, the priestess in Solitude, was concerned about her. You can speak to Silana, giving you the option to release Nille for help in the temple
From then on, Nille will be free and roam around the temple and Solitude. After a couple of days for her to cool down, new dialogue options will be available.
Releasing Nille gives a Respect, Resignation, and Anger training to Bette, and can make Silana a friend, which can count for the Solitude thane quest.
Player also gets a permanent ability, Words of Healing: Nille's Fate. This makes Restoration and Speechcraft level 10% faster. Stacks with other leveling bonuses, such as the Doom Stones, Well Rested, Gift of the Gab,...

**Post quest dialogue changes (dialogue some NPC have that is not connected to a specific quest, after they are captured)
*Simplified the conditions for the post quest dialogue options. You'll now get one fixed response instead of 4 condition dependent. Makes things much easier to expand.
*fixed a potential error that kept people using DOM v7.12 from seeing these options. Dialogue options will now also be available if you made these NPC slavers instead of slaves

*rewrote some of the dialogue from Bette, Fryssa

*Added dialogue options, after you get Esmee, you can encourage Bette to teach Esmee her place. First time shows a scene and gives a significant training bonus to Esmee, and after that a minor bonus once per day.
This also gives Bette some Slaver training, with potentially some shift in personality values in DOM.

*Reordered and cleaned some of Esmee's and Nille's dialogue, grouping into a single branch and removing unneeded branches

*PqB03: put an extra check on Fryssa's dialogue, now checks stage done to make sure pre capture dialogue doesn't play after capture. Unlikely to have been a problem, but better to be extra safe.

*Fixed a bug that would try to apply PAH training to DOM slaves instead of using DOM training functions.

*Unresolved: Lucky Find NPC will sometimes be activated in their freed location before they were met in a dungeon. I've replicated this, but cause is unknown. They can still be selected for the finding in dungeons, afterwards it will proceed as normal.
To mitigate the issues, any capture related dialogue will only be available when they're in the dungeon or after you free/capture/hire them.

Updated scripts for DOM version 8. Only newly introduced scripts needed change.
Some minor script optimising and cleanup

 

 

Credits:

Spoiler

This mod used Lovely Makeup, Lovely Makeup 2, and Natural Beauty Makeup by scarlettdays21 and Koralina's Freckles and Moles to make the face textures.

The convict jail system was based on a similar system in Crowded Streets. The repeatable radiant quest system is based on Missives.

And credit must also go to the many mod authors who publicised their source code or wrote guides, which taught me how to script.

 

 

 


  • Submitter
  • Submitted
    12/01/24
  • Category
  • Requirements
    Paradise Halls Extended with Sexlab Addon OR Diary of Mine, Fuz Roh D-oh
  • Regular Edition Compatible
    No
  • Install Instructions

    All files are espfe/esl flagged.

     

    Make sure that unique NPC are NOT cloned in the MCM of PAH/DOM. Cloning the unique NPC will break quests.

     

    Download and installation

    Enthralled Custom NPC Quests You will always need this. Any patch should be loaded below/after this and overwrite it.

     

    Enthralled Diary of Mine Patch needed if you use Diary of Mine version 7 or 8, this will also remove the PAH dependency of the main file.

    Those that use older versions of DOM don't need a patch.

     

     

     

    Enthralled Botox Patch makes the npc better looking using Botox of Skyrim

    Enthralled High Poly Head and KShairdos patch makes the npcs better looking using High Poly Head and KSHairdos. Comes with a light flagged plugin, load after main esp.

    Only use 1 appearance patch, let it overwrite the main file.

     

     

    Enthralled Missives Patch The repeatable quests will be posted on the Missives boards of their city. The quest givers (Belethor/Vekel/...) will no longer offer this service.

    Enthralled Missives for the Bad Guys Patch Similar to the basic Missives patch, but the quests will be posted on the boards placed by the mod Missives for the Bad Guys. The Riften quests still use the standard Missives board.

    Only use one Missives patch.

     

     

    Enthralled JK Solitude Outskirts Patch Moves the Solitude Slaver back on his boat.

     

    Extra Enthralled Spid example shows how you can use SPID to add NPCs to the repeatable quest, jail, or slaver. It's not intended for a playthrough but it does work.


    Extra Enthralled preset collection is a pack containing all the presets made of the capturable NPCs. Useful if you want your PC to look like them, or make new faces based on them. You'll need HPH, KSHairdos, makeup overlays of scarlettdays21, and Koralina's Freckles or you'll get purple faces when you load them in racemenu.

     

    A patch might have a version number lower than the main file. All file that are available on the download are up to date for the latest version.

     

    Hard requirements:

    Paradise halls extended, with Sexlab addon OR Diary of mine version 7+

    Fuz Roh D-oh, for the silent dialogues

     

    And all their requirements, of these SKSE, PapyrusUtil and Jcontainers are used in Enthralled.

     

    Soft requirements: optional, the mod will function fine without, but they add content.

    Diary of Mine (version 7 and 8 requires a patch, versions 5 and 6 do not. The patch also removes the PAHE requirement) 

    Sexlab (It's still a hard requirement for PAH, but not if you use the DOM patch)

    Ostim Standalone. If both Sexlab and Ostim are detected, Ostim will be used. If neither of them are detected, sex scenes are skipped.

     

     

    Supported mods without patches

    Real Names - Extended: If RNE is detected, the automatic renamer from the jail and repeatable quests will be turned off in favor of RNE's system

    Slaver Start: Live Another Life Alternate Start for Diary of Mine: Any NPC you didn't choose at the start can be bought from slavers/jail. 

    Bloodline - A Fertility Mode Companion Mod: All unique and non unique NPCs from this mod should have appropriate factions for Bloodline

    Devious Devices: Keys can be found in some quest rewards

     

     Voicepack

    Enthralled Custom Npc Quests Voicepack on Nexus

     

     

    Mod suggestions

    These mods are not needed, but complement some feature of Enthralled. 

    ZAZ Crafting by @Herowynne gives the option to craft almost all ZAZ restraints and items. Useful for the Collection repeatable quest.

    ZAZ Items Skypatched Name Price Weight my own mod that gives values to ZAZ items and makes their names more immersive. Useful for the Wealth Bandits repeatable quest

     

     

     

     

    Problems and their solutions

     

    Npc's have the dark face bug.

    You can only have one of the appearance patches installed.

    Make sure that you have the requirements of the appearance patches, and that you have the latest version of them.

    Make sure that the patches overwrite the main file

     

     

    Npc's have colored smudges on their face.

    You have the dark face bug, and have Face Discoloration Fix installed. Face Discoloration Fix tries to regenerate the textures and meshes, but does it wrong.

    See the dark face bug above for solutions. After that, reinstall the textures and meshes (or the entire mod) from download as the original textures and meshes have been overwritten.

     

    Wood elves look weird, other races are fine

    This can happen if the skin mod you're using doesn't have a wood elf folder. Vanilla reuses the high elf normalmap textures for wood elfs, but HPH uses a separate folder. I know that Pure Skin has this issue, others might as well.

    It's easy to fix: go to Data/Textures/Actor/Character (likely in your skin mod), find highelffemale folder, copy it and rename the copied folder to woodelffemale and faces load up normally.

     

    The dialogue is invisible. Or the the subtitles plays to quick to read.

    Reinstall Fuz Ro D-oh. Make sure you have the right version of it.

     

     

    The courier doesn't come.

    This is a vanilla bug where the courier got stuck somewhere, you can use the console to get him back on the job.

    In the console, type:

    prid 00039FB7

    moveto player


    If you didn't see him appear, type in

    enable

     

    The courier should now stand before you, see if you can speak with him. If you get the letter, all quests should proceed as normal. It can happen that you get a letter from multiple quests, including vanilla and other mods if your courier has been stuck for some time.

     

    An alternative method is to move the player to the courier, for this, type

    player.moveto 00039FB7

     

    You should be near the courier now, either in the world space where he got stuck, or in the Courier Cell itself. If you're in the cell, there will be a locked barrel there, select it in console and type

    unlock

    Now you can open it, the letter should be in there.

     

    My mod organiser says that there's a conflict with Even More Eyes?

    This mods contains some of the textures of Even More Eyes, it's save to overwrite. You can delete the Koralina folder in Textures if you already have Even More Eyes installed.

 

Posted

a nice mod i have been looking for something like this for a long time

 

i found a bug i have trained Curime to 100 but she does not give me any information about the artifact or do i have to have a quest?

Posted (edited)
1 hour ago, randy1990 said:

a nice mod i have been looking for something like this for a long time

 

i found a bug i have trained Curime to 100 but she does not give me any information about the artifact or do i have to have a quest?

I'll look into it. Normally, she should say the line "Wait, I have information" when you speak to her when her submission is high enough. The information she gives is mainly about Iniel, Curime only knows that Iniel has the artifact.

 

You could try with the console. Select her, then type 

AddToFaction PahSubmission 10

then try speaking with her. (Save beforehand though, just in case)

 

If that doesn't work, try

GetStage PqTh01

This should give 10, if it gives 0, try

Setstage PqTh01 10

 

Do you have her in PAH or in DOM? Did you get the "Seems my purchase was giftwrapped" line when you picked her up?

Edited by a_random_user
Posted
14 minutes ago, a_random_user said:

I'll look into it. Normally, she should say the line "Wait, I have information" when you speak to her when her submission is high enough.

 

You could try with the console. Select her, then type 

AddToFaction PahSubmission 10

then try speaking with her. (Save beforehand though, just in case)

 

If that doesn't work, try

GetStage PqTh01

This should give 10, if it gives 0, try

Setstage PqTh01 10

 

Do you have her in PAH or in DOM? Did you get the "Seems my purchase was giftwrapped" line when you picked her up?

the command helped i had ‘Seems my purchase was giftwrapped’
i have dom but i have them in pahe 

Posted

This is a very interesting concept, I hope to try it out soon.

 

The prisoner options sound especially good. I wonder, would you ever consider making that a recurring thing in most prisons? For example, maybe have some randomly spawning prisoners available for sale at any given time, using bandit encounter NPCs to fill the spots? That would open up an entirely new way to get slaves reliably outside of combat, which is something that has always been lacking in the PAHE world. 

 

Either way, very exciting mod. 

Posted
13 hours ago, crazymango54 said:

This is a very interesting concept, I hope to try it out soon.

 

The prisoner options sound especially good. I wonder, would you ever consider making that a recurring thing in most prisons? For example, maybe have some randomly spawning prisoners available for sale at any given time, using bandit encounter NPCs to fill the spots? That would open up an entirely new way to get slaves reliably outside of combat, which is something that has always been lacking in the PAHE world. 

 

Either way, very exciting mod. 

Glad you like it :)

Using Bandit NPC templates to make a guaranteed supply is interesting. I believe Home Sweet Home uses a similar concept.

I'll add it to the pile of ideas.

Posted (edited)

This sounds obvious, greedy, and silly. But for more ideas I feel like the answer is simply MORE

 

The variety in the girls and their methods (including quest length) sound just right to get your starting slaves.

If one don't quite work right like quest waiting, you got the others, and having more options of any kind lets us pick and choose who we want

 

12 hours ago, a_random_user said:

Using Bandit NPC templates to make a guaranteed supply is interesting. I believe Home Sweet Home uses a similar concept.

HSH and AYGAS have something but they can be both very buggy. It's not fun sitting through several in-game hours at either auctions only for things to not work and you lose money and get no slaves in the process and having to reload/restart your game

 

 

On 12/1/2024 at 9:11 PM, crazymango54 said:

That would open up an entirely new way to get slaves reliably outside of combat, which is something that has always been lacking in the PAHE world.

 

 

There is one "diamond in the rough" style mod that does that.

The "Sucubuss" mods has a market you can buy slaves from for its slavery system that can be transferred to and from PAHE.

Details about it are in the blog post in my sig.

 

Despite how good that mod is, it has its flaws

They don't start with any PAHE stats and are always priced at 400 (+50 to generate 4 slaves to view to purchase)

It does great from pulling from bandit lists so it benefits from all of the Wench mods out there, however it pulls Altmer from Thalmor lists, something similiar for Dunmer, so mer options are limited and then none for beasts unless you go all out with Enemy Variation Wenches which will replace almost all bandits as beast races

Then there's incompatibility issues with SlaveTats and DOM.

DOM stats are lost or rerolled if transferred back to the Sucubuss slavery system.

And Slavetats (this includes DOM tears and blushing) doesn't work on these transferred slaves unless you re-clone them when they are in PAHE

 

If you think you can make your own buying system, i say go for it as there is still plenty of room for things in the PAHE family of enslaving mods, and having more just simply works, especially if, like the Sucubuss mod and HSH/AYGAS, things just dont work right and we need other methods or alternatives

 

Edited by McLovin3
Posted
1 hour ago, a_random_user said:

Glad you like it :)

Using Bandit NPC templates to make a guaranteed supply is interesting. I believe Home Sweet Home uses a similar concept.

I'll add it to the pile of ideas.

 

30 minutes ago, McLovin3 said:

HSH and AYGAS have something but they can be both very buggy. It's not fun sitting through several in-game hours at either auctions only for things to not work and you lose money and get no slaves in the process and having to reload/restart your game

Exactly. HSH/AYGAS does this, but it can be buggy and you need to either complete/skip the HSH questline, or raise/debug slavery to accepted status in at least one city. Neither of those options are very attractive, especially when the end result is usually a bugged out auction full of bad merchandise.

 

Those auctions also don't seem to use the correct NPC lists as they tend to grab NPCs from the base-game leveled lists rather than anything you may have added with a modding setup, so you often see the same 5-6 slaves over and over again. 

 

For example, this mod does it correctly, and pulls from the encounter lists which means that if you expand your bandit leveled lists, you will see a wider variety of NPCs walking around. If you did the same in the prisons, you would be able to have a supply based on bandits (which makes sense since it's a prison) and each user expanding their own leveled lists would expand the available stock.

 

I believe you would use the same spawning as is used in forts/dungeons, where you can specify all kinds of criteria such as race, gender, voice type, combat class, etc. Good examples of this in the regular game are how there is always an orc male and a dark elf female inside Halted Stream camp having a conversation, or how all of the enemies in Broken Tower Redoubt are female forsworn (except the boss). Basically, you could have the prisons filled with whatever you wanted, and the game would use leveled lists to fill the order.

 

Sorry for the long post, I just thought I would drop some info I had, hopefully some of it is useful.

 

 

Posted
16 hours ago, crazymango54 said:

The prisoner options sound especially good. I wonder, would you ever consider making that a recurring thing in most prisons? For example, maybe have some randomly spawning prisoners available for sale at any given time, using bandit encounter NPCs to fill the spots? That would open up an entirely new way to get slaves reliably outside of combat, which is something that has always been lacking in the PAHE world.

 

Agreed.  But as an aside - not to derail this thread - DOM's 'abduction' capabilities really help on the out of combat enslavement, and you can up the number of targets available dramatically if you use something like Crowded Streets, which has the advantage of being, like this mod, a straight esl too

 

https://www.nexusmods.com/skyrimspecialedition/mods/127723

 

Coupled with this mod, wherever it goes, we're now getting spoiled for choice! 😄

 

@a_random_user 

 

Thanks for this.  Much appreciated

 

DQW

Posted

Quests:Riften Beggars and Nobles - Just installed the Mod. Was able to find Bunny and Astia. I went to Temple fo Mara and looked all around the city and don't see Bette. Is there someplace else she may be hiding? Or do I have to wait for days for her to show up?

Thank You

Posted (edited)
17 hours ago, Es.Ell. said:

Quests:Riften Beggars and Nobles - Just installed the Mod. Was able to find Bunny and Astia. I went to Temple fo Mara and looked all around the city and don't see Bette. Is there someplace else she may be hiding? Or do I have to wait for days for her to show up?

Thank You

When you exit Temple of Mara, go down the stairs and look left 🙂 And if she's not there, you will find her in Beggar's Row.

Edited by Helveticos
Update
Posted
22 hours ago, crazymango54 said:

For example, this mod does it correctly, and pulls from the encounter lists which means that if you expand your bandit leveled lists, you will see a wider variety of NPCs walking around. If you did the same in the prisons, you would be able to have a supply based on bandits (which makes sense since it's a prison) and each user expanding their own leveled lists would expand the available stock.

 

 

21 hours ago, DonQuiWho said:

Thanks for the suggestion, I'll see if I can adapt the same principle for a buying system. That's going to be a fun project.

 

16 hours ago, Es.Ell. said:

Quests:Riften Beggars and Nobles - Just installed the Mod. Was able to find Bunny and Astia. I went to Temple fo Mara and looked all around the city and don't see Bette. Is there someplace else she may be hiding? Or do I have to wait for days for her to show up?

Thank You

In addition to what Helveticos said, she'll spend her nights at Beggar's Row.

 

22 hours ago, DonQuiWho said:

Agreed.  But as an aside - not to derail this thread - DOM's 'abduction' capabilities really help on the out of combat enslavement

This was actually the reason that I switched this mod from Vanilla NPCs to custom NPC's.

Posted

I just tried out a few of the quests, and you have a really good thing going here.

 

Just a few small bugs/tweaks I thought you should know about.

 

1. You may want to consider calling the DoM abduct function rather than the PAHE enslave function for users who have DoM so the slaves go straight into DoM. This is because there is currently a serious bug in DoM where if you transfer the last slave you have in PAHE to DoM, it starts breaking things. It's fine if you never have a PAHE slave, but for some reason if you go from more than zero PAHE slaves to less than one, bad things happen.

 

2. On that note, I wasn't able to get the slaves to go into PAHE correctly in the first place. They were following, and showing in the slave tracker and the MCM, but the dialogues weren't appearing. I was able to use the DoM MCM to move them over and they worked properly in DoM, and their bonus training stats were correctly added.

 

3. Silvia's dialogue tree could use a tweak. During her intro dialogue, you can say "I have some questions" and it brings you to the list of questions. After asking one, it takes you back to the main dialogue branch and you have to say "I have some questions" again to ask another. Each question should probably route back to the list of questions.

 

4. The Altmer you buy from Belethor has some ZaZ devious devices items equipped. If you do not have DD installed, they don't have textures and show as the default purple mesh. The ropes and hood are fine, it is only the chastity items that are affected. You may want to consider some different ZaZ items for her kit, just an idea.

 

5. The thresholds you have set for the quests currently use submission, you might want to use resignation for DoM users, since resignation basically replaces submission in that mod. Submission in DoM is mostly a sexual issue, whereas resignation is the actual level of "breaking-in" the slave has. Submission could kind of make sense too, but I thought I would mention it.

 

Anyway, this is really great! I think Bette is my favorite so far, but I really want to follow the Thalmor quest to the end soon as well.

 

Posted
8 hours ago, crazymango54 said:

I just tried out a few of the quests, and you have a really good thing going here.

 

Just a few small bugs/tweaks I thought you should know about.

 

1. You may want to consider calling the DoM abduct function rather than the PAHE enslave function for users who have DoM so the slaves go straight into DoM. This is because there is currently a serious bug in DoM where if you transfer the last slave you have in PAHE to DoM, it starts breaking things. It's fine if you never have a PAHE slave, but for some reason if you go from more than zero PAHE slaves to less than one, bad things happen.

 

2. On that note, I wasn't able to get the slaves to go into PAHE correctly in the first place. They were following, and showing in the slave tracker and the MCM, but the dialogues weren't appearing. I was able to use the DoM MCM to move them over and they worked properly in DoM, and their bonus training stats were correctly added.

 

3. Silvia's dialogue tree could use a tweak. During her intro dialogue, you can say "I have some questions" and it brings you to the list of questions. After asking one, it takes you back to the main dialogue branch and you have to say "I have some questions" again to ask another. Each question should probably route back to the list of questions.

 

4. The Altmer you buy from Belethor has some ZaZ devious devices items equipped. If you do not have DD installed, they don't have textures and show as the default purple mesh. The ropes and hood are fine, it is only the chastity items that are affected. You may want to consider some different ZaZ items for her kit, just an idea.

 

5. The thresholds you have set for the quests currently use submission, you might want to use resignation for DoM users, since resignation basically replaces submission in that mod. Submission in DoM is mostly a sexual issue, whereas resignation is the actual level of "breaking-in" the slave has. Submission could kind of make sense too, but I thought I would mention it.

 

Anyway, this is really great! I think Bette is my favorite so far, but I really want to follow the Thalmor quest to the end soon as well.

 

That's a good question, I was thinking the same thing after playing through the questline.PAHE has been largely un-updated and hopefully will continue to be developed on a DOM basis in the future. The questline is immersive, thanks for all your hard work!

Posted (edited)
On 12/3/2024 at 6:58 PM, Coom Nation said:

Quick bug report: Bette is stuck in Beggar's row, she never goes to Temple of Mara.

I've seen her package do weird things, but I haven't seen her get stuck before. I'll take a closer look at this.

 

20 hours ago, crazymango54 said:

1. You may want to consider calling the DoM abduct function rather than the PAHE enslave function for users who have DoM so the slaves go straight into DoM. This is because there is currently a serious bug in DoM where if you transfer the last slave you have in PAHE to DoM, it starts breaking things. It's fine if you never have a PAHE slave, but for some reason if you go from more than zero PAHE slaves to less than one, bad things happen.

 

This was my original plan, but I switched to basing it on Pahe for technical reasons. When I started, I couldn't compile DOM scripts because I was missing a dependency. So I wrote it to use Pahe, and used some tricks to support DOM. Now that TAK has published the Dependency Scripts for DOM, I can compile the scripts. Unfortunately, as of version 6, DOM uses header 1.71, which my older version of the Creation Kit can't open.

 

If I want to use DOM as the main dependency, I'll have to update as well. And moving my 1.5.97 to 1.6+ is something that is going to take some time. Once I do migrate though, it's certainly possible to completely write the mod to use DOM.

EDIT: tested a bit, it seems you can change a 1.71 header back to 1.7 in xEdit. This might mean I can actually work with DOM in the CK.

 

20 hours ago, crazymango54 said:

2. On that note, I wasn't able to get the slaves to go into PAHE correctly in the first place. They were following, and showing in the slave tracker and the MCM, but the dialogues weren't appearing. I was able to use the DoM MCM to move them over and they worked properly in DoM, and their bonus training stats were correctly added.

I haven't seen that before. Hopefully, that's just Skyrim being Skyrim, but I'll keep an eye out for it.

 

20 hours ago, crazymango54 said:

3. Silvia's dialogue tree could use a tweak. During her intro dialogue, you can say "I have some questions" and it brings you to the list of questions. After asking one, it takes you back to the main dialogue branch and you have to say "I have some questions" again to ask another. Each question should probably route back to the list of questions.

 

Good suggestion, this will be fixed next version.

 

20 hours ago, crazymango54 said:

4. The Altmer you buy from Belethor has some ZaZ devious devices items equipped. If you do not have DD installed, they don't have textures and show as the default purple mesh. The ropes and hood are fine, it is only the chastity items that are affected. You may want to consider some different ZaZ items for her kit, just an idea.

 

I had completely forgotten that those items require DD textures. I'll change the outfit for the next version.

 

20 hours ago, crazymango54 said:

5. The thresholds you have set for the quests currently use submission, you might want to use resignation for DoM users, since resignation basically replaces submission in that mod. Submission in DoM is mostly a sexual issue, whereas resignation is the actual level of "breaking-in" the slave has. Submission could kind of make sense too, but I thought I would mention it.

 

It may be possible to rewrite the conditions to use Resignation when DOM's installed, and Submission when it's not. I'll have to play around with it for a while.

Edited by a_random_user
Posted (edited)
On 12/4/2024 at 7:09 AM, a_random_user said:

I had completely forgotten that those items require DD textures. I'll change the outfit for the next version.

There's also one other really small thing with her. She has male idle animations, like how female orcs hold their arms out to the side. You can't see it until you take her restraints off, so it took me a while to notice it lol.

 

On another note, I just finished all of the quests, and they're all really good. No spoilers, I just wanted to say that I really like how the stories connect with each other, and all of the little easter eggs hidden in the dialogues if you care enough to look for them. With all of the various backgrounds for all of the NPCs, and all of the potential for roleplaying different reasons for picking up certain ones, this mod is definitely staying in my load order permanently.

Edited by crazymango54
Posted
4 hours ago, crazymango54 said:

There's also one other really small thing with her. She has male idle animations, like how female orcs hold their arms out to the side. You can't see it until you take her restraints off, so it took me a while to notice it lol.

 

Thanks, right in time to fix this before the new version.

4 hours ago, crazymango54 said:

On another note, I just finished all of the quests, and they're all really good. No spoilers, I just wanted to say that I really like how the stories connect with each other, and all of the little easter eggs hidden in the dialogues if you care enough to look for them. With all of the various backgrounds for all of the NPCs, and all of the potential for roleplaying different reasons for picking up certain ones, this mod is definitely staying in my load order permanently.

I'm so happy someone noticed all those references and Easter eggs :) 

Posted

Version 1.1 is out. Mostly fixes and tweaks.

 

*Fixed Silvia's "Some Questions" dialogue branch to make it easier to navigate.
*Fixed Belethor's "Rumors" dialogue branch to make it easier to navigate.
*Made the quest where you buy Bette miscellaneous, it's more fitting for it's length.
*Renamed the Thalmor quest, its reference to intelligence was a relic from an earlier version
*Changed Curime's original outfit to no longer use items depending on Devious Devices textures
*Curime and Yatava no longer use opposite gender animations
*Changed Bette's package, hopefully stopping her from getting stuck. And she can now sit on the bench behind her.
*Fixed the package of the Lucasta scouts in Solitude. If persuaded to leave, they will now actually leave.
*Increased Bette's and Silvia's initial Submission/Resignation to be over 60, stopping them from running away after making a deal.
*Tweaked Yatava's and Curime's starting stats to be more in line with their backstory.

*Changed conditions on Curime's, Iniel's, and Fryssa's dialog check. If the NPC is loaded in DOM, it will now require resignation instead of submission.
*Fryssa's dialogue check now only requires Submission or Resignation, Fear training is no longer necessary. This makes the checks more consistent.
*Made a patch to make sure that these dialogue conditions also work in DOM7. Esl flagged

 

Thank you everyone who gave suggestions and bug reports.

 

As for plans on the future of this mod:

I've taken a look at Crowded Streets, as suggested by @DonQuiWho and @crazymango54. I will try to use this as a base to make a buying system in the Skyrim Jails.

 

I'll try to make the capturing system use DOM when it's installed. Preferably with native support.

If this works, I'd consider fully migrating to Diary of Mine v7+. I'll only do this once DOMv7 is stable.

 

As for a timeframe, that's going to take a while. There won't be much time to mod in the coming weeks, and it'll take a lot of testing to get the kinks out of these new systems.

  • a_random_user changed the title to Enthralled: Custom Npc Quest for Paradise Halls
Posted
11 hours ago, a_random_user said:

As for a timeframe, that's going to take a while. There won't be much time to mod in the coming weeks, and it'll take a lot of testing to get the kinks out of these new systems.

Patch notes look good! I'd be willing to test any "unstable" versions once you have something tangible with the new systems, as I'm sure others would as well. Best of luck with your efforts. :) 

  • 2 weeks later...
Posted
10 minutes ago, Lady Wintrish said:

Are the slaves supposed to keep their equipment?

Cause using the "you have to wear this" command I can't interact with the High Elf (Whiterun) clothes.

If I recall correctly, that is a problem of Pahe. It doesn't clear the slave's outfit. There is a dialogue option to set outfit to naked in Pahe, "Strip and set outfit". It will ask a confirmation question, you can say yes to this without problem. (It can be an issue for generic npc's, but not for uniques like Curime).

If this option isn't available, try equipping a piece of clothing or armor to the npc, and/or tell her to "put her clothes back on". This should make the strip and set option visible.

 

If you have DOM installed, you can also switch her to DOM, this will solve the issue as well.

 

Usually, I transfer her to DOM, so I hadn't noticed this before. I'll see if I can find a more permanent solution for people who only use Pahe.

Posted

Fantastic Mod! Thanks for making it! I'm going to go against the grain here and say I'm not so interested in there being a ton more slaves added to the mod. Thre are so many others that already do that. Adding more detail to the existing ones and fleshing out their stories and personalities more would be awesome. Maybe change some of the dialogue options as their DoM stats change to reflect them acclimatising to slavery and the player as their owner. That kind of thing.

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