Revdrsyn Posted November 15, 2025 Posted November 15, 2025 (edited) I'm starting a new playthrough and you and troll are both updated. Do I use the "Enthralled" patch in the DOM 7.10.9 version, or your Enthralled_DOM patch for Enthralled 7.6.2? Edited November 15, 2025 by Revdrsyn Clarity
fgdfg2asdas Posted November 15, 2025 Posted November 15, 2025 Hey I am trying out your mod because of a comment you made. I recently sold 3 riften guards from outside the city to the slaver at the Windhelm docks. When I returned back to that same spot outside of Riften I found the 3 guards stuck in a t-pose in what looked like their spawn location. Any ideas as to why they are stuck and t-posing? I am totally cool with them re-spawining and want that to happen but them getting stuck scares me about using the mod further as I don't want all the npcs around Skyrim to become broken. Thanks and look forward to playing more of your mod.
a_random_user Posted November 15, 2025 Author Posted November 15, 2025 4 hours ago, Revdrsyn said: I'm starting a new playthrough and you and troll are both updated. Do I use the "Enthralled" patch in the DOM 7.10.9 version, or your Enthralled_DOM patch for Enthralled 7.6.2? You use my patch. The patch on DOM's page is outdated, and I actually though Troll had removed it. 4 hours ago, fgdfg2asdas said: Hey I am trying out your mod because of a comment you made. I recently sold 3 riften guards from outside the city to the slaver at the Windhelm docks. When I returned back to that same spot outside of Riften I found the 3 guards stuck in a t-pose in what looked like their spawn location. Any ideas as to why they are stuck and t-posing? I am totally cool with them re-spawining and want that to happen but them getting stuck scares me about using the mod further as I don't want all the npcs around Skyrim to become broken. Thanks and look forward to playing more of your mod. What selling does is it first removes the slave from DOM, and then it deactivates them. I hadn't tested it with guards yet, so it's possible that Skyrim tries to reactivate them. The T-posing should not have anything to do with Enthralled. T-pose is a result of an animation failing and Enthralled doesn't touch animations. You could try DOM's K hotkey, which disables and enables an npc, on these guards and see if that fixes them. I'll do some testing with guards and see if there's a need for some exceptions with them. 1
a_random_user Posted November 23, 2025 Author Posted November 23, 2025 Small update 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. Setting Curime as protected is a safety measure. A bug report mentioned that a slaver (Brend from Slaver Start) would aggro on her. I have not reproduced this problem, but this change will at least keep her from dying should this bug appear. I've also done a minor update on the capture script. This will make sure that jail and rescue slaves don't become aggressive during capture and skips the default DOM dialogue for them. It also still has the advantages of the new method introduced in version 1.6.2. This will affect only new slaves. It's a small update, but I wanted to publish it so buying prisoners is fixed. Current work: I've made an improvement for the Slaver Start mod, giving the player a choice on what equipment they want to start with. 8 choices are implemented, including warrior, mage, rogue, rich, vampire, and a few mixed classes. Starting classes get fitting equipment and spells, including DOM spells (did you know that DOM has a Hose spell?). Expect the update fairly soon. I'm also working on how I can give the characters some more immersive dialogue, allowing them to respond to events without having to directly ask them. This will take some time and experimentation to get it right. There are still a few story quests that I'm thinking about, but nothing concrete yet. 3
Revdrsyn Posted November 24, 2025 Posted November 24, 2025 (edited) On 11/23/2025 at 9:58 AM, a_random_user said: Small update 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. Setting Curime as protected is a safety measure. A bug report mentioned that a slaver (Brend from Slaver Start) would aggro on her. I have not reproduced this problem, but this change will at least keep her from dying should this bug appear. I've also done a minor update on the capture script. This will make sure that jail and rescue slaves don't become aggressive during capture and skips the default DOM dialogue for them. It also still has the advantages of the new method introduced in version 1.6.2. This will affect only new slaves. It's a small update, but I wanted to publish it so buying prisoners is fixed. Current work: I've made an improvement for the Slaver Start mod, giving the player a choice on what equipment they want to start with. 8 choices are implemented, including warrior, mage, rogue, rich, vampire, and a few mixed classes. Starting classes get fitting equipment and spells, including DOM spells (did you know that DOM has a Hose spell?). Expect the update fairly soon. I'm also working on how I can give the characters some more immersive dialogue, allowing them to respond to events without having to directly ask them. This will take some time and experimentation to get it right. There are still a few story quests that I'm thinking about, but nothing concrete yet. Excited for this. Does this have the added factions to the victims? So glad for the updates! Edited November 24, 2025 by Revdrsyn
a_random_user Posted November 24, 2025 Author Posted November 24, 2025 23 minutes ago, Revdrsyn said: Excited for this. Does this have the added factions to the victims? Not yet, haven't had the time to check which Creation Kit faction correspond with which Bloodline category. It's still being planned though.
a_random_user Posted November 26, 2025 Author Posted November 26, 2025 (edited) On 11/24/2025 at 8:58 PM, Revdrsyn said: Excited for this. Does this have the added factions to the victims? So I had some time to dig into this, and I finally managed to get working on my setup (apparently, my Sexlab version was out of date, and has been for 4 years without me noticing.) Unfortunately it still doesn't fully work as expected, but I can use the MCM to check up on the race, factions, and holds of an NPC. I'm just going to write down how I think it works, and if someone with more understanding of the mod can correct me, please do. I've already tested this, but I didn't try a longer playthrough with the mod yet so I might be misunderstanding something. The race type is just a direct read on the NPC's race, I don't need to add anything here. The hold value is based on the current location of the NPC, and it does not depend on any factions or location references. The faction of the NPC is more complex, and I need to assign something for it to work. An NPC can be in multiple factions. It seems only female NPC's are considered, does it not matter for male npcs? Bloodline considers two things to assign the faction: The NPC's class: *Combatant is given to NPCs with a selection of martial Combat classes. This list is missing some that could fit though, like GuardOrc1H/2H or the relevant trainer classes. This could explain why some that are clearly fighters are not Combatants in Bloodline. *MagicUser/SpellCaster is given to NPCs with a magic combat class, encounter class (e.g. EncThalmorWizard), or magic trainer class. Not sure why trainers are included here but not for Combatant. Some Classes are on both lists, like CombatSpellsword. Spellcaster can also be assigned with certain vanilla Factions. The NPC's vanilla Faction (different from bloodline's factions). All of these options have a long list of vanilla factions, usually a general and several specific factions (like a BanditFaction, but could also be in a specific bandit camp's faction). Bloodline will assign the BL factions as long as they have one of the Factions in the list. BANDIT: BanditFaction, as well as several very specific bandit factions, like the Icerunner, ... SPELLCASTERS: JobSpellFaction, NecromancerFaction, WarlockFaction, CollegeOfWinterHoldFaction, ... EXTREMIST: ThalmorFaction, SilverhandFaction, CompagnionsFaction, VigilantOfStendarFaction, and all connected factions HUNTERS: (mod author made a comment that this one might change) Hunterfaction, DLC1HunterFaction (Dawnguard?), DLC2Hunterfaction, ... Note: HunterFaction adds dialogue, 'been hunting ...' , the DLC1HunterFaction makes the NPC hostile to vampires, the DLC2Hunterfaction seems to be the one I'll assign VAMPIRE: VampireFaction, DLC1VampireFaction, VampireThrallFaction, ... FRINGE: ForswornFaction IMPERIAL: CWImperialFaction, CrimeFactionImperial, ... Not used as goal: GUARD: GuardDialogueFaction, IsGuardFaction, ..., PlayerHouseCarlFaction, JobHouseCarlFaction STORMCLOAK: MQ101StormcloakFaction, CrimeFactionSons, CWSonsFaction TOWNFOLK: town or village factions, includes TownWhiterunFaction, TownHelgenFaction, Town...Faction . These are crime factions. Unfortunately, adding these in the creation kit only updates these NPCs on a new game, even if the NPC hasn't been met yet. In order to add an NPC to a faction in an existing save, a script or the console is needed. The console command would look like: AddToFaction TownHelgenFaction 0 (The number at the end can be any positive number, but 0 is the most commonly used, to remove the faction, use the same command with -2) Adding factions is usually safe, but might give some extra behaviour, like extra dialogue, or hostility to certain groups. I haven't tested all possible options yet and haven't found any that give major issues. I'm currently adding these to the Slaver Start NPCs, if it works I can also add them to Enthralled NPCs. For the non unique NPCs I'll have to think how relevant factions will be added on them. Adding Vanilla Factions on them should be possible, but changing their class is probably not an option, so the Combatant Bloodline faction can't be assigned to an NPC that isn't already of that class. Edited November 26, 2025 by a_random_user spelling
Revdrsyn Posted November 26, 2025 Posted November 26, 2025 2 hours ago, a_random_user said: So I had some time to dig into this, and I finally managed to get working on my setup (apparently, my Sexlab version was out of date, and has been for 4 years without me noticing.) Unfortunately it still doesn't fully work as expected, but I can use the MCM to check up on the race, factions, and holds of an NPC. I'm just going to write down how I think it works, and if someone with more understanding of the mod can correct me, please do. I've already tested this, but I didn't try a longer playthrough with the mod yet so I might be misunderstanding something. The race type is just a direct read on the NPC's race, I don't need to add anything here. The hold value is based on the current location of the NPC, and it does not depend on any factions or location references. The faction of the NPC is more complex, and I need to assign something for it to work. An NPC can be in multiple factions. It seems only female NPC's are considered, does it not matter for male npcs? Bloodline considers two things to assign the faction: The NPC's class: *Combatant is given to NPCs with a selection of martial Combat classes. This list is missing some that could fit though, like GuardOrc1H/2H or the relevant trainer classes. This could explain why some that are clearly fighters are not Combatants in Bloodline. *MagicUser/SpellCaster is given to NPCs with a magic combat class, encounter class (e.g. EncThalmorWizard), or magic trainer class. Not sure why trainers are included here but not for Combatant. Some Classes are on both lists, like CombatSpellsword. Spellcaster can also be assigned with certain vanilla Factions. The NPC's vanilla Faction (different from bloodline's factions). All of these options have a long list of vanilla factions, usually a general and several specific factions (like a BanditFaction, but could also be in a specific bandit camp's faction). Bloodline will assign the BL factions as long as they have one of the Factions in the list. BANDIT: BanditFaction, as well as several very specific bandit factions, like the Icerunner, ... SPELLCASTERS: JobSpellFaction, NecromancerFaction, WarlockFaction, CollegeOfWinterHoldFaction, ... EXTREMIST: ThalmorFaction, SilverhandFaction, CompagnionsFaction, VigilantOfStendarFaction, and all connected factions HUNTERS: (mod author made a comment that this one might change) Hunterfaction, DLC1HunterFaction (Dawnguard?), DLC2Hunterfaction, ... Note: HunterFaction adds dialogue, 'been hunting ...' , the DLC1HunterFaction makes the NPC hostile to vampires, the DLC2Hunterfaction seems to be the one I'll assign VAMPIRE: VampireFaction, DLC1VampireFaction, VampireThrallFaction, ... FRINGE: ForswornFaction IMPERIAL: CWImperialFaction, CrimeFactionImperial, ... Not used as goal: GUARD: GuardDialogueFaction, IsGuardFaction, ..., PlayerHouseCarlFaction, JobHouseCarlFaction STORMCLOAK: MQ101StormcloakFaction, CrimeFactionSons, CWSonsFaction TOWNFOLK: town or village factions, includes TownWhiterunFaction, TownHelgenFaction, Town...Faction . These are crime factions. Unfortunately, adding these in the creation kit only updates these NPCs on a new game, even if the NPC hasn't been met yet. In order to add an NPC to a faction in an existing save, a script or the console is needed. The console command would look like: AddToFaction TownHelgenFaction 0 (The number at the end can be any positive number, but 0 is the most commonly used, to remove the faction, use the same command with -2) Adding factions is usually safe, but might give some extra behaviour, like extra dialogue, or hostility to certain groups. I haven't tested all possible options yet and haven't found any that give major issues. I'm currently adding these to the Slaver Start NPCs, if it works I can also add them to Enthralled NPCs. For the non unique NPCs I'll have to think how relevant factions will be added on them. Adding Vanilla Factions on them should be possible, but changing their class is probably not an option, so the Combatant Bloodline faction can't be assigned to an NPC that isn't already of that class. I think you've got it. From my experience with bloodline, sometimes you get two factions (combatant and mage). Aela is "Extremists and combatant" I completely understand needing a new game. This would explain why when I added the factions with SSEdit, it didn't update them, I didn't realize you needed a new game. Bloodline *is* for a male only playthrough, so I don't think - men can't get pregnant. 🙂 So, I mean, you're basically doing this for me and bloodline players, so I don't think you need to worry about the men. 1
tonitrulupus Posted November 26, 2025 Posted November 26, 2025 1 hour ago, Revdrsyn said: Bloodline *is* for a male only playthrough, so I don't think - men can't get pregnant. Or a PC that can switch from female to male, like some mod let you do like gender bender which works well for succubus mods.
a_random_user Posted November 26, 2025 Author Posted November 26, 2025 2 hours ago, Revdrsyn said: I think you've got it. From my experience with bloodline, sometimes you get two factions (combatant and mage). Aela is "Extremists and combatant" I completely understand needing a new game. This would explain why when I added the factions with SSEdit, it didn't update them, I didn't realize you needed a new game. Bloodline *is* for a male only playthrough, so I don't think - men can't get pregnant. 🙂 So, I mean, you're basically doing this for me and bloodline players, so I don't think you need to worry about the men. Thanks for the confirmation. Too bad I still can't get the full mod to work, everything seems to work, except the sex counter in the MCM stays at 0. 59 minutes ago, tonitrulupus said: Or a PC that can switch from female to male, like some mod let you do like gender bender which works well for succubus mods. As long as the NPC men aren't affected, I can skip them, which saves me some time implementing and testing stuff.
jkarpynczyk Posted November 29, 2025 Posted November 29, 2025 how to install while only having DOM installed?
a_random_user Posted November 29, 2025 Author Posted November 29, 2025 2 hours ago, jkarpynczyk said: how to install while only having DOM installed? First, you install the file labelled Enthralled Custom NPC Quests v1.6.3_.7z (If your mod manager gives a warning for missing masters, ignore it for now, next file fixes this) Then you install the file labelled Enthralled Diary of Mine Patch v1.6.3_.7z (if you got the warning, it should disappear now) Make sure the patch overwrites the first file (In MO2, the patch must be lower in the left panel. In Vortex, set the rule that the patch wins the conflict) After that, install the other optional patches that you want. It should work as expected now. If you have more problems, feel free to let me know.
McLovin3 Posted November 30, 2025 Posted November 30, 2025 (edited) I'm probably going to do a few more tests on this but so far Drava Dres (The Raven Rock slaver) has always had problems with me so far. I think in the previous version, my visit to him had neither dialogue for him or his slave (who was Belarin at the time), he did have the orc trainer but I did not talk to her at the time. And then from my last 2 playthroughs in the current version of Enthralled he didn't have any dialogue or anybody with him. Deals-in-Chains and Ghuarub where fine in my previous tests in the current version edit: An idea popped up. I'm going to try to teleport into an interior in Raven Rock before entering Raven Rock for the first time to see if my unorthodox methods of visitng Raven Rock are the cause of Drava Dres not working (I usually go to Raven Rock by various modded homes that have some form of Teleport to a Specific Hold) Edited November 30, 2025 by McLovin3 1
McLovin3 Posted December 4, 2025 Posted December 4, 2025 So Davur Dres was working this time on my current playthrough, I did try coc to the Jail before entering Raven Rock and that worked, but so did doing it by my normal ways on soft reloads. I'll have to keep it in mind for the next playthrough and try hard restarts next time So I thought of more ideas, some honestly I can't tell if I spouted a basic idea similar in the past, some were inspired by finally getting around to the other Enthralled content (basically what doesn't involve directly buying a slave, currently waiting for the Esmee part to start, no idea if its a bug or not just yet, I only just got Bette) A World Encounter version of Sisters of Battle (Fjora) but it doesn't have to be exactly like that. Whether it's a Custom NPC or random non-unique It can be against a nasty rival slaver who thinks you are a bad slaver and they have a slave with them (Slave does not have to be involved in the fight) "You call yourself a wizard slaver? I challenge you to a duel!" But like Fjora, the rival slaver goes into bleedout upon defeat and you have options on the challenger. Such as Recruiting them or Claiming/Stealing their slave. Other things you can do to the slaver can affect their stats or to the slave you claim/steal, maybe even something on the humiliating side with bondage or whipping them without enslaving. An NTR-like scenario of raping the slave in front of the slaver is tempting but I feel sex in any scenario here may be a bit too far with Enthralled's general direction. Something a bit inspired by the warrant of Beggars and Nobles (again, still haven't gotten to that part yet, I've only read the quest from the mod spoilers) and a bit inspired by some of the Thieves guild radiants A Rumor of a NPC is housing either a slave illegally, or the slave voluntarily became one to hide from a serious crime. The radiant quest has you searching and stealing a note in that person's house proving it. And then depending on the variant here: You approach the Owner for options. Or you go to the Hold's Steward for the warrant, and approach the slave for options (Kill, Escort to Jail/Jarl, Bribe, Enslave etc), maybe dialogue that affects their stats if you enslave them. The Serious Crime could also be something random generated here as flavor, the slave could've been on the run from raping virgins, torture, skooma dealing, to being framed, killing the Riverwood chicken, adultery, streaking, or for stealing a single sweetroll from a short-tempered petty rich guy. Dialogue options on how saying you think the slave is innocent or guilty could also influence stats depending on the crime they did, Enslave them out of vengeance or offer protection and kindness under your enslavement. Or maybe the bribe option, bribing the sweetroll thief may not give much for example. Any non enslaving options will eventually despawn the slave as if they are back on the run from their crime. Or in the case of the Illegally owned scenario, the owner sold the slave to cover their tracks. Pretty sure I've mentioned Escorting an NPC/Captive/Slave in a different way before. But inspiration from the Enthralled quest mods and a bit of DoM have given me a few new ideas to add onto it that hopefully will sound better. Something that imitates DoM family/friend ransom with the NPC Quest Target and the Escort. I guess besides the obvious Unique NPCs of Skyrim that didn't get me interested in DoM family ransoming was the typical knowledge of the Unique NPCs kind of get in the way, you pretty much know who the slave's family is. Whereas if the ransoming is totally random on the NPCs involved can really add some spice to the scenario with if you desire the Quest Target or the Escort as a slave. Random generated relations between the two could be done other than just friends, but I feel it would get weird or not good in general, like if it goes family related and the Dark Elf Daughter has an Argonian Mom But Dialgoue options when meeting the Quest Target with the Escort can be similiar to DoM: Bribe, Be the good guy, Intimidate, Pull a Sisters of the Hunt, or offer the Escort's freedom in exchange for the Quest Target's. Dialogue options can influence the ransoming or bonus stats to who you decide to enslave. Blackmail the Quest target with sex or whip the escort showing the Quest Target you are serious on enslaving them or intimidation (Again, these examples may be a bit too extreme for Enthralled's direction, but these scenarios are tempting) Enslaving the Escort before the meetup where the NPC Quest Target is, makes the NPC Quest Target spawn Mercenaries and they are all locked on to you and will head to you hostile. (Which can trigger bounties if you are spotted killing them, the quest target can too be involved in the hostility). Or failing the quest by enslaving the Escort early can simply put a high bounty on your head from the Hold of the Quest Target's location. Missives did that with item delivery radiants (Awfully though, as I find these Missive quests bug out and fail way too early than they should in regard to delivery time) I guess I also kind of want to see an advanced/high level version of the rescue quest, where the captive is meant as a kind of slave, with high stats, but the radiant quest spawned extra high leveled/or boss hostiles. Immersive Wenches did something like that with their radiant rescue wench quest spawning subjugated wench initiates around the captive. I do like how the current system is mind you, but the stats of the captives being almost equal to a Jail Slave just feels a bit lackluster with the work you did finding them. Also something I probably said before is I've been desiring something more along the lines of the non-unique "Nobles" list from the Jails, maybe an increase odds for these in Solitude's Jail system (as they were disgraced for being Stormcloak supporters). And then maybe Riften's can have something special? Idk which jail system should specialize in Warlocks and Witches It's a shame there's no real options for locations for a Windhelm Jail System to complete all the major holds having one. Warlocks/Witches could fit that since Nords are paranoid about magic, or the Noble one for Disgraced Imperial Supporters. Maybe an increase in Poachers for Whiterun cause of maybe Balgruuf and the Drunken Huntsmen wanting them meats. And then Riften can be the all-rounder or bandit specialization in jail selection 1
a_random_user Posted December 4, 2025 Author Posted December 4, 2025 2 hours ago, McLovin3 said: currently waiting for the Esmee part to start, no idea if its a bug or not just yet, I only just got Bette Courier should show up after two days, if you've been waiting longer, you might have the vanilla courier bug. In the install instructions tab, I wrote how to fix this. Nice ideas, you put a lot thought into these. I'm adding these to my notes, and see what I can do.
tonitrulupus Posted December 4, 2025 Posted December 4, 2025 @a_random_user Breadpig is a relatively new animator that is focusing on like ZAZ DD animation, may wish to keep an eye on his mod. that work relatively good and they are doing some good work. https://www.loverslab.com/files/file/41639-bpanimation-for-se-cbbe/ 1
McLovin3 Posted December 5, 2025 Posted December 5, 2025 (edited) On 12/4/2025 at 6:31 AM, a_random_user said: Courier should show up after two days, if you've been waiting longer, you might have the vanilla courier bug. In the install instructions tab, I wrote how to fix this. I was wandering in Windhelm for a bit doing some miscellaneous stuff and he was a no show. Go figure when I got sucked into something else and fast traveled was when he brought the letter. So a bit of feedback and a few tiny more ideas. I saw from a mile away that Esmee wasn't going to be much worth it stat wise compared to the extra time and effort that was needed to finishing Beggars and Nobles compared to anything else in Enthralled. It almost felt like an insult to the Player as she had 1 Fear training upon her willingly being enslaved, like she wasn't intimidated by you and was in complete control to manipulate you into getting her revenge. Now I don't think she should come with higher stats, but I do think there should be a final dialogue choice that gives bonus training like some of the other uniques in their questline (Does Silvia get any boost from her dialogue choices when fully finishing her quest with the Lucasta lieutenants? I couldn't tell) I personally would want an extra scene involving Bette cause I felt bad that she felt she sold herself cheap to me compared to Esmee. I would make Bette feel she has seniority since she willingly became a slave earlier compared to Esmee. And then command her to whip or rape Esmee for all the extra trouble and effort for her (Providing Bette has high submission/resignation) Or at least something to give a bonus in fear training as punishment for all the work I did for her. Or perhaps a little bit of lightheartedness by having some dialogue options from Esmee throughout the questline showing she really has a kink for wanting to be a slave. Say perhaps at night during her stay at the Temple of Mara She'll masturbate with lines like "Punish me Master I've been bad" Quote 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 capture Fryssa first, Kjor will recognise you when you speak to him and immediately attack you. Killing Kjor will give Fryssa bonus fear training if she was already enslaved. Is the bonus Fear training on Fryssa the same between these outcomes? I kinda wish there was something more unique on the choice here The "Come here, I want to talk to you" > "Any thoughts?" from the Beggars and Nobles questline girls, could really go great with some of the other uniques in their quests as their Training and possibly in-love stats increases. Especially when their questline is complete like Silvia, Fjora and Esmee I think that would be better instead of the new conditional dialogue of your Slaver Start slaves that were bought from the slavers in Enthralled And maybe a few more lines for more of the uniques, Like one for reuniting Lestra and Azabesh by making them have lesbian sex. I personally want to hear a special in-love line for as many of the uniques in this mod as possible and maybe the Slaver Start slaves and maybe a broken or high training line like how Bette and Lyssa were now enjoying it. Mistwatch could be an interesting place for more future content. Its lore revolves around kidnapping and ransoming people and it is a non-respawning place and the boss room is a bit roomy with some jail cells. After being cleared, maybe something else can be used for it after a few days (with i suppose a message via courier). (I know some other mods like to use Fjola, the Mistwatch Bandit Chief, possibly making her essential, but i would personally not use her for any additional content. Plus I usually enslave her) Maybe a darker seedier version of a Jail system, where they are either highly trained or maybe more for abducted civilians (not labeled as disgraced nobles) Or Maybe Mistwatch can act like a newly formed Slaver's guild with a darker questline, radiant quest or missive system Maybe you could be the guild leader and have the members go out and they bring random generated non-uniques to the boss room. You then have the option to Enslave, Ransom them or maybe make them work to produce goods for your guild. Members could possibly be caught be the law enforcement and jailed brining a message and radiant questline to go rescue them from jail or post an expensive bail. Guild Master - Create Your Own Guild at Skyrim Nexus - Mods and Community did something similar long ago with a Slaver's guild. The abducted people were (I think) randomly chosen uniques in Skyrim, and selling them forcefully made them follow a random NPC in Skyrim for a small time before "escaping" and going back home to their daily routine. There were a couple other things like making them work in your mine to generate some ore The problem with that mod however was the balancing for the Slaver's Guild was all over the place and the later content was extremely broken and buggy Have you ever thought about adding Unique slaves into AYGAS from the start? It would be interesting to randomly find Enthralled slaves, either in an AYGAS or HSH auction, or owned by someone and then have the option to buy or bid for them. But I guess the current problem is for quite a few versions of AYGAS, I had trouble getting anything related to AYGAS's slave storage pool to work properly. It seems incredibly rare for someone to get a slave to be put into the system, whether it's a slave you sold in AYGAS/HSH or not. My current playthrough just had a random slave I didn't sell put into the system, barely a week in-game. Whereas my last playthrough only a single slave out of the 25 some I sold in that playthrough got put into AGYAS which that playthrough lasted an in-game month. @TrollAutokill might be looking into these issues so I guess we shall see what happens with DoM Maybe even Enthralled can get AYGAS integration so selling slave to the Enthralled slavers puts it into AYGAS storage so they might pop up again in auctions or for random buyers Edited December 6, 2025 by McLovin3 1
Kronos968 Posted December 6, 2025 Posted December 6, 2025 Does JContainers need to be installed for enthrall to work as every time a have JContainers installed my game lags then crashes
a_random_user Posted December 6, 2025 Author Posted December 6, 2025 32 minutes ago, Drakon88 said: Does JContainers need to be installed for enthrall to work as every time a have JContainers installed my game lags then crashes No, it isn't a hard requirement. JContainers is used to rename non unique NPCs with PAH's name list, NPCs like this can be bought from the jails or rescued with the repeatable quests. If you don't have it installed the NPC will not be automatically renamed, you can still rename them manually through PAH's or DOM's MCM function. Other than the renaming it should work. There might be a few warnings in the Papyrus log about this, but nothing that would actually break things. If you still want non-unique NPC's to automatically get an actual name without JContainers, you could try the mod Real Names - Extended.
a_random_user Posted December 7, 2025 Author Posted December 7, 2025 On 12/5/2025 at 10:47 AM, McLovin3 said: I saw from a mile away that Esmee wasn't going to be much worth it stat wise compared to the extra time and effort that was needed to finishing Beggars and Nobles compared to anything else in Enthralled. It almost felt like an insult to the Player as she had 1 Fear training upon her willingly being enslaved, like she wasn't intimidated by you and was in complete control to manipulate you into getting her revenge. Now I don't think she should come with higher stats, but I do think there should be a final dialogue choice that gives bonus training like some of the other uniques in their questline (Does Silvia get any boost from her dialogue choices when fully finishing her quest with the Lucasta lieutenants? I couldn't tell) I personally would want an extra scene involving Bette cause I felt bad that she felt she sold herself cheap to me compared to Esmee. I would make Bette feel she has seniority since she willingly became a slave earlier compared to Esmee. And then command her to whip or rape Esmee for all the extra trouble and effort for her (Providing Bette has high submission/resignation) Or at least something to give a bonus in fear training as punishment for all the work I did for her. Or perhaps a little bit of lightheartedness by having some dialogue options from Esmee throughout the questline showing she really has a kink for wanting to be a slave. Say perhaps at night during her stay at the Temple of Mara She'll masturbate with lines like "Punish me Master I've been bad" I've been thinking about expanding some aspects of the Riften questline, and I'm definitely giving these suggestions some serious thought. You also made me check the setting of Esmee's training stats. This is the first time I've noticed that I just straight up forgot setting Esmee's fear training, she wasn't supposed to start with that little. Then again, considering how the quest goes, she shouldn't be too afraid of the player either, so maybe setting it in the 20-50 range or something would fit better. Some ways to raise her training would be very interesting. Maybe some things before the quest end, and some things afterwards. For example, if the player ask a lot of questions during the questline, or finds out some secrets, it could intimidate her and raise her fear training. And I really like the suggestion to have Bette assert the hierarchy on Esmee. Bette didn't matter in the questline after she was bought, with just a few flavor dialogues, that's something I've been thinking about fixing for a while now. Bringing her in to train up Esmee would tie the entire thing together better. Silvia does get bonus training at the ending dialogue (50 respect, 30 to both resignation and submission, and some others). But I haven't found a way to clearly communicate this to the player. DOM heavily nerfs the training given based on how high the current stat it (50 training at level 90 isn't enough to bring it to 100). Maybe I should just set up a notification, maybe though DOM's system, to tell the player that she got a stat increase? It something I'm still fiddling with. On 12/5/2025 at 10:47 AM, McLovin3 said: Is the bonus Fear training on Fryssa the same between these outcomes? I kinda wish there was something more unique on the choice here They should be similar, but on a quick glance, I think I made a mistake with the training on Kjor's death after Fryssa's capture, which would prevent it from updating. Looking at old code is a bit embarrassing, at least that means I've improved a bit. Do you have suggestions on how I could separate the two? I could also make a distinction between killing Kjor with Fryssa present or not. On 12/5/2025 at 10:47 AM, McLovin3 said: The "Come here, I want to talk to you" > "Any thoughts?" from the Beggars and Nobles questline girls, could really go great with some of the other uniques in their quests as their Training and possibly in-love stats increases. Especially when their questline is complete like Silvia, Fjora and Esmee I think that would be better instead of the new conditional dialogue of your Slaver Start slaves that were bought from the slavers in Enthralled And maybe a few more lines for more of the uniques, Like one for reuniting Lestra and Azabesh by making them have lesbian sex. I personally want to hear a special in-love line for as many of the uniques in this mod as possible and maybe the Slaver Start slaves and maybe a broken or high training line like how Bette and Lyssa were now enjoying it. Good to know that you prefer the "Any thoughts?" style dialogue over the event based dialogue from Slaver Start. The event based one was a good experiment, but it wasn't as flexible as I'd hoped, especially for plot based dialogue. So I'll expand the "Any thoughts?" branches a bit more. One of the reasons I hadn't expanded those before though, is that I got burned out on them. I wanted to write dialogue not just for the plot related dialogue, but also some dialogue for several stages of training. But there really aren't a lot of ways to say "I'm fully resigned and would follow you anywhere" without getting repetitive. So I think I'll focus on plot dialogue, and maybe discussing other captured slaves, and only add stat based dialogue if I have something that fits. Adding some special commands like Lestra and Azabesh, or other NPCs is something I'll look into as well. On 12/5/2025 at 10:47 AM, McLovin3 said: Mistwatch could be an interesting place for more future content. Its lore revolves around kidnapping and ransoming people and it is a non-respawning place and the boss room is a bit roomy with some jail cells. After being cleared, maybe something else can be used for it after a few days (with i suppose a message via courier). (I know some other mods like to use Fjola, the Mistwatch Bandit Chief, possibly making her essential, but i would personally not use her for any additional content. Plus I usually enslave her) Maybe a darker seedier version of a Jail system, where they are either highly trained or maybe more for abducted civilians (not labeled as disgraced nobles) Or Maybe Mistwatch can act like a newly formed Slaver's guild with a darker questline, radiant quest or missive system Maybe you could be the guild leader and have the members go out and they bring random generated non-uniques to the boss room. You then have the option to Enslave, Ransom them or maybe make them work to produce goods for your guild. Members could possibly be caught be the law enforcement and jailed brining a message and radiant questline to go rescue them from jail or post an expensive bail. Guild Master - Create Your Own Guild at Skyrim Nexus - Mods and Community did something similar long ago with a Slaver's guild. The abducted people were (I think) randomly chosen uniques in Skyrim, and selling them forcefully made them follow a random NPC in Skyrim for a small time before "escaping" and going back home to their daily routine. There were a couple other things like making them work in your mine to generate some ore The problem with that mod however was the balancing for the Slaver's Guild was all over the place and the later content was extremely broken and buggy I didn't know Mistwatch didn't respawn. It really is an ideal location to do something in. On 12/5/2025 at 10:47 AM, McLovin3 said: Have you ever thought about adding Unique slaves into AYGAS from the start? It would be interesting to randomly find Enthralled slaves, either in an AYGAS or HSH auction, or owned by someone and then have the option to buy or bid for them. But I guess the current problem is for quite a few versions of AYGAS, I had trouble getting anything related to AYGAS's slave storage pool to work properly. It seems incredibly rare for someone to get a slave to be put into the system, whether it's a slave you sold in AYGAS/HSH or not. My current playthrough just had a random slave I didn't sell put into the system, barely a week in-game. Whereas my last playthrough only a single slave out of the 25 some I sold in that playthrough got put into AGYAS which that playthrough lasted an in-game month. @TrollAutokill might be looking into these issues so I guess we shall see what happens with DoM Maybe even Enthralled can get AYGAS integration so selling slave to the Enthralled slavers puts it into AYGAS storage so they might pop up again in auctions or for random buyers Hadn't thought about it yet. Despite having AYGAS installed for several years, I don't know the mod all that well, so I'll have to check how those things work.
crazymango54 Posted December 7, 2025 Posted December 7, 2025 I had a thought about the Three Sisters quest since I just finished it organically from beginning to end for the first time, and then the discussions about the other quests gave me some other thoughts as well. Firstly, since Fjora's encounter is forced on the player, i.e. the player is approached without initiating anything on purpose, the player should have a choice to kill her rather than enslave her and opt out of the quest if they don't want to do it, since otherwise the player is deprived of choice in the matter. Don't get me wrong, the encounter with Fjora is great and the trigger for it makes sense, but another dialogue option to kill her next to the one where you enslave her would be nice QoL, the result would just be an instant completion (failure?) of her quest. Perhaps it would make sense to continue pursuing the other sisters after she's dead, but that would imply a lot of narrative changes throughout the whole thing, and could branch out in a lot of different directions like a Telltale game. For now, I think a simple all-in or all-out option right at the start makes enough sense. Similarly, I think some other options should present themselves throughout some of the other quests relating to whether you keep the slave(s) or not. For example, options to sell Esmee, Fryssa, Bette, or all three could present themselves at certain points throughout the quest, and then you get some money and the NPC is removed. I have some ideas for specifics, but I just want to pitch the concept for now. Basically, I'd like to offer the idea that the player should have some more opportunities to escape from content they aren't interested in, or just to provide some kind of convenient mechanism at some critical points. I don't mean to suggest that the NPCs are not good or not enjoyable or anything like that, it's just a matter of choice. You can, of course, sell them to the harbor slavers, but I think some story-driven methods contained inside the actual narratives would be nice, and it should be as easy to get rid of them as it is to acquire them so that the player doesn't feel forced to have slaves they do not want for any significant amount of time. My thought is that you should pretty much be able to end Bette's entire questline with like 7 or 8 slaves, or like 20,000 gold, or anywhere in between. I'm curious what you think. 1
McLovin3 Posted December 7, 2025 Posted December 7, 2025 (edited) Quote Maybe I should just set up a notification, maybe though DOM's system, to tell the player that she got a stat increase? It something I'm still fiddling with. I was thinking of something like that too, to show the events of the quest chains are affecting them So I forgot to mention one moderate thing. I had no luck on a few of the Speech check related dialogues to pass. Or at least the ones I remember anyway. The Lucasta Lieutenants trick passed. And I just stealth killed the Lucasta Scouts at the beginning of that questline so didn't try those Speech checks. I had Fryss and Bette with me for Kjor and Bjar so didn't try those It was Nille's Persuasion for Mistwatch and Bunny's Hidden Dialogue that I just could not get to pass at all. And this is with 97+ Speech and possibly a few perks from Vokriinator Black that might be further increasing persuasions and intimidations success rate. Quote I could also make a distinction between killing Kjor with Fryssa present or not. That would be a nice hidden third feature. Bette could have some involvement here too since she hates her. But Bette still has some feelings for Kjor. Maybe Command his former lover to beat, fuck, or humiliate Fryssa right in front of him as a dialogue option. I'm slightly confused on the warrant part for the Ice-veins. Does it apply to all of Skyrim or just Riften? You eventually learn the remaining Ice-veins are no longer in Riften And then getting a bounty for killing Kjor and Bjar without their aggession in public throws me off. I don't know what would be the best route for this idea but maybe a dialogue revelation reveals Kjor never loved Bette and she does a killmove on him (preferbly unarmed for hilarity), providing she has decent combat training Fucking Fryssa in front of her dad for a reaction could be a fun option too. 7 hours ago, crazymango54 said: Firstly, since Fjora's encounter is forced on the player, i.e. the player is approached without initiating anything on purpose, the player should have a choice to kill her rather than enslave her and opt out of the quest if they don't want to do it, since otherwise the player is deprived of choice in the matter. Don't get me wrong, the encounter with Fjora is great and the trigger for it makes sense, but another dialogue option to kill her next to the one where you enslave her would be nice QoL, the result would just be an instant completion (failure?) of her quest. I think a simple: "Imma just leave you bound and naked to a post here now that I beat you" at the initial encounter would be a nice simple opt-out ending and Whiterun gets a free decoration. And then if you wish to pursue her questline, you can enslave her when you feel like it and she gets bonus humiliation and anger training Currently doing some more Enthralled Rescue quests, and I'm having some crap luck getting some good non-unique lookers with all my pretty overhaul mods that aren't full replacers. Going to give some more testing on this update: Kamika at-Amil did not have a voice type, or at least one that the DoM female voice type package doesn't normally support update2: Well this is a weird one. Looking at XEdit, apparently my SynthEBD changed her voice type frome FemaleCommander to FemaleSoldier Edited December 7, 2025 by McLovin3 2
a_random_user Posted December 7, 2025 Author Posted December 7, 2025 (edited) On 12/5/2025 at 10:47 AM, McLovin3 said: Or perhaps a little bit of lightheartedness by having some dialogue options from Esmee throughout the questline showing she really has a kink for wanting to be a slave. Say perhaps at night during her stay at the Temple of Mara She'll masturbate with lines like "Punish me Master I've been bad" Funny enough, Esmee starts with a collar in her inventory, this is basically an idea for the character from the beginning. It's hasn't been fully implemented but Esmee does have her fantasies. 17 hours ago, crazymango54 said: Firstly, since Fjora's encounter is forced on the player, i.e. the player is approached without initiating anything on purpose, the player should have a choice to kill her rather than enslave her and opt out of the quest if they don't want to do it, since otherwise the player is deprived of choice in the matter. Don't get me wrong, the encounter with Fjora is great and the trigger for it makes sense, but another dialogue option to kill her next to the one where you enslave her would be nice QoL, the result would just be an instant completion (failure?) of her quest. 16 hours ago, McLovin3 said: I think a simple: "Imma just leave you bound and naked to a post here now that I beat you" at the initial encounter would be a nice simple opt-out ending and Whiterun gets a free decoration. And then if you wish to pursue her questline, you can enslave her when you feel like it and she gets bonus humiliation and anger training Giving the player the choice to not engage further in the quest is a good idea. *Display option: I like this, I could set up the Sister in Battle quest to finish in the journal, but keep it open in the background. If the player ever wants to, they can pick up Fjora and continue the quest as usual. Maybe I could implement some stat bonus depending on how long she was hanging around? *Kill option: I think this should stop the actual quest chain. Maybe the player could take the few very basic hints they have and start asking around, but it would feel weird. That still leaves the two remaining sisters though. Tridi I could just let her be in a bandit cave, and it will be down to luck if the player finds her. I would have to change a bunch of dialogue in the background, but it's doable. But then what about Mera? Is she just lost forever? The only way I could see the player meeting her is if she tries to attack the player in a world encounter. But if the player has already chosen not to engage with the quest, is forcing them back a good idea? 17 hours ago, crazymango54 said: Similarly, I think some other options should present themselves throughout some of the other quests relating to whether you keep the slave(s) or not. For example, options to sell Esmee, Fryssa, Bette, or all three could present themselves at certain points throughout the quest, and then you get some money and the NPC is removed. I have some ideas for specifics, but I just want to pitch the concept for now. Basically, I'd like to offer the idea that the player should have some more opportunities to escape from content they aren't interested in, or just to provide some kind of convenient mechanism at some critical points. I don't mean to suggest that the NPCs are not good or not enjoyable or anything like that, it's just a matter of choice. You can, of course, sell them to the harbor slavers, but I think some story-driven methods contained inside the actual narratives would be nice, and it should be as easy to get rid of them as it is to acquire them so that the player doesn't feel forced to have slaves they do not want for any significant amount of time. Adding player choice is nice idea. There is an appeal to cleaning up once the quest stuff is done, allowing the player a character appropriate way of to sell them. I'm not certain about how and why they would be sold though. Fryssa, Kjor, and Bjar would be declared outlaws in Riften, so delivering them to the Riften jail is one option. They'd probably get a decent bounty. (Part of my planned reworking is allowing the option to capture Kjor and possibly Bjar as well.) Not sure what to do with Esmee or Bette though. 17 hours ago, crazymango54 said: My thought is that you should pretty much be able to end Bette's entire questline with like 7 or 8 slaves, or like 20,000 gold, or anywhere in between. I'm curious what you think. So I'm counting Bette, Esmee, Fryssa, Kjor, and Bjar 5 possible slaves, 6 if you count Nille. Do you have ideas about adding a couple more? 16 hours ago, McLovin3 said: I'm slightly confused on the warrant part for the Ice-veins. Does it apply to all of Skyrim or just Riften? You eventually learn the remaining Ice-veins are no longer in Riften And then getting a bounty for killing Kjor and Bjar without their aggession in public throws me off. I have never gotten a bounty for attack Kjor and Bjar, granted it's been a year since I wrote that part, but I thought they were set up to never give bounties. I'll have to test this again. That was part of the reason on why I added the warrants, the idea was that it would explain why attacking/kidnapping someone in broad daylight didn't trigger questions from the guard. Mechanically, the warrant mostly adds some dialogue options. The story idea behind the warrant was that it's similar to what the bounty hunters in vanilla get. They can attack a criminal for a bounty in a different hold without getting bothered by the guard. 16 hours ago, McLovin3 said: I don't know what would be the best route for this idea but maybe a dialogue revelation reveals Kjor never loved Bette and she does a killmove on him (preferbly unarmed for hilarity), providing she has decent combat training Having Bette kill Kjor was something I tried at the start, but I couldn't get it to work. Maybe I should give it another go. 16 hours ago, McLovin3 said: It was Nille's Persuasion for Mistwatch and Bunny's Hidden Dialogue that I just could not get to pass at all. And this is with 97+ Speech and possibly a few perks from Vokriinator Black that might be further increasing persuasions and intimidations success rate. I'll check it out. 16 hours ago, McLovin3 said: update: Kamika at-Amil did not have a voice type, or at least one that the DoM female voice type package doesn't normally support update2: Well this is a weird one. Looking at XEdit, apparently my SynthEBD changed her voice type frome FemaleCommander to FemaleSoldier Kamika used to have the voice type FemaleSoldier, it was changed in version 1.6.1 to FemaleCommander. Maybe you build your SynthEBD in an older version? Lots of good ideas here. It will take me time to implement them but I do want to work on them. Currently, I'm working on some smaller things. I'm changing the way the money rewards are calculated. I've taken inspiration from Fellglow Slave Camp and the harbor slavers will match those, while the custom orders will exceed them. There was some discussion a while back about more complex calculations, if it turns out that this price formula isn't good, I can still change them to those, One major change though, is that my price formula will not take in account the actor's Weight. I always thought the difference between a low weight and high weight NPC was to big, up to 5 times, for something that can't be changed and is very subjective. I'm not sure where I'll put the conversion point though. In my current test version all actors get prices as though they have 50 weight in the old system, but I'm thing of moving this up a bit, increasing the price a bit. I'm also implementing a simple system to sell a slave for 500 gold in the jails, regardless of stats. Mostly a method to get rid of captive bandits where the player doesn't feel like training them. I'm also trying to make it so that selling will increase the Slaver stat of the player, resulting in better prices in the future. Not certain yet by how much. After that, I'll be adding factions for Blood compatibility, need some testing to make sure those factions aren't adding extra dialogue to my NPCs. Edited December 7, 2025 by a_random_user current work
crazymango54 Posted December 8, 2025 Posted December 8, 2025 2 hours ago, a_random_user said: Not sure what to do with Esmee or Bette though. I had a couple ideas actually. For Esmee, you could be approached by someone who notices her in the temple while she's waiting for you to do her quest and takes an interest in her. You could flesh it out a little more and have his dialogue indicate he tried to buy her while you were doing her quest and she refused, but then once he realizes what your arrangement is with her he tries his luck with you. For Bette, the obvious choice would be a reversal of the Gisli situation, where instead of buying Nille off of her to complete the set, you offer Bette to her so she completes the set. This has the benefit of leaving it open-ended so the player can potentially return to Gisli and buy them both back if desired. Another option would be one similar to Esmee, where there is a Riften resident who wanted to pay the 1000 gold for Bette's family tomb but you got her before he could save up enough money. 2 hours ago, a_random_user said: Fryssa, Kjor, and Bjar would be declared outlaws in Riften, so delivering them to the Riften jail is one option. They'd probably get a decent bounty. (Part of my planned reworking is allowing the option to capture Kjor and possibly Bjar as well.) I do think that's a good approach. The quest could indicate that capturing and turning them in is an option for some quick cash. 2 hours ago, a_random_user said: So I'm counting Bette, Esmee, Fryssa, Kjor, and Bjar 5 possible slaves, 6 if you count Nille. Do you have ideas about adding a couple more? I got a little excited in my original post, I suppose the actual count is more like 5: Bette, Esmee, Fryssa, Nille, and Fjotra from Mistwatch, then Kjor and Bjar could make it more like 7. 2 hours ago, a_random_user said: I'm changing the way the money rewards are calculated. I've taken inspiration from Fellglow Slave Camp and the harbor slavers will match those, while the custom orders will exceed them. There was some discussion a while back about more complex calculations, if it turns out that this price formula isn't good, I can still change them to those, One major change though, is that my price formula will not take in account the actor's Weight. I always thought the difference between a low weight and high weight NPC was to big, up to 5 times, for something that can't be changed and is very subjective. I'm not sure where I'll put the conversion point though. In my current test version all actors get prices as though they have 50 weight in the old system, but I'm thing of moving this up a bit, increasing the price a bit. Makes sense, weight has far too much, well, weight, as it is currently. I must say that I am a little concerned about the Fellglow formula, I may be mistaken but I believe it takes Health/Stamina/Magicka values into the price, and I feel like that could end up causing the same issue as the weight problem, i.e. those values are out of your control. Maybe they could reasonably have some influence since it indicates a tougher enemy was defeated, but they shouldn't be the main determinant imho. 2 hours ago, a_random_user said: I'm also implementing a simple system to sell a slave for 500 gold in the jails, regardless of stats. Mostly a method to get rid of captive bandits where the player doesn't feel like training them. I'm also trying to make it so that selling will increase the Slaver stat of the player, resulting in better prices in the future. Not certain yet by how much. After that, I'll be adding factions for Blood compatibility, need some testing to make sure those factions aren't adding extra dialogue to my NPCs. Nice I'm glad you liked the jail idea. The Slaver stat XP would be great as well, since the skill influences prices but doesn't actually improve by selling currently. 1
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