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


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Posted
17 minutes ago, MortiferusX said:

Ah, die Strongbox ...

If the strongbox doesn't show up, there are a couple of console commands to try:

 

SetStage PqU02 30

This is what you would normally get when looting the strongbox, quest will point you to 2 lieutenants.

 

SetStage PqU02 100

Lieutenants are dead, attacks will stop. Silvia gets some dialogue

 

SetStage PqU02 200

Quest fully ended and closes.

Posted
10 hours ago, a_random_user said:

If the strongbox doesn't show up, there are a couple of console commands to try:

 

SetStage PqU02 30

This is what you would normally get when looting the strongbox, quest will point you to 2 lieutenants.

 

SetStage PqU02 100

Lieutenants are dead, attacks will stop. Silvia gets some dialogue

 

SetStage PqU02 200

Quest fully ended and closes.

No, it was there. I was thinking there should be some more questrelated enemys. Have not seen the little box.

Posted
12 hours ago, foreveraloneguy said:

Any chance of getting the warpaint replacer used to generate the tintmasks?

You mean for the eyeshadow and freckles and such?

 

For the warpaints themselves, I use Painterly, though not many of my NPC use them.

For scars, I use Northborn Scars

Additional Racemenu overlays:

  • Ancient Beauty Makeup
  • Lovely Makeup
  • Lovely Makeup 2
  • Natural Beauty Makeup
  • Koralina's Freckles and Moles

For some of the earlier NPC, like Bette, I also used the vanilla makeup.

I generate the textures in Racemenu itself, the Creation Kit won't get it right.

Posted
13 hours ago, a_random_user said:

You mean for the eyeshadow and freckles and such?

 

For the warpaints themselves, I use Painterly, though not many of my NPC use them.

For scars, I use Northborn Scars

Additional Racemenu overlays:

  • Ancient Beauty Makeup
  • Lovely Makeup
  • Lovely Makeup 2
  • Natural Beauty Makeup
  • Koralina's Freckles and Moles

For some of the earlier NPC, like Bette, I also used the vanilla makeup.

I generate the textures in Racemenu itself the Creation Kit won't get it right.

 

That's what I suspected; that they were generated in racemenu. That's why NPCs sometimes show up with multiple warpaints. What I'd hoped is that you were using something that replaced the warpaints.

Given the options of grey face or NPCs with multiple warpaints, I chose to edit the plugin and remove the warpaints from the NPCs, which doesn't affect how they normally look since I didn't regenerate anything. And FYI, face discoloration fix doesn't cause this issue. What it does do is regenerate the facetint and head when either fails to load, and it regenerates them from the whatever is configured in the plugin. In this case, a bunch of warpaints.

Posted

How do i actually sell or buy the slave i want to, i have a missive to sell a slave, i have a trained DOM slave with 70 resignation and 90 submission, i try talking to belethor who's looking to buy a slave, and he says to point them out to him. is there a keybind I'm missing, i don't see any dialogue options with the slave other than the 4 DOM ones and SLEN.

Posted
1 hour ago, Mordred013 said:

How do i actually sell or buy the slave i want to, i have a missive to sell a slave, i have a trained DOM slave with 70 resignation and 90 submission, i try talking to belethor who's looking to buy a slave, and he says to point them out to him. is there a keybind I'm missing, i don't see any dialogue options with the slave other than the 4 DOM ones and SLEN.

There should be a dialogue option when talking to the slave if you are close to the buyer ("I'll sell you to... as a laborer" or "You'll be sold to ....") . You'll know the slave is selected as a notification will show the price that will be paid, afterwards you talk to the trader to complete the sale.

 

Which version of DOM are you on, do you also have PAH installed or only DOM?

 

Is this a laborer quest or the special version?

Posted
54 minutes ago, a_random_user said:

There should be a dialogue option when talking to the slave if you are close to the buyer ("I'll sell you to... as a laborer" or "You'll be sold to ....") . You'll know the slave is selected as a notification will show the price that will be paid, afterwards you talk to the trader to complete the sale.

 

Which version of DOM are you on, do you also have PAH installed or only DOM?

 

Is this a laborer quest or the special version?

I'm using a modified Masterstroke modpack, so i might just have too many conflicts, but i'm using DOM 8.2.3, AYGAS 0.72, HSH 1.42d, and PAHE 7.3.1.

the quest is a missive for Belethor, "Sell an obedient slave to Belethor". I'm also gonna quick run to Solitude and see if i can buy a slave, i seem to remember not having any dialogue that made sense when i checked a few days ago.

Posted
3 minutes ago, Mordred013 said:

I'm using a modified Masterstroke modpack, so i might just have too many conflicts, but i'm using DOM 8.2.3, AYGAS 0.72, HSH 1.42d, and PAHE 7.3.1.

the quest is a missive for Belethor, "Sell an obedient slave to Belethor". I'm also gonna quick run to Solitude and see if i can buy a slave, i seem to remember not having any dialogue that made sense when i checked a few days ago.

ok, i am able to purchase slaves from this slaver, but no option to sell one.image_2026-06-19_150026299.png.07976518f9e5db4633b4135578a6ef38.png

Posted
1 hour ago, Mordred013 said:

ok, i am able to purchase slaves from this slaver, but no option to sell one.image_2026-06-19_150026299.png.07976518f9e5db4633b4135578a6ef38.png

Odd, if you can buy her than the background controller quest works. But it seems that it's not detecting that she's eligible.

Normally, version 1.7.2 should have fixed that, can you double check if you have the latest DOM patch as well?

 

Also Atia Meretrix looks different then in my setup, both hair color and face paint. Are you using some type of replacer?

Posted (edited)

Yeah, i'm on the newest version of everything, and it was all a fresh download from a few days ago. and about Atia i might have a replacer, i might have used a preset with Proteus, can't quite remember. looking at some other stuff, it might have been some 8.0 changes for DOM that is causing the issue.image.png.bae82835faae70fac928e1f1916f6e59.png

Edited by Mordred013
added more context didn't want to make a new post
Posted
12 minutes ago, Mordred013 said:

Yeah, i'm on the newest version of everything, and it was all a fresh download from a few days ago. and about Atia i might have a replacer, i might have used a preset with Proteus, can't quite remember. looking at some other stuff, it might have been some 8.0 changes for DOM that is causing the issue.image.png.bae82835faae70fac928e1f1916f6e59.png

I haven't tried the latest DOM version yet, seems that before I'm releasing Enthralled 1.7.3 I'll have to do some thorough testing.

Version 1.7.3 is mostly done, but I currently don't have the IRL time to work on it, and then it will depend on what I find testing DOM. I'll likely have more time in a week or two.

Posted (edited)

Version 1.7.3 is up. Mostly refinement and expansions, in particular of the Riften Beggars and Nobles questline. I've tested it with DOM 8.3.1a

 

Spoiler

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

 

There were still a couple of things I wanted to add, but wasn't certain of. So I decided to publish this and think about the next stages.

 

The ideas I had were:

*an option or small quest to allow Bette to go free, once free, she would earn money and buy Esmee from you. I'm not certain on the method of releasing her. One idea I had was that, after you've handed the Ice-Veins to the Riften steward, Bette could lay claim onto some of their holdings as a "weregild" price. That would allow Bette to become a merchant after release.

 

*A short quest for a new slave trader in whiterun. You'd meet him on the road somewhere (maybe the long road north east of Whiterun?). He'd need some minor help, and after that he'd offer his trade in whiterun. I'm not certain where I would put him.
I might also put in an extra option to betray or remove him. This can help if his location isn't compatible with some city overhaul quest.

If it works well I could also do this for multiple cities.

 

*For the Riften questline, I've added a bunch of notifications when a dialogue or quest choice increases a training value for an NPC. I think it's an improvement to the opaque version previously, and I want to expand it to multiple quests.

 

*In the same vein, I was thinking of making some choices not just affect training values, but also personality values. So certain decisions could make an NPC more or less honest, etc. This idea is already done in TAK's DOM Stories

 

*A temporary buff when releasing Lucky Find captives. Currently releasing the Lucky Finds doesn't bring much benefits, so I was considering adding a timed buff, similar to The Gift of Charity, to the player for doing the right thing. I got stuck on which buff to give. I'd need at least 2 options, one for immediate release and one for escort, and possibly more, so that releasing a prisoner can give a different buff on top of the one you already have.

 

 

 

@Mordred013 I just saw in your screenshot that your Diary of Mine patch is being overwritten by the main file (Enthrelled Custom NPC). The Diary of Mine patch should be loaded below the main patch. I somehow missed that the first time I saw it.

I did test the Whiterun Custom order on DOM version 8.3.1a. It worked as expected.

 

 

Enthralled is also getting close to the maximum references allowed in an old type esl, meaning that if I want to add a major quest, I'll finally have to update from 1.5.97 to AE. The newer types esl allow over 4000 references compared to the 2000 limit on my version.

Edited by a_random_user
Posted (edited)

Sounds like lots of good changes, seems to be making the quest choices more robust overall, which is always good.  There are enough branching choices now it looks like you're at a point where you'll need to decide if you want a lot of these choices to be easter eggs or if you want to tell the player outright what they can do. For example, brining Bette to talk to Kjor, taking Nille to Silana, etc. They could be actual quest entries, just sort of mentioned in the journal entries like Morrowind, a total secret, or you could put everything in a spoiler walkthrough document thing. A lot of these choices seem to be intuitive, so a player who is paying attention could probably figure them out.

 

 

2 hours ago, a_random_user said:

*an option or small quest to allow Bette to go free, once free, she would earn money and buy Esmee from you. I'm not certain on the method of releasing her. One idea I had was that, after you've handed the Ice-Veins to the Riften steward, Bette could lay claim onto some of their holdings as a "weregild" price. That would allow Bette to become a merchant after release.

This would make sense, if you go down the path of legitimizing Bette and exposing the Ice-Veins, she could make a sort of comeback. If she was an actual merchant that would be interesting. One thing I wonder about though is how your actions towards her affect her post-release state. This could get out of hand so not sure if you want to even bother, but I was thinking her reactions could be different based on if her virginities are still intact, her number of shock counters, and whether she is in love or loyal, maybe some other DOM values as well. I just think the outcomes should be a little different based on whether you raped her or abused her before setting her free or not. Again though, I am not really sure the best way to go about that or what the actual differences in outcome could possibly be, but that was my first reaction. She is set to 60 resignation at the start, so you really don't need to punish her in theory, so it might make sense to be rewarded for being kind to her if you ultimately plan to release her anyway. If you do abuse her, you should only be rewarded for going all the way to the end with in love or loyal moods, so basically the only "penalty" is for going halfway and just abusing her arbitrarily.

 

2 hours ago, a_random_user said:

*A short quest for a new slave trader in whiterun. You'd meet him on the road somewhere (maybe the long road north east of Whiterun?). He'd need some minor help, and after that he'd offer his trade in whiterun. I'm not certain where I would put him.
I might also put in an extra option to betray or remove him. This can help if his location isn't compatible with some city overhaul quest.

If it works well I could also do this for multiple cities.

There's that little undercroft on the north side of Whiterun where some bandits have a little camp with a cart, a horse, some crates, etc. That could be a good place for your trader to take over, maybe he has an intro quest to take it for him, maybe it's actually his stuff and they just kicked him out recently. It should be out of the way, it's an unmarked location and I don't think many city overhauls touch the area. You would have to make it so nothing respawns there, but I don't think anyone will miss it. If you decide to use it, a fast travel marker would be good too too since it's kind of a long walk from the stables.

 

2 hours ago, a_random_user said:

*A temporary buff when releasing Lucky Find captives. Currently releasing the Lucky Finds doesn't bring much benefits, so I was considering adding a timed buff, similar to The Gift of Charity, to the player for doing the right thing. I got stuck on which buff to give. I'd need at least 2 options, one for immediate release and one for escort, and possibly more, so that releasing a prisoner can give a different buff on top of the one you already have.

I mean you could just do a magnified version of Gift of Charity for the immediate release, so maybe 15 speech points instead of 10, 12 hours instead of 1, something like that. It would be appropriate for the time/effort required (nearly none). For the escort, something more substantial would make sense, but you probably want it to be universally helpful so any type of character gets use out of it. The only thing that immediately comes to mind is a skill learning buff, so all skills are learned x% faster for y hours. It's the sort of inspiration you might get for helping someone, or the confidence you get from their gratitude. Could stack with other XP buffs, so that shouldn't be an issue. It could also stack on itself without losing its utility, since more XP is always good. Realistically you wouldn't be able to stack very many since there's only so many lucky finds and the default chance is fairly low, shouldn't get too overpowered.

 

Looking forward to testing some of the new stuff.

Edited by crazymango54
Posted (edited)

I guess it's really your choice if you want a Sold off or freed "happy" ending for the main characters of the major questlines.

I have a few ideas I conjured up.

 

The Redhead sisters could maybe be either College Bards or Winking Skeever Wenches that'll give you some tip money each day as thanks. (Could maybe give a slight chuckle about them  always being pinched and spanked in the ass by their patrons, and maybe an option for you to pinch or spank them)

I guess the sold off ending, there's not really anyone but Soin, unless you want to expand on the injured Slave hunter from Mera's portion I suggested before about them being unique. Or perhaps as a funny outcome: the Injured Slave Hunter being Soin's brother and/or another possible 3rd brother who'll buy the sisters. All 3 brothers also being redheaded. The 3rd brother could also be that new whiterun merchant you are considering. Personally I think said potential future merchant should be in Markarth because again I feel Markarth is a bit lacking in Enthralled content compared to the other major holds

 

Silvia could maybe work for Erikur or the Blue Palace in general. But since there's no uniques in her questline I guess maybe Erikur again could be a potential NPC to use here for the sold off ending with his influence and power and lust for women. He would be the most likely candidate to sell off to after the Lucasta influence has died down and be able to keep her safe secretly in Skyrim. Erikur could also maybe be useful as the early hint to Brittleshin pass for the Lucasta Captain instead of the Temple guards' note. The Temple Guards' note could instead maybe state that they got greenlit by bribing Erikur to pose off as guards. Bribing or Questioning Erikur reveals the Captain's location in Brittleshin pass and his relation and/or desire for Silvia

 

Curime could be an unexpected happy ending outcome. Maybe she was getting intrigued about Talos but her family was getting sus and was sent or fled to the Aldmeri military. Her happy ending has her in the Temple of Talos as a priestess (And neither civil war outcome really touches in there)

Sold off ending for her and Iniel could be more difficult since you can defeat the Stormcloaks from the Civil War (maybe the Grey Mane's as revenge for Thorald?)

Or maybe give them a terrible fate and way more than Curime was asking for about Talos by selling them to Heimskr

 

And then slightly different here. I wouldn't mind a sex trigger dialogue to allow Esmee to be fucked by Bette after she's had enough time being trained by her as a finale for her little happy ending.

(Or would that get weird and complicated for the possible freed Bette Merchant ending?  Esmee as freed Bette's Slave as her happy ending? Or would that get even more convoluted?)

 

There's also something I found not too long if it interests you.

Missives for the Bad Guys at Skyrim Special Edition Nexus - Mods and Community

Outlaws Refuges adds a small hideout in each major hold. And Missives for the Bad Guys adds a new seperate Missive board to each one of those with unique missives intended for bad characters like thieving murder intimidation and such along with some NPCs in them. (All of them I think have a fence)

Could make for an interesting fitting different Missives patch to have the Enthralled missives go in there for the Major holds.

I wound up ditching the regular Enthralled Missives patch for my own modlist cause it would generate them when first loading that major hold making Enthralled speedruns of getting everyone a bit more of a pain having to save scum more often when i wanted to focus on getting the Quest, slaver and Jail slaves first.

Edited by McLovin3
Posted
On 6/28/2026 at 8:47 PM, crazymango54 said:

Sounds like lots of good changes, seems to be making the quest choices more robust overall, which is always good.  There are enough branching choices now it looks like you're at a point where you'll need to decide if you want a lot of these choices to be easter eggs or if you want to tell the player outright what they can do. For example, brining Bette to talk to Kjor, taking Nille to Silana, etc. They could be actual quest entries, just sort of mentioned in the journal entries like Morrowind, a total secret, or you could put everything in a spoiler walkthrough document thing. A lot of these choices seem to be intuitive, so a player who is paying attention could probably figure them out.

It's something I'm not entirely decided on how much direction I want to give the players. I think the mod description should always point out the possible paths, with spoiler tags if needed.
In game though, I don't want people to feel they need to have a guide open all the time, but I also avoid the hand-holding feeling when the game tells you every possible path. I think a solution should be clearly marked for the player, but not necessarily every solution.

For example, I want to make Bette's scene with Kjor clearer. But I'm still thinking if I'm going to have a dialogue line where Bette says that she wants to speak to him herself, or an optional objective in the quest journal.

 

For Nille, I have an explicit reason not to put that in the quest journal, which is why I left the quest unmarked. If a quest is marked in the journal, it often seems that the player has to do it. While I intend releasing Nille to be a fully optional choice, that can be done at anytime.

 

On 6/28/2026 at 8:47 PM, crazymango54 said:

 

On 6/28/2026 at 6:29 PM, a_random_user said:

*an option or small quest to allow Bette to go free, once free, she would earn money and buy Esmee from you. I'm not certain on the method of releasing her. One idea I had was that, after you've handed the Ice-Veins to the Riften steward, Bette could lay claim onto some of their holdings as a "weregild" price. That would allow Bette to become a merchant after release.

This would make sense, if you go down the path of legitimizing Bette and exposing the Ice-Veins, she could make a sort of comeback. If she was an actual merchant that would be interesting. One thing I wonder about though is how your actions towards her affect her post-release state. This could get out of hand so not sure if you want to even bother, but I was thinking her reactions could be different based on if her virginities are still intact, her number of shock counters, and whether she is in love or loyal, maybe some other DOM values as well. I just think the outcomes should be a little different based on whether you raped her or abused her before setting her free or not. Again though, I am not really sure the best way to go about that or what the actual differences in outcome could possibly be, but that was my first reaction. She is set to 60 resignation at the start, so you really don't need to punish her in theory, so it might make sense to be rewarded for being kind to her if you ultimately plan to release her anyway. If you do abuse her, you should only be rewarded for going all the way to the end with in love or loyal moods, so basically the only "penalty" is for going halfway and just abusing her arbitrarily.

I like the idea that the end condition depend on the training level, with halfway being the worst, but as you say, it can get very complicated. Not to mention that I'd also need it to work on a PAH game.

I'll have to think about it.

 

On 6/28/2026 at 8:47 PM, crazymango54 said:

 

On 6/28/2026 at 6:29 PM, a_random_user said:

*A short quest for a new slave trader in whiterun. You'd meet him on the road somewhere (maybe the long road north east of Whiterun?). He'd need some minor help, and after that he'd offer his trade in whiterun. I'm not certain where I would put him.
I might also put in an extra option to betray or remove him. This can help if his location isn't compatible with some city overhaul quest.

If it works well I could also do this for multiple cities.

There's that little undercroft on the north side of Whiterun where some bandits have a little camp with a cart, a horse, some crates, etc. That could be a good place for your trader to take over, maybe he has an intro quest to take it for him, maybe it's actually his stuff and they just kicked him out recently. It should be out of the way, it's an unmarked location and I don't think many city overhauls touch the area. You would have to make it so nothing respawns there, but I don't think anyone will miss it. If you decide to use it, a fast travel marker would be good too too since it's kind of a long walk from the stables.

I hadn't thought about that yet, it's an interesting location. I think it is set to respawn, so if it'd be used for this I'll have to somehow turn that off. That might actually be more compatible in general, even if I overwrite something.

It would shift the story from a "legitimate" trader to a black market trader, which is maybe more interesting.

 

On 6/28/2026 at 8:47 PM, crazymango54 said:

 

On 6/28/2026 at 6:29 PM, a_random_user said:

*A temporary buff when releasing Lucky Find captives. Currently releasing the Lucky Finds doesn't bring much benefits, so I was considering adding a timed buff, similar to The Gift of Charity, to the player for doing the right thing. I got stuck on which buff to give. I'd need at least 2 options, one for immediate release and one for escort, and possibly more, so that releasing a prisoner can give a different buff on top of the one you already have.

I mean you could just do a magnified version of Gift of Charity for the immediate release, so maybe 15 speech points instead of 10, 12 hours instead of 1, something like that. It would be appropriate for the time/effort required (nearly none). For the escort, something more substantial would make sense, but you probably want it to be universally helpful so any type of character gets use out of it. The only thing that immediately comes to mind is a skill learning buff, so all skills are learned x% faster for y hours. It's the sort of inspiration you might get for helping someone, or the confidence you get from their gratitude. Could stack with other XP buffs, so that shouldn't be an issue. It could also stack on itself without losing its utility, since more XP is always good. Realistically you wouldn't be able to stack very many since there's only so many lucky finds and the default chance is fairly low, shouldn't get too overpowered.

I was actually thinking about doing the reverse: escorting them to the town gives a speech/price buff (not sure yet which, speech is more useful earlygame for persuasion, price is better lategame as it continues to scale). Reason was that if you escort them, you are most likely back in a city, and you probably will start selling stuff immediately so the bonus is directly useful.

 

For releasing immediately, I was thinking either a wide but moderate skill exp bonus, an attribute bonus, or a carry weight bonus, as those are useful in a dungeon. I hadn't decided yet which option would be best.

 

During my testing I did find that some methods would not overwrite itself and create a stacking buff. I treated it as a bug in my code, perhaps I should think of it as a feature instead.

 

On 6/29/2026 at 10:36 AM, McLovin3 said:

I guess it's really your choice if you want a Sold off or freed "happy" ending for the main characters of the major questlines.

I'm not certain how far I'm going to go with this. If I had infinite time and energy, I'd try a happy and bad ending for each. For example, I'm considering making a second option where you sell Nille and Bette back to Gisli. Making that look satisfying will require quite a bit of extra dialogue for Gisli, Nille, Bette, and maybe Esmee. 

 

I also played around with selling some of them to certain NPC as a story ending, but the storylines I came up with ended up feeling like a glorified AYGAS sale. I might try out your Soin siblings idea though. 

 

 

On 6/29/2026 at 10:36 AM, McLovin3 said:

Or maybe give them a terrible fate and way more than Curime was asking for about Talos by selling them to Heimskr

You monster 🤣

Still, I haven't done much with the Thalmor girls. Expanding their story might be worth it. Come to think of it, neither of them interacts or comments on the other one.

 

On 6/29/2026 at 10:36 AM, McLovin3 said:

And then slightly different here. I wouldn't mind a sex trigger dialogue to allow Esmee to be fucked by Bette after she's had enough time being trained by her as a finale for her little happy ending.

(Or would that get weird and complicated for the possible freed Bette Merchant ending?  Esmee as freed Bette's Slave as her happy ending? Or would that get even more convoluted?)

There is currently a once per day option to have Bette "remind" Esmee of her lessons (first time is a stronger impact). That would stop if Bette is freed.

Or do you mean to expand that further, keep track of how many time Bette trained Esmee, and once that gets over a certain level something will happen?

 

If Bette buys Esmee, it might not be to free her, Bette might just keep her. This may depend on whether you had Bette top Esmee while you had them both.

 

On 6/29/2026 at 10:36 AM, McLovin3 said:

There's also something I found not too long if it interests you.

Missives for the Bad Guys at Skyrim Special Edition Nexus - Mods and Community

Outlaws Refuges adds a small hideout in each major hold. And Missives for the Bad Guys adds a new seperate Missive board to each one of those with unique missives intended for bad characters like thieving murder intimidation and such along with some NPCs in them. (All of them I think have a fence)

Could make for an interesting fitting different Missives patch to have the Enthralled missives go in there for the Major holds.

I wound up ditching the regular Enthralled Missives patch for my own modlist cause it would generate them when first loading that major hold making Enthralled speedruns of getting everyone a bit more of a pain having to save scum more often when i wanted to focus on getting the Quest, slaver and Jail slaves first.

I've made a patch, safe on an existing game.

That version has no specific Bag Guy board for Riften, so it'll use the normal Missive board there. I think of it that Riften is so corrupt that people there don't even care.

Posted
7 hours ago, a_random_user said:

I like the idea that the end condition depend on the training level, with halfway being the worst, but as you say, it can get very complicated. Not to mention that I'd also need it to work on a PAH game.

After I posted that I had another thought occur to me. An example set of outcomes could be: 1. Her punishment count and rape count are 0, and all virginities intact, she becomes a merchant the player can visit and trade with, likely with some sort of buff such as a large inventory or a lot of gold available, something that puts her ahead of a regular merchant. 2. She is in either in love or loyal mood, she becomes an actual slave trader, almost like an extension of you, but still "free". 3. She's not in love or loyal, but one or more of her virginities are gone, or her punishment/rape counts are above 0, she gives you a sum of gold from her heregeld via courier and moves to Cyrodiil. For a PAHE game, you could just have these be based off submission and sex trainings, so if any of her sex trainings are higher than 0 that counts as "virginity", and if her submission is over 90 that could be counted as "loyal/in love", for example.

 

7 hours ago, a_random_user said:

I hadn't thought about that yet, it's an interesting location. I think it is set to respawn, so if it'd be used for this I'll have to somehow turn that off. That might actually be more compatible in general, even if I overwrite something.

It would shift the story from a "legitimate" trader to a black market trader, which is maybe more interesting.

Yeah he could have a little understanding with the guards or something like that, like he's a sort of a necessary evil to help people pacify the tundra because there's like 10 bandits per citizen in Whiterun hold lol.

 

7 hours ago, a_random_user said:

I was actually thinking about doing the reverse: escorting them to the town gives a speech/price buff (not sure yet which, speech is more useful earlygame for persuasion, price is better lategame as it continues to scale). Reason was that if you escort them, you are most likely back in a city, and you probably will start selling stuff immediately so the bonus is directly useful.

 

For releasing immediately, I was thinking either a wide but moderate skill exp bonus, an attribute bonus, or a carry weight bonus, as those are useful in a dungeon. I hadn't decided yet which option would be best.

 

During my testing I did find that some methods would not overwrite itself and create a stacking buff. I treated it as a bug in my code, perhaps I should think of it as a feature instead.

Yeah I was thinking about the usefulness of a speech buff right outside a dungeon lol, might not really be worth it. But yeah if you are in town already it could be a little more practical. For the immediate releases, why not all three as possibilities? You get a random buff from a set of three objectively useful ones, then if you wanted to go further you could avoid having them stack but rather making it possible to collect all at once for however short a time. Stacking is always nice though, and attribute, xp, and carry weight can stack forever and always be useful.

 

7 hours ago, a_random_user said:

Still, I haven't done much with the Thalmor girls. Expanding their story might be worth it. Come to think of it, neither of them interacts or comments on the other one.

I've made Curime top Iniel in multiple playthroughs, some official content for that or even the reverse would be awesome. 

 

 

 

Posted

I talk with Bettie, get quest, payd for her, get "Return to Bettie" and quest mess. Read two notes in her inventory and nothing happen. No dialogues and no quest in journal 

Posted
30 minutes ago, SnakeHawk said:

I talk with Bettie, get quest, payd for her, get "Return to Bettie" and quest mess. Read two notes in her inventory and nothing happen. No dialogues and no quest in journal 

After you've captured Bette, the next quest stage will start up after 2 in game days. The courier will come to you with a note from Esmee.

 

The two notes in her inventory are background information, they don't trigger quests.

Posted (edited)

Yay new updates. Love this mod. The stories are so cool....but Esmee trying to steal my girl over here. Wish I can give her to the steward as well lol. 
Speaking of, any chance I could you ask to please include some more training for the Ice-Vein family members not present while handing off some to the steward? It's fairly easy to get their fear training full before this event. Maybe just a small boost in submission/resignation and/or respect would be nice. 

Also, where can I find Esmee's Journal? 

Edited by JayRoz
Posted
23 minutes ago, JayRoz said:

Yay new updates. Love this mod. The stories are so cool....but Esmee trying to steal my girl over here. Wish I can give her to the steward as well lol. 
Speaking of, any chance I could you ask to please include some more training for the Ice-Vein family members not present while handing off some to the steward? It's fairly easy to get their fear training full before this event. Maybe just a small boost in submission/resignation and/or respect would be nice. 

Also, where can I find Esmee's Journal? 

Considering that they can benefit at most twice, it could work to make the bonus more varied. Respect and resignation/submission work, maybe humiliation as well? I might also personalise them a bit, Bjar gets more humilation, Fryssa gets more submission, ...

I'll have to experiment a bit, thanks for the suggestion.

 

Esmee's Journal can be found in the Ratway after you get her letter. The journal lies on the ground next to the tree stump with the axe in the room opposite from the drawbridge. It can't be found earlier because Esmee will only throw away the journal once she decides to call for your aid.

Posted
11 minutes ago, a_random_user said:

...Bjar gets more humilation, Fryssa gets more submission...

Humiliation is definitely hard to get so that would be great. Even better if Bjar and Fryssa gets submission + humiliation lol. 

Side note: I have used OBIS throughout most of my playthroughs and the Lucasta thugs really aren't hard to find. At least I found a trick that makes them appear 100% of the time. 
1. Sleep in Dawnstar for 2 days then follow the southern road until it makes a left. They are around that corner 100% of the time if you simply give them the time to catch up to you.
2. Sleep in Falkreath for 2 days then exit through the SW gate and run South/East...they are either attacking the guards at the gate or stuck on the cliff near that road. 
3. If you sleep somewhere for 5 days to wait for Bjar, they will be at the gate of the next city you teleport to...don't ask me why lol. 
Anyways thanks for the info and again, for the great mod. Sylvia still best wifey. Please don't change her too much if you ever work on her story again hehe. 

Posted

I've uploaded a new addon for Simple Slavery++, with a modified version for people who use Simple Slavery Rebuild. This places a new slaver in the auction hall with the same functionality as the standard ones.

 

I've recently made the jump from my trusted 1.5.97 (SE) to the latest version (AE), this mod was a test to make sure my modding setup still worked. I wanted a plugin for SS++ for a while now, this was a good reason to finally make it.

 

Be aware that header files are now version 1.71. You'll need BEES if you are on an older version of Skyrim. The advantage is that I now have 4096 records instead of 2048 per plugin, considering that Enthralled is currently at 1868, that gives a lot of room to play with.

Posted
4 hours ago, a_random_user said:

I've uploaded a new addon for Simple Slavery++, with a modified version for people who use Simple Slavery Rebuild. This places a new slaver in the auction hall with the same functionality as the standard ones.

It's been a while since I've taken a look at SS++. I remember it was only for player character slaves, has it changed since then? Does the auction hall have other purposes now?

Posted
15 minutes ago, crazymango54 said:

It's been a while since I've taken a look at SS++. I remember it was only for player character slaves, has it changed since then? Does the auction hall have other purposes now?

The auction is still player only, the addon gives the option to actually buy slaves there, even if it's from a static vendor. I wrote some dialogue to justify this for the slaver. Basically I wanted a reason for my slaver characters to visit it, which would be quite ironic if they ever get caught and sold there.

 

As for making it possible to buy slaves from the auction block, I'm not sure how. I know HSH has an auction system, but I've often had issues with it, and putting it on top of an existing mod doesn't make it easier.

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