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


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Posted
2 hours ago, RP_Master said:

This looks really good.  Is there an ETA for the version excluding Holy Poly Head?

Next version (1.4) will no longer require high poly head. The base mod will be vanilla. The HPH and KSHairdos faces will be included in a separate (light flagged) patch.

I've also made a botox patch (without plugin) for people who want more than vanilla, but not the other dependencies.

 

ETA is hard to say. I've been a bit stuck on the last part of the newest quest, but I think I have an idea going forward. And IRL might keep me from modding.

It could be a week, it could be a month.

Posted
20 hours ago, a_random_user said:

Next version (1.4) will no longer require high poly head. The base mod will be vanilla. The HPH and KSHairdos faces will be included in a separate (light flagged) patch.

I've also made a botox patch (without plugin) for people who want more than vanilla, but not the other dependencies.

 

ETA is hard to say. I've been a bit stuck on the last part of the newest quest, but I think I have an idea going forward. And IRL might keep me from modding.

It could be a week, it could be a month.

Ah cool, that's worth waiting for. Thanks 

Posted (edited)

Version 1.4 is up. It took a bit longer than anticipated, but it's here. I hope people like redheads.

It should be safe to update.

 

*Changed the way the jail system works. The DOM slavetats now should work. I did not test Being a Cow.
    *The new method is a bit more intensive than the old, your fps might drop for a second while they're being spawned
    *When buying a convict, you might see them switch items for a moment.
*Cidhna Mine is now available to buy convicts.
*Cidhna Mine has a different selection of convicts compared to the other 3. Bandit and warlocks are much rarer, there are no poachers. 
Instead, there are Forsworn. The Forsworn lists will skew to more female Forsworn.
*Female bandits spawn more often in all jails now, this compensates for the fact that bandits list originally skewed towards the male side.


*A hidden reputation counter is added. Doing quests and buying slaves will raise this counter.
*New Quest chain: Sisters of the North
*New Quest: Sister in battle.
*New Quest: Sister in chains.
*New Quest: Sister of the hunt. 
*Removed PAH faction from NPC records, they will now only work through scripts and quests

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

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

 

The reputation counter is something is currently only used in the new quest, but I could use it for a future update as well.

Here's how it works:

Spoiler

The Sister in battle quest will start once the counter is 5. 

*buying or kidnapping a slave openly (jail, Bette, Nille, inns, ...) will give a +1 reputation

*some of the quest will give more reputation gain if you had to fight for it. For example, the ending of the Riften quest line has you kill some people.

*Buying a slave with someone who would cover it up gives +0.5 reputation (e.g. Astia, Yatava)

At the moment, only options form this mod will impact the counter.

If you want to skip ahead with the sister in battle quest, you can use the console command:

set PqReputationCounter to 5

 

About the changes in the jail system. There were some weird problems with the bought convicts that should be solved now. I'll write the details here in case anyone makes the same mistake I did.

Spoiler

Previously, the convicts were all templated actors, whose template pointed to a leveled lists. This meant that they could have the appearance of any bandit from the list, while still being a completely separate actor.

This unfortunately meant that they had no fixed race, as they could be assigned any race that was in their template. Some mod that rely on this being a fixed value didn't work for these actors anymore. For example, Slavetats, and presumably Being a Cow.

 

To fix this, the new 1.4 jail system will use the leveled lists directly, and the convicts won't just look like bandits, they'll be bandits.

 

There are a few tradeoffs. The game can no longer directly spawn a convict, it must now spawn a bandit, and modify it to make it a convict.

This means modifying the bandits aggression and factions, removing their weapons and equipment, re-equip them with prisoners gear, and changing their names.

This requires more scripts to work, so spawning the convicts might take a second or 2 before it's complete.

It will also works with Skyrim's famously finicky equipment system. On occasion, you'll see a convict without their clothes on.

When you buy them, you might see them quickly equip a piece of armor or weapon, before reverting to their prisoners outfit. This is purely visual and shouldn't be a problem.

 

 

As for the next steps:

First of all, I want to start a longer playthrough with a bigger modlist, so that I can further test the performance of the mod.

I also want to see how the prices work in a more realistic game.

 

Besides that, I have some vague ideas to develop the mod further. These are all just ideas, if you have suggestions, please share.

Spoiler

*Radiant quests. You go to Belethor/Ysolda/Garvey/Vekel/Soin, and they'll point you to a location, and you might get a slave from this. 

Instead of a single quest (like the vanilla "looking for work") I might make a selection possible (like "missives"

The difficulty here lies in finding good quest ideas that are repeatable. There will also be the npc problem that I also had with the jail system, the same solution doesn't work well here, I already tested it.

 

Possible radiant quest idea: Retrieve an adventurer

You'll get a tip that a group of bandits have captured an adventurer. You can go there and liberate her. You will then have a choice. Bring her back to your information broker for a money reward, or keep her without a direct reward.

The adventurer might use a face from one of the bandit leveled lists.

I could split this quest in multiple types depending on who captured the adventurer: bandits, warlocks, vampires, or falmer

 

 

*A new quest idea: cursed ring

You'll find someone who has a cursed ring locked on her, and she asks you to find a way to free her. After looking you find a key, or a method to unlock the ring.

You can make a decision here:

    *Free her from the curse. She'll be free, and you can keep a powerful artifact

    *Lock the curse. She'll be enslaved, and you might get a different artifact

    *Drain her mind. The extra evil option. You get a permanent buff, and the woman's mind is broken. Her DOM personality values will shift.

I might connect this to the Unwilling Bride quest, I wanted to expand that one anyway.

 

*New quest idea: kidnapped

Similar to the new Sister of Battle quest, this will only happen once you've reached a certain reputation score. This woman, maybe an orc, won't face you in an honorable duel.

Instead, she'll kidnap one of your friends (or you spouse, if possible) and send you a courier to lure you into an obvious trap.

 

If you have feedback, suggestions, find bugs, or if some steps aren't clear, feel free to leave a comment.

Edited by a_random_user
forgot to mention that it should be safe to update
Posted (edited)

Thank you for the update. I'm using an older version of this mod. Don't know the exact version, but I downloaded it like around 29 of December.

Is safe to update to the latest version mid game? Also adding the  ks/highpolyhead patch obviously,

I didn't start the questline at all.

Edited by Lady Wintrish
Posted
41 minutes ago, Lady Wintrish said:

Thank you for the update. I'm using an older version of this mod. Don't know the exact version, but I downloaded it like around 29 of December.

Is safe to update to the latest version mid game? Also adding the  ks/highpolyhead patch obviously,

I didn't start the questline at all.

It should be safe, as long as you are not in the middle of a quest. 29 of December means that you probably have v1.2 installed. I haven't made major changes to the quests or script properties.

I would always advise to keep a save that you can roll back to, just in case.

Posted (edited)

I got a few ideas to throw about.

 

Don't be afraid to actually use missives if you want to add the quests onto and then have merchants or other dark/naughty npcs like the ones you mentioned be the receiver of the quest.

 

You can have a sort of basic, entry level like quest, with crafting Zaz items for a quest giver. Keep it simple with like whips, collars (add recipes if you need to for the other metal types like gold collars), the basic cuffs if you can, gags etc.

 

If you need a player trigger to get a slave spawn like the captured adventurer idea, you could try having a large bag as the quest objective simulating the bagged slave. Interact with it and you "unwrap" the bag this makes the slave spawn and generate. It can also be extra handy since you can save scum for those that just don't want to turn in a bad roll adventurer back to the quest giver and want to roll a good slave for themselves.

 

One idea that'll probably need AYGAS unless you think you can make special dialogue to trigger on eligible slaves. Pimp quests. A person wants to have sex with a slave of a specific race (keep gender out the quest requirements for the players own sexuality choices, you can have the reward scale based on race rarity, nords are common so cheap rewards for example)

 

Slave delivery: You talk to an NPC, a slave generates during the conversation in the cell, and your job is to deliver that slave to someone. During the trip, possibly on an in-game timer out of towns, you will get raided. You also have the option of capturing the slave for yourself and lieing to the quest receiver that it was lost. You could balance this out on claiming them as your own by having like a deposit fee from the quest giver or receiver

 

The cursed ring you can maybe have as special drops from boss chests, or if you think you can try this, special slave stat boosting potions (that are consumed if in their inventory, i guess however reverse pickpocketing poisons can work as a mod so its probably more a poison that a potion) that you find in boss chests that you can either keep them on your slaves, or a missive quest that ask for these. Maybe even use SPID or something that if a NPC has a cursed ring when enslaved, something happens, they start out broken, some trauma or a boost in a stat (ring probably destryoed in the process, i assume this probably done as a custom unique enchantment, could be a missive objective too).

You could also have a thieves' guild like radiant quest of stealing/pickpocketing one of these items from a rich person NPC or their home.

 

Or going the companions route, a pokemon-esque/AYGAS Town Arena route idea. A trainer challenges their slave vs one of yours to a brawl (the slave generate spawns when you accept the match "Let me unbag my slave"). You get the slave/captured adventurer if you win. If you can't make your slave get lost if you lose, you can just pay a fee for challenging the trainer

 

 

I still hope for some kind of "interrogation" like radiant version of one your quests, like where you are given a slave (maybe even having to pay a deposit to the quest giver) and you train it, to a goal, and sell it to specific person for a bonus profit. Despite the deposit, you can totally have the option of lieing to the quest receiver in order to keep the slave for yourself

The training should be non-sexual focused, like raising submission and/or respect, but if you think you can make a separate male & female missive, you can add a sexual version of the quest

 

You did mention about wanting to make a separate mod of like your own version of the Restless Hunter as another option to auction off and sell your slaves.

You could always work on that to come back to this for cross compatibility between the 2 and extra quests that utilize both of them such as the interrogation example I mentioned or NPCs wanting special order slaves (gender specific sexual trained and/or gender neutral non-sexual trained.

 

Maybe whatever location you use for you own restless hunter you could also maybe have a VIP slave market to buy expensive high stat, possibly broken, slaves too (maybe even love/loyal ones), I know I'm in the minority on this idea still since PAH/DoM is all about the raising and training, but it'd be a nice addition for something to blow all your money on for trophy slaves endgame.

Cheap Jail slaves endgame fill up your slots and fast and HSH/AYGAS being bugged right now for DoM certainly isn't helping

Edited by McLovin3
Posted

Thanks for the great mod! As for suggestions: I think quests with special requirements for slave training would be cool, like making slavegirl skilled in oral while keeping her a virgin.

Posted
4 hours ago, sircool said:

Is it normal that Curime keeps spawning the same gear she's found in once I take it off her after her joining collection?

That sounds like an outfit issue. Are you using Pah or Dom?

Pah has a dialogue option to set a naked outfit, Dom has a MCM option. This should stop her from spawning her original outfit. You might get a warning, but there is no risk for a unique actor like Curime.

Posted

The third part of the Sisters of the North quest doesn't start. I have Fjora trained and I've read the note in the inventory. I've also searched the Riften inns but I didn't find anything. I used player.setstage pqs03 to start it but it didn't work either. Any idea what I'm doing wrong?

Posted
29 minutes ago, David81 said:

The third part of the Sisters of the North quest doesn't start. I have Fjora trained and I've read the note in the inventory. I've also searched the Riften inns but I didn't find anything. I used player.setstage pqs03 to start it but it didn't work either. Any idea what I'm doing wrong?

I repeated the end of Sister in Chains about 5 times and at the end one of the times I grabbed the letter the mission started 

Posted
On 2/17/2025 at 8:01 PM, Coom Nation said:

I have encountered a bug in Sister in chains quest: Fjora and Tridi's dialogue gets stuck. I had to reload a couple of times before dialogue played out properly.

This is unfortunately a bug to vanilla skyrim. There are some ways to mitigate it, which I'll try to implement in the next update, hopefully that will fix it. I'll also make a dialogue option that will skip the entire scene, in case it keeps getting stuck.

For the moment, bumping into them or hitting them might get them back on track.

 

On 2/17/2025 at 9:45 PM, David81 said:
On 2/17/2025 at 9:13 PM, David81 said:

The third part of the Sisters of the North quest doesn't start. I have Fjora trained and I've read the note in the inventory. I've also searched the Riften inns but I didn't find anything. I used player.setstage pqs03 to start it but it didn't work either. Any idea what I'm doing wrong?

I repeated the end of Sister in Chains about 5 times and at the end one of the times I grabbed the letter the mission started 

The quest should have started the instance you add the letter to your inventory. Reading it alone is not enough. I might change it so that reading or taking the letter will start the quest.

If the quest didn't start after taking the letter, that's a sign that Skyrim couldn't fill an alias of the quest. If it only fails sometimes, but not always, that means that the aliases exist, but that Skyrim can't find it under some circumstances. I'll have to do some research and some testing on how that's possible, and how I can fix it.

Posted
On 2/15/2025 at 10:13 PM, McLovin3 said:

Or going the companions route, a pokemon-esque/AYGAS Town Arena route idea. A trainer challenges their slave vs one of yours to a brawl (the slave generate spawns when you accept the match "Let me unbag my slave"). You get the slave/captured adventurer if you win. If you can't make your slave get lost if you lose, you can just pay a fee for challenging the trainer

 

 

I still hope for some kind of "interrogation" like radiant version of one your quests, like where you are given a slave (maybe even having to pay a deposit to the quest giver) and you train it, to a goal, and sell it to specific person for a bonus profit. Despite the deposit, you can totally have the option of lieing to the quest receiver in order to keep the slave for yourself

The training should be non-sexual focused, like raising submission and/or respect, but if you think you can make a separate male & female missive, you can add a sexual version of the quest

 

You did mention about wanting to make a separate mod of like your own version of the Restless Hunter as another option to auction off and sell your slaves.

You could always work on that to come back to this for cross compatibility between the 2 and extra quests that utilize both of them such as the interrogation example I mentioned or NPCs wanting special order slaves (gender specific sexual trained and/or gender neutral non-sexual trained.

I would just like to say that I second all of these suggestions as well. Anything where getting a free slave as a reward for some sort of task is definitely an interesting idea. I also really like the idea of being given a slave that you need to train in a particular way and then turning them in. And of course, I would love to see your take on a selling mechanic in a separate mod.

 

The only other suggestion I have is I think some more one-off story quests would be interesting. First let me just say that all of the quests so far are really good and I enjoy all of them, and the current ones are really good flagship quests for the core of the mod. That being said, I think a few more like Sylvia's quest would be good additions to expand the mod, because as of now all of the other quests end up giving you multiple slaves by the end of them. You get three from the sisters, two from Curime's, and four from Bette's (five if you grab Fjotra in Mistwatch). 

 

I think it would be good if there were a few more where you get a single story-driven slave at the end of the quest. Now that you have a really strong set of in-depth quests with a lot of unique characters that introduce you to the mod, some smaller side quests would be a good way to expand further.

 

Some ideas, if any of them interest you, would be:

  • Tracking down a thief for someone and your employer requests that you keep her to teach her a lesson, you bring back the stolen item and the slave and he laughs at her and pays you.
  • A moneylending quest where you give money to someone and they keep asking for more, then when they owe you a certain amount you take them or their wife or someone as collateral.
  • Two sisters who are fighting over inheritance are trying to get you to capture the other one to make it seem like they eloped, and you have to pick one to side with for a reward from the other. Perhaps you also have the chance to take both by siding with a younger brother but you don't get any other reward.
  • You are hired by a noblewoman to fake her kidnapping and split the ransom, but once you capture her you can decide to make it a real kidnapping.
  • You take a job to heist a valuable artifact, only you trigger a trap and get caught. Your captor taunts you from outside your cage, but once she falls asleep you find a way out and get your revenge.
  • Someone hears about your exploits as a slaver, and sends you a letter that she wants to be your slave too. When you go to the location where she is supposed to meet you, it's an ambush and you have to fight your way out. You find a note on one of the thugs that says where she actually is, and you head there to teach her a lesson.

Some weirder ones would be:

  • You hear about an especially vicious hagraven somewhere in the Reach who is terrorizing travelers. Someone hires you to take care of it and gives you a special scroll, when you use the scroll on the hagraven, you undo her transformation and she turns back into a woman! (probably just a disable/enable trick)
  • You buy a strange Dwarven fragment from a suspicious trader that appears to be some sort of map. After visiting a few locations marked on it, you find pieces of a key that also reveal another location. When you go there and use the key, you find a Dwarven stasis pod and release a perfectly preserved Falmer queen! (white-skinned Altmer)

I don't mean to impose or anything, these are just some ideas I came up with and I thought I would offer them to you in case any of them sounded like something you want to pursue. I look forward to whatever you work on next either way.

Posted (edited)
3 hours ago, crazymango54 said:

I think it would be good if there were a few more where you get a single story-driven slave at the end of the quest.

I may be more of a radiant quest person, But I'd like this too on the unique quests

Probably because I'm picky and am unsure of how many taskmistresses or other unique role slaves I want.

Like I'm crossing my fingers @TrollAutokill adds a Henchwench feature that allows them to travel to a choice of your HSH homes and they deposit their slaves in it, then return back to you. Eases the burden when going on capturing sprees (On cell change script lag when having large amount of any type of followers, not just PAH/DOM slaves, can be a bit of a bitch)

 

Really comes down to what direction DoM goes in the future.

 

And I want to add one silly idea I thought of. Doubt it interests you but I'm bored and rambling

A "Bag of Slooting" that can randomly be found in boss chests, that when opened, generates an unconscious slave with stats. You can then enslave that person, or rebag them, which gives you a bag of slooting again that you can open again to regenerate a different one. The Bag of Slooting could have a high value for selling purposes or for an even sillier idea, add it as vendor item to buy as a type of "Slootbox"

Just for something to come across and obtain as a reward when randomly going about skyrim without any desires for quests.

Sometimes I just can't stand how radiant quests, when hold-locked, always pick the same dungeons or camps, no matter how many radiant dungeon/camp compatible mods i add

 

Edited by McLovin3
Posted

Only done the Bette quest and half way through the Esme one but really enjoying this, the extra dialogue they have really fleshes them out as NPC's and gives a reason for doing more than raiding the nearest bandit camp for PAH/DoM slaves

 

Thanks for the mod

Posted

Thanks for the mod.

 

Currently playing through the Riften Beggars quest, and managed to get the coded message. However, when bringing it to Esmee, the quest objective markes completed, but the quest remains active, and no followup quest to take down Bjar. Is this intended?

Posted (edited)
2 hours ago, PraetorDragoon said:

Thanks for the mod.

 

Currently playing through the Riften Beggars quest, and managed to get the coded message. However, when bringing it to Esmee, the quest objective markes completed, but the quest remains active, and no followup quest to take down Bjar. Is this intended?

 

I'm on that stage as well, think its intended as bjar is meant to take a few days to appear (from the quest/description on the main page) so i've just been doing falkreath quests hoping he will show up

 

Edit: Yeah quest objective showed up for me after a bit of time

Edited by pinky6225
Posted
3 hours ago, pinky6225 said:

 

I'm on that stage as well, think its intended as bjar is meant to take a few days to appear (from the quest/description on the main page) so i've just been doing falkreath quests hoping he will show up

 

Edit: Yeah quest objective showed up for me after a bit of time

 

Ah, it did show up for me as well after a bit of time as well.

 

Having an objective "wait for Bjar to arrive" would make it less confusing, at least for me.

 

Posted (edited)
4 hours ago, PraetorDragoon said:

Having an objective "wait for Bjar to arrive" would make it less confusing, at least for me.

 

That's a good suggestion, it's added in the next version. The objective now also mentions that it takes 5 days for Bjar to arrive.

 

Edited by a_random_user
added time
Posted

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

 

I wasn't able to replicate the stuck dialogue scene bug, so hopefully it's really gone. If not, speaking to the stuck NPC should help the scene move on with the new changes. There is also now an option to skip it.

Posted

Is Iniel missing some facegen data? as she looks very vanilla compared to all the other NPC's (even with the high poly head / KS hairdo patch)

Posted (edited)
6 hours ago, pinky6225 said:

Is Iniel missing some facegen data? as she looks very vanilla compared to all the other NPC's (even with the high poly head / KS hairdo patch)

When I made Iniel, I tried to give her a less extravagant look compared to Curime. I was trying to show that she was the more serious of the two. This did result in making her look closer to a vanilla character than my other NPCs.

 

I might have another go at it in the future, I'm still learning a lot about making faces.

 

If you want to make sure that her textures loaded right, check her eye makeup. She should have wide, dark purple eyeshadow that curves into a point on both sides of her eyes.

Edited by a_random_user
Posted
13 hours ago, a_random_user said:

When I made Iniel, I tried to give her a less extravagant look compared to Curime. I was trying to show that she was the more serious of the two. This did result in making her look closer to a vanilla character than my other NPCs.

 

I might have another go at it in the future, I'm still learning a lot about making faces.

 

If you want to make sure that her textures loaded right, check her eye makeup. She should have wide, dark purple eyeshadow that curves into a point on both sides of her eyes.

 

Not seeing that, comparing the two i have



ScreenShot373.jpg.b6049f45e080e3ac56a77c86dd47f1ca.jpg

ScreenShot375.jpg.66a114d28d22c7c4f8fa8548767f4cd5.jpg

 

Both show as being last modified by the high poly head and KS hairdo plugin (which should be correct) but Iniel has vanilla hair (from the look of it) and face tattoo's that also look vanilla and don't match your description



ScreenShot376.jpg.44381cd0051229cd7888398e6a9618df.jpg

ScreenShot377.jpg.0e72891d5cefb48a933dc52e38ba29c9.jpg

 

Is just Iniel though, all the other NPC's i've encountered from the other quests do have there own look and did get new (better) hair when i put in the HPH + KSHairdo patch which i did before starting the thalmor quest

Posted (edited)
2 hours ago, pinky6225 said:

Not seeing that, comparing the two i have

 

  Reveal hidden contents

 

 


ScreenShot373.jpg.b6049f45e080e3ac56a77c86dd47f1ca.jpg

ScreenShot375.jpg.66a114d28d22c7c4f8fa8548767f4cd5.jpg
 

 

 

 

That is not how she is supposed to look, her texture file seems to have reverted to the unedited version. Do you have a mod like Face Discoloration Fix or something that could regenerate facegen data?

 

I've included my texture folder, Iniel's is 0000009E6.Textures.7z

Try to let it overwrite the textures in your game, this might solve it.

 

For reference, this is how Iniel is supposed to look:

Spoiler

20250301165702_1.jpg.ae5dfb7cc1baf9bc6f48376eb9f48ffe.jpg

 

I'll try to figure out what's different about Iniel compared to the other characters.

 

It could also be a problem with the hair. Iniel uses the Alba hairstyle, does this hairstyle load correctly in your game?

Edited by a_random_user
wild guess: hair

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