pinky6225 Posted March 1, 2025 Posted March 1, 2025 1 hour ago, a_random_user said: 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:  Reveal hidden contents  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?  Your wild guess was correct, i made a female PC and was missing Alba, seems when i reverted to my male PC profile i enabled KS Hairdo's 1.7 and not the latest KS Hairdos 1.9 which Alba must have been added into and i was using on my female PC profile  With 1.9 enabled she looks like  I do use Face Discoloration Fix SE ( https://www.nexusmods.com/skyrimspecialedition/mods/42441 ) which is probably why it was reverting to vanilla rather than causing a more obvious problem like a CTD  Sorry for the wild goose chase 1
a_random_user Posted March 1, 2025 Author Posted March 1, 2025 19 minutes ago, pinky6225 said: Your wild guess was correct, i made a female PC and was missing Alba, seems when i reverted to my male PC profile i enabled KS Hairdo's 1.7 and not the latest KS Hairdos 1.9 which Alba must have been added into and i was using on my female PC profile  With 1.9 enabled she looks like   Reveal hidden contents       Glad it works. Have fun with them  😀
MortiferusX Posted March 5, 2025 Posted March 5, 2025 I sometimes get Runtime Errors when talking to the slaves in this Mod. Any suggestions?
a_random_user Posted March 5, 2025 Author Posted March 5, 2025 50 minutes ago, MortiferusX said: I sometimes get Runtime Errors when talking to the slaves in this Mod. Any suggestions? I'll need more information. First of all, how does a runtime error look like on your game, a CTD, a notification, or a windows warning? What plugins are you using? Are you using PAHE alone or PAHE+DOM? Are you using one of the appearance patches? A Papyrus log might also shed some light on the problem.  And what sort of dialogue causes the error? Is it dialogue that is doing important quest things, like capturing, or is it any type of dialog? Is it only dialogue from this mod, or also from PAH/DOM?  For what it's worth, I've never gotten a crash of this mod in all my tests, so this is new territory for me. Â
MortiferusX Posted March 6, 2025 Posted March 6, 2025 9 hours ago, a_random_user said: I'll need more information. First of all, how does a runtime error look like on your game, a CTD, a notification, or a windows warning? What plugins are you using? Are you using PAHE alone or PAHE+DOM? Are you using one of the appearance patches? A Papyrus log might also shed some light on the problem.  And what sort of dialogue causes the error? Is it dialogue that is doing important quest things, like capturing, or is it any type of dialog? Is it only dialogue from this mod, or also from PAH/DOM?  For what it's worth, I've never gotten a crash of this mod in all my tests, so this is new territory for me.   I found the problem. It was because of using Fuz Ro Bork instead of Fuz ro Doh. 1
a_random_user Posted March 7, 2025 Author Posted March 7, 2025 (edited) A word of warning for people who are using the beta version of DOM. The latest version 7.4.0 changed the way that the script DOM_Generator is implemented. Enthralled uses this script to assign personality and training values. Â If you use version DOM 7.4.0, it won't result in a crash, but training values won't be properly assigned on capture. Â I'm working on a fix that will allow Enthralled to work with both older and newer versions of DOM. Â Well, that was surprisingly simple. I added a check in a couple of functions, it will now work for both older versions of DOM as well as DOM v7.4.0+. Updating is safe, but it's only necessary if you are using the latest version of DOM. Edited March 8, 2025 by a_random_user already fixed it. 1
randy1990 Posted March 9, 2025 Posted March 9, 2025 when i wear the normal zaz armour i don't have thatÂ
a_random_user Posted March 9, 2025 Author Posted March 9, 2025 34 minutes ago, randy1990 said: when i wear the normal zaz armour i don't have that Are you referring to the clipping of the ropes on the arm and the wrist gaps? This mod doesn't change bodies or zaz items, this is a bodyslide issue. Most likely a problem with the chastity belt. Check your bodyslide if the chastity belt is made with the correct body. I do remember that some of the bodyslide packages for zaz miss some of the items, the chastity belt being one of those. I'll do some research, if it turns out that the belt is a problem, it will be removed. 2
nextime Posted March 9, 2025 Posted March 9, 2025 Great mod and thought through questlines! Â I have an issue with the unwilling bride questline. Silvia is with me for a couple of weeks already, however, no random thug encounters happen. Maybe i can enforce the encounter or is there a better solution? Â When entering Whiterun Fjora approaches me and enforces an dialogue. When the dialogue ends she does not attack nor draw a weapon, instead she approaches me again and restarts the very same dialogue again. Thus the questline never starts. I tried reloading already several times without effect. Any advise? Â Â 1
serph90 Posted March 9, 2025 Posted March 9, 2025 this mod is GREAT, love the enire concept of it. Only thing I would like to see: a way to simply sell slaves (making them disappear from the game world, not bloating it like and you get a slave) Â 2
a_random_user Posted March 9, 2025 Author Posted March 9, 2025 (edited) 1 hour ago, nextime said: I have an issue with the unwilling bride questline. Silvia is with me for a couple of weeks already, however, no random thug encounters happen. Maybe i can enforce the encounter or is there a better solution? Those thugs use the vanilla world encounter system, and take priority over other scenarios. Have you been getting the normal world encounters? It's possible that they spawned, but are stuck somewhere in your game. You can check if the quest started correctly with the console command: (the console is not case sensitive) getstage PqU02Main if it's 10, then the hunters should appear.  If you want to continue the quest, you can use the console: setstage PqU02Main 20  This will continue the quest as if you looted the letter from the bandits. If this doesn't work, there is a problem with some alias in your savefile.  1 hour ago, nextime said: When entering Whiterun Fjora approaches me and enforces an dialogue. When the dialogue ends she does not attack nor draw a weapon, instead she approaches me again and restarts the very same dialogue again. Thus the questline never starts. I tried reloading already several times without effect. Any advise?  I noticed that when I clicked the dialogue too fast, sometimes the scripts couldn't keep up. Do all the dialogue options fail to update? The refuse and postpone option also don't work? If Fjora showed up and is talking, that means that the quest started correctly in the background, so there is nothing wrong with an alias. That means that the scripts didn't have time to work.  You can try the console to advance the quest if the dialogue keeps failing: To start the fight immediately: setstage PqS01 50  To postpone the duel for a day: setstage PqS01 30  To refuse: setstage PqS01 10  14 minutes ago, theprof90 said: Only thing I would like to see: a way to simply sell slaves (making them disappear from the game world, not bloating it like and you get a slave)  A sell system is definitely something that I want to make eventually. Edited March 9, 2025 by a_random_user 2
nextime Posted March 9, 2025 Posted March 9, 2025 (edited) 2 hours ago, a_random_user said: Those thugs use the vanilla world encounter system, and take priority over other scenarios. Have you been getting the normal world encounters? It's possible that they spawned, but are stuck somewhere in your game. You can check if the quest started correctly with the console command: (the console is not case sensitive) getstage PqU02Main if it's 10, then the hunters should appear.  If you want to continue the quest, you can use the console: setstage PqU02Main 20  This will continue the quest as if you looted the letter from the bandits. If this doesn't work, there is a problem with some alias in your savefile.   Normal world encounters work and I got quite a lots. Might be that I missed the thug party spawn. Quest stage was 10. Setstage to 20 solved it.  Edit: Quote I noticed that when I clicked the dialogue too fast, sometimes the scripts couldn't keep up. Do all the dialogue options fail to update? The refuse and postpone option also don't work? If Fjora showed up and is talking, that means that the quest started correctly in the background, so there is nothing wrong with an alias. That means that the scripts didn't have time to work.  You can try the console to advance the quest if the dialogue keeps failing: To start the fight immediately: setstage PqS01 50  To postpone the duel for a day: setstage PqS01 30  To refuse: setstage PqS01 10   All the dialogue options fail. I re-loaded several times and tried all options. No rushing though the dialogue neither. Only once the postpone option worked. She walked outside WR in an area between the farm and the brewery. No reaction or dialogue when I approach or talk to her. Edited March 9, 2025 by nextime new info 1
nextime Posted March 9, 2025 Posted March 9, 2025 3 hours ago, a_random_user said: Those thugs use the vanilla world encounter system, and take priority over other scenarios. Have you been getting the normal world encounters? It's possible that they spawned, but are stuck somewhere in your game.   Seems that the random thug spawn is conflicting with OBIS. The first encounter after disabling OBIS was the thugs. 1
a_random_user Posted March 9, 2025 Author Posted March 9, 2025 (edited) 1 hour ago, nextime said: Â Seems that the random thug spawn is conflicting with OBIS. The first encounter after disabling OBIS was the thugs. Good to know, I'll add a warning on the main page. Thank you for testing it. Â I'll also try to find a way to continue the quest without the world encounters. Maybe a way to start hunting them before they have the chance to attack you? Or a guaranteed attack at some point? I'll have to think about it. Edited March 9, 2025 by a_random_user Grammar is hard 1
pinky6225 Posted March 9, 2025 Posted March 9, 2025 2 hours ago, a_random_user said: Good to know, I'll add a warning on the main page. Thank you for testing it. Â I'll also try to find a way to continue the quest without the world encounters. Maybe a way to start hunting them before they have the chance to attack you? Or a guaranteed attack at some point? I'll have to think about it. Â You could add a note to one the guards watching the temple with the hunters initial base location ("If we see her leave with an armed escort we need to make sure to report back to...") and then if you don't go there within a game day or two, they start coming after you as the temple guards haven't checked in recently/word filtered back about 2 bodies being found 1
a_random_user Posted March 15, 2025 Author Posted March 15, 2025 v1.4.3 Some changes the the Unwilling Bride quest *The two Lucasta scouts in Solitude carry a note with the boss location on. You can get it by persuading them or by looting them. This will not trigger a journal update, but North Brittleshin Pass will be marked on your map. *you can go to Brittleshin immediately after capturing Silvia, you no longer need to wait for the ambushing thugs *the strongbox in Brittleshin has been moved, it now stands on the boss's altar *You can now start a fight through dialogue with the Lucasta leaders *If you are a thane in the relevant hold, you can speak to a nearby guard and have them attack the leaders for you *The 2 Lucasta leaders have their health reduced, so that this fight doesn't drag on *completing Hunting the hunters gives a significant training boost to Silvia changes to the jail: *If you are thane in the hold, you'll get a 200 gold discount (to a total of 800) *The current prices are now displayed in the dialogue options Updating: Do not update if Silvia is captured, but the quest "Hunting the hunters" hasn't been started in the journal. This will break that quest. The changes to the jail will be applied the next time that it does a full reload, which is at most 20 ingame hours.  I've wanted to do some tweaks to Unwilling Bride for a while now, and the OBIS thing forced me to start with it. And once I figured out how to work with the thane title, I also included it in the jail system. I've only tested with the Solitude thaneship, the others work the same but are currently untested. I'll double check them once I've got the time for it.  I've also started work with the radiant system, taking inspiration from the Missives mod. I've got a working prototype for the system and a few of the quests, but it requires a lot of polish. Details in the spoiler, nothing is set in stone yet. Suggestions and feedback are welcome.  Spoiler The source of the quests are the information brokers, you ask them if they have "profitable work" and it opens a container with request notes. You can read the note and get the quest details. Taking the note starts the quest in the journal. You can quit the quest by reading the note again and confirming in a dialogue box. Quest that are finished or that weren't taken will reset after a given time.  The information brokers that I wanted to use are Belethor (Whiterun), Vekel (Riften), Garvey (Markarth). I don't think that I'll region lock the quest, so Belethor won't send you to the same 3 dungeons each time. It will be limited to Skyrim, so it won't send you to Solsteim.  The quests that I'm working on are: Rescue: somebody got themselves captured, and the player is asked to rescue them. Inspired by Immersive Wenches, but I'll set the damsel as essential. The damsel will be based on the game's leveled lists, like the jail system. The player can also choose to keep the damsel, but they won't get a reward. Split into a few different quests: Bandits (bandit and forsworn), mages (warlock and hagraven), dangerous cave (vampire, falmer, draugr). There are also animal, spriggan, dragon priest, and giant camps that are set up to handle captives, but I don't know yet if I'll use them.  Requested trainer: a citizen has acquired a disobedient slave, and need someone to teach them. Speak to the owner, you'll pay them a deposit, and take the slave with you. Once the slave has the requested training stats, you can return them to the questgiver and get paid. I'm still working on what happens if you decide to keep the slave.  Collect some items: a citizen wants you to deliver some unusual items to them. Currently, these are 3 items from a list: zaz iron collar, zaz iron cuffs, skooma. This list needs to be longer or the quest will be too repetitive. I'll also have to figure out how to handle zaz items, I use a mod called Zaz Craft 2 so that I can forge zaz items, but I don't know other people have mods for this as well.  The system is designed so that I can easily add new repeatable quests once it's set up. I can also use it as a starting point for unique quests. There is a lot of polish in these quests necessary. I have to do a lot of testing to make sure the system doesn't select a weird npc as quest giver, such as a beggar, someone in a quest locked location, or a dog.  3
crazymango54 Posted March 16, 2025 Posted March 16, 2025 4 hours ago, a_random_user said: Rescue: somebody got themselves captured, and the player is asked to rescue them. Inspired by Immersive Wenches, but I'll set the damsel as essential. The damsel will be based on the game's leveled lists, like the jail system. The player can also choose to keep the damsel, but they won't get a reward. Split into a few different quests: Bandits (bandit and forsworn), mages (warlock and hagraven), dangerous cave (vampire, falmer, draugr). There are also animal, spriggan, dragon priest, and giant camps that are set up to handle captives, but I don't know yet if I'll use them. Yeah this sounds great!  4 hours ago, a_random_user said: Requested trainer: a citizen has acquired a disobedient slave, and need someone to teach them. Speak to the owner, you'll pay them a deposit, and take the slave with you. Once the slave has the requested training stats, you can return them to the questgiver and get paid. I'm still working on what happens if you decide to keep the slave. This is also really cool. I am not sure what you have planned for "a citizen", but perhaps some sort of group or faction would make sense for roleplaying reasons, as in they reach out to the brokers, the brokers send you in, and then the client is some randomly generated guy with a randomly generated slave who you meet in a random inn or other location. There could be a reputation integer from like -5 to +5 and each time you keep a slave you lose rep while successfully completing training earns you rep, and you get more complicated and higher-paying contracts at higher rep, and shittier contracts at lower rep.  I imagine the deposit should be around 1000 since that is the standard jail price, and maybe the deposit shrinks at higher rep because they trust you more etc. I also think time limits would be a good idea, maybe a hard deadline that cuts the pay in half if you fail to meet it and/or a bonus deadline where you get a little extra gold if you meet it, then anything in between is the standard rate. There would also need to be a way to declare that you abandon the contract and are keeping the slave for yourself, I suppose a dialogue or just letting the time limit run out would work.  I would also suggest making it possible to back out of the contract without penalty at some point after you see the slave so you aren't stuck trying to break some total uggo orc bitch or something.  A variant of this idea could be an order system where instead of training a slave, somebody just wants one and the brokers give you a list of criteria. You bring the slave to the broker, he checks them, takes his cut, and packs the slave up for transport. I know you said a selling mechanic would likely be a separate mod, but I feel like this is close enough to the idea you are already planning that I thought I would mention it.  Anyway, lots of good roleplay that would come of your idea, I really hope it turns out well.  4 hours ago, a_random_user said: Collect some items: a citizen wants you to deliver some unusual items to them. Currently, these are 3 items from a list: zaz iron collar, zaz iron cuffs, skooma. This list needs to be longer or the quest will be too repetitive. I'll also have to figure out how to handle zaz items, I use a mod called Zaz Craft 2 so that I can forge zaz items, but I don't know other people have mods for this as well. This could be cool. You may just want to make zaz craft a soft requirement/recommended mod in the description page. In vanilla, other items that could make sense would be those that go into a paralysis potion (canis root, swamp fungal pod, etc.). You could also add PAHE and Zaz whips. 1
McLovin3 Posted March 16, 2025 Posted March 16, 2025 5 hours ago, a_random_user said:   Hide contents The source of the quests are the information brokers, you ask them if they have "profitable work" and it opens a container with request notes. You can read the note and get the quest details. Taking the note starts the quest in the journal. You can quit the quest by reading the note again and confirming in a dialogue box. Quest that are finished or that weren't taken will reset after a given time.  The information brokers that I wanted to use are Belethor (Whiterun), Vekel (Riften), Garvey (Markarth). I don't think that I'll region lock the quest, so Belethor won't send you to the same 3 dungeons each time. It will be limited to Skyrim, so it won't send you to Solsteim.  The quests that I'm working on are: Rescue: somebody got themselves captured, and the player is asked to rescue them. Inspired by Immersive Wenches, but I'll set the damsel as essential. The damsel will be based on the game's leveled lists, like the jail system. The player can also choose to keep the damsel, but they won't get a reward. Split into a few different quests: Bandits (bandit and forsworn), mages (warlock and hagraven), dangerous cave (vampire, falmer, draugr). There are also animal, spriggan, dragon priest, and giant camps that are set up to handle captives, but I don't know yet if I'll use them.  Requested trainer: a citizen has acquired a disobedient slave, and need someone to teach them. Speak to the owner, you'll pay them a deposit, and take the slave with you. Once the slave has the requested training stats, you can return them to the questgiver and get paid. I'm still working on what happens if you decide to keep the slave.  Collect some items: a citizen wants you to deliver some unusual items to them. Currently, these are 3 items from a list: zaz iron collar, zaz iron cuffs, skooma. This list needs to be longer or the quest will be too repetitive. I'll also have to figure out how to handle zaz items, I use a mod called Zaz Craft 2 so that I can forge zaz items, but I don't know other people have mods for this as well.  The system is designed so that I can easily add new repeatable quests once it's set up. I can also use it as a starting point for unique quests. There is a lot of polish in these quests necessary. I have to do a lot of testing to make sure the system doesn't select a weird npc as quest giver, such as a beggar, someone in a quest locked location, or a dog.    Maybe like Markarth's Jail system that had a higher chance at Forsworn in the leveled list spawn, the Rescue quest can be more focused toward town NPCs, in particular Nobles. Something that might be a problem is there's a lack of mods that pretty up Town/non-hostile leveled list NPCs  There's also this mod I remembered that is a more of a maiden rescue, that has some nice maiden like outfits that you could use in replace of the ragged outfits for them to spawn in for more fitting of a being sold to slavery or sacrifice to X. Sacrificial Maidens by Plunket at Skyrim Special Edition Nexus - Mods and Community Figures that like the Immersive Wenches radiant quest, this mod also has the issue of the girls being unprotected  Obviously these ideas are catered more toward the innocent for the player to enslave or rescue and I still hope for more variety on the leveled rescue list. But innocent maiden and noble damsels sure can get the loins rolling   1
brussh Posted March 23, 2025 Posted March 23, 2025 Hey! this is great, feels solid, Thanks a lot interesting so far. Brilliant Cheers x 1
Gudaus Posted April 6, 2025 Posted April 6, 2025 Sorry for bad english, its not my native language. Mod version 1.4.3 Quest with Fjora She came to me in Whiterun and started a dialogue. But agreeing to fight her never led to anything. She started the dialogue over and over again. It doesn't matter if I pressed the buttons fast or slow. Then I beat her, but the quest didn't start. Then I restart the game and offered to fight later. But she did not appear near the honey factory. There's no mark on Fjora, so I can't find her myself. After 3 days she attacked me near the random cave, but quest didn't started again.
a_random_user Posted April 6, 2025 Author Posted April 6, 2025 1 hour ago, Gudaus said: Sorry for bad english, its not my native language. Mod version 1.4.3 Quest with Fjora She came to me in Whiterun and started a dialogue. But agreeing to fight her never led to anything. She started the dialogue over and over again. It doesn't matter if I pressed the buttons fast or slow. Then I beat her, but the quest didn't start. Then I restart the game and offered to fight later. But she did not appear near the honey factory. There's no mark on Fjora, so I can't find her myself. After 3 days she attacked me near the random cave, but quest didn't started again. Weird, it sounds like the quest in the background works, but that there is some problem with the text in the dialogue and the journal. The fact that Fjora showed up means that the quest did start, it only appears in the journal after speaking to her. So saying "enough talk, draw your weapon..." does not set an objective "defeat Fjora " in the journal or cause Fjora to attack you?  Delaying the fight should set a quest to wait a day, and only after that will you get a quest marker pointing you to Fjora  If she attacked you near a random cave, than the quest registered that you refused the duel, this makes her attack you in the wild. When she spawns behind you, you should get a quest objective "defeat the ambush"  Once you have defeated her, wait a few seconds, she should be stuck on one knee. Talk to her, and then the quest should continue.  If these things didn't happen, there is something wrong. It might be script related. If you have a papyrus log, that might help. I'll also test the quest again to see if I missed something.  As for how to continue, if the duel isn't running, you can just kidnap Fjora like another NPC. After capturing her, speak to her, and the quest should continue as usual. Of course, that's assuming that part of the quest still works.
Gudaus Posted April 8, 2025 Posted April 8, 2025 Yes, saying "enough talk, draw your weapon..." does not set an objective "defeat Fjora " in the journal or cause Fjora to attack me.  She just walking around. I captured her with standart capturing of PAHe, but the quest didn't go on.
a_random_user Posted April 8, 2025 Author Posted April 8, 2025 5 hours ago, Gudaus said: Yes, saying "enough talk, draw your weapon..." does not set an objective "defeat Fjora " in the journal or cause Fjora to attack me.  She just walking around. I captured her with standart capturing of PAHe, but the quest didn't go on. That's unfortunate. I haven't found a cause of this yet.  Could you check what stage the quest is in? In the console, type in getstage pqS01  You should get a number. This will show how far the quest has progressed in your current save.  You might be able to use the console to force the quest to advance if you've already caught Fjora: type in setstage pqS01 100  This will close the first part of the quest, and start up the second and third parts. You'll know that it worked if "Letter from Mera" appears in Fjora's inventory. You'll also be able to ask her about Tridi and Soin. These letter and the dialogue option both should open a new quest in the journal.  As always, make a save before working with the console.
Gudaus Posted April 9, 2025 Posted April 9, 2025 I talked to Fjora and asked for a fight, she didn't attack. Then I wrote getstage pqS01 in the console. Got the number 0. I wrote setstage bq01 100. She did not become a slave, but a dialogue about her family appeared. I pulled out the letter using the additem menu, asked innkeepers a bit. They talk with me, so quest continues to work. Probably. 1
MortiferusX Posted April 12, 2025 Posted April 12, 2025 How can I stop Gisli from annoying me to give Nille free again?
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