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Sanguine Debauchery SE (SD+) (January 2025)


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Posted
Vor 3 Minuten schrieb DeepBlueFrog:

 

Wenn es sich um einen Ersatz handelt, sollte er mit SD funktionieren. 

Ich habe Sanguine für die weibliche Version geklont, aber die männliche Version sollte die gleiche sein.

Hast du es ausprobiert und es hat nicht funktioniert?

 

I've been rebuilding my mod list for months and keep running into setbacks – so I'm way behind my original schedule.

SD isn't on my list, but "Sisterhood" is... it plays a central role in the second part of my blog story.

However, since the main mod for part 2 isn't working yet (Serana Dead Sexy), "Sisterhood" isn't installed either.

-

In a very basic way, it's about Sanguine and Dibella being secret lovers since the creation of Nirn... and the temple corruption is a charade orchestrated by both of them – into which the player character is deliberately drawn.

-

And for this plot, I need a super attractive Sanguine... my character is a "tight lesbian" and is simply supposed to broaden her sexual horizons.

Spoiler

149081-1746329250-1390975874.png

 

If all of this works out, it would be absolutely perfect.

 

I also considered whether my plot would work with a female version of Sanguine... but then decided against it BECAUSE of my planned story (the "Bimbo Curse" comes from Sanguine!).

 

 

Posted
32 minutes ago, DeepBlueFrog said:

I have to say the very idea to plug LLMs in games like Skyrim is making my head hurt.

Not because of the complexity of it (I am familiar with LLMs professionally), but just for the principle of it :)

 

you are not the first, I have read here and there some well-respected mod developers are against it by principle.
I'm not sure I understand exactly why and I'm interested

Posted
45 minutes ago, Fraying9981 said:

 

you are not the first, I have read here and there some well-respected mod developers are against it by principle.
I'm not sure I understand exactly why and I'm interested

 

From a practical point of view, I know that to be really used as part of a game, you would need to set up both short term and long term memory for each NPC you meet, as well as complex contextual cues like factions interactions, fame of the player, relationship status with NPC, etc... 

 

I doubt mods like CHIM implement that kind of deep contextual support for prompts, so what is left is shallow interactions that give the illusion of back and forth answers, which presents little interest to me.

 

Maybe I am just working on assumptions and I would be pleasantly surprised if I used the mods, but then again, I have so much to do with my own mods, I don't feel the pull to tinker with this kind of integration at the moment.

Posted
9 minutes ago, DeepBlueFrog said:

From a practical point of view, I know that to be really used as part of a game, you would need to set up both short term and long term memory for each NPC you meet, as well as complex contextual cues like factions interactions, fame of the player, relationship status with NPC, etc... 

 

 

yes this is what they do. it works pretty well.

 

9 minutes ago, DeepBlueFrog said:

I doubt mods like CHIM implement that kind of deep contextual support for prompts, so what is left is shallow interactions that give the illusion of back and forth answers, which presents little interest to me.

 

 

you should try. really. 

 

10 minutes ago, DeepBlueFrog said:

Maybe I am just working on assumptions and I would be pleasantly surprised if I used the mods, but then again, I have so much to do with my own mods, I don't feel the pull to tinker with this kind of integration at the moment.

 

skyrimnet takes 2 min to install. really. I used CHIM before and it was annoying to set up. but skyrimnet is super turnkey. you really should try!

especially given that you make mods. it would save you so much time on dialogues + you can map your scripts to in game actions triggered by dialogue instead of figuring out the in game logic of "when to run script x" => the LLM does it for you based on its own cooldown tracking and analysis of what's going on.

 

 

Posted
On 11/30/2025 at 2:12 AM, DeepBlueFrog said:

 

 

DD NG is unfortunately a hard requirement. 

The old version of DD is missing functions that I need to use to make it work on SE/AE. 

 

I see. Thank you for the confirmation.

Posted (edited)
On 11/29/2025 at 6:19 PM, DeepBlueFrog said:

 

 

I am less active but not dead yet, and I am still working my way back to Skyrim.

 

I don't know about Captive player. I will add it to my list of mods to test.

 

For those who have tested it.. how is it? The description makes it look like a working enslavement loop.

At this point, the enslavement loop of SD+ is a patchwork of half working and broken layers. It could use a full rewrite, or a wholesale patch to offload that side of the mod to a mod like Captive Player.

So SD and Captive player just simply have overlap. They are somewhat incompatible if they both handle defeat but the enslavement part should be easy to make compatible. SD simply needs to be told to make the SD slave master amd the Captive player slave owner the same NPC. So if you get enslaved by SD first Captive player shouldn't matter at all. But if you get sent to Captive player, SD simply needs to recognize which slave owner Captive player assigned to the player and auto enslave to the same NPC.

 

(One of the big issues with capive player is it uses Archeon for its defeat, I don't use Archeon and don't plan to. Luckily Captive player can enslave you from simple slavery)

 

(Im currently using Defeat Baka version)

 

If you are going to do A full rewrite of SD slavery I might make a suggestion that you try a mod for 2006 version of Oblivion called "PSE" or "Player Slave Encounters" its kind or your only options for Old-blivion but its the best slavery mod I have ever played. Now with PSE its one mod with a captured, auction, and outcome all rolled into one so you cant add a whole lot to it like Simple slavery but it is honestly the best. The leash mechanic is the absolute best. There is an Skyrim LE mod called "Devious Framework" which tried to incorporate a leash mechanic but I never got it to work properly on SE/AE (1170).

 

I like SD for the cages stuff but find it to be extremely easy to get out of slavery by simply running away. Less pop ups and more leashes  would be nice.

 

I am having a bit of a problem with SD where my slave masters return to hostile

Edited by Burensc
Posted

An interesting thing of note. Uninstalling TK Dodge and replacing it with The Ultimate Dodge Mod completely fixed my issues of not being able to Kneel/Crouch.

Posted
On 10/20/2025 at 12:47 PM, SadPianist said:

Running into a new issue where the crawl and kneeling animations don't play. I get the text "Kneeling..." or "crawling..." but the animation continues like I'm normally walking or standing. I'm always adding mods, so I'm sure one of them broke these animations, but a fresh install didn't fix the issue. 

 

Anyone know what might be causing this?

Are you using Pandora to process your animations?  If so, that's the issue.  The only way I got it to work is to run Nemesis first (deactivate Pandora before you do) then run Pandora.  Assuming you're using MO2, double-click the Pandora Output (Left Pane) and click on the Conflicts Tab.  Highlight the files in Meshes\Actors\Character and Hide those files (allow Nemesis Output to "win").  You may only need to hide the defaultmale.hkx and defaultfemale.hkx files but, if I remember correctly, I just hid all the files in the character folder.  You may also need to hide the animationsetdatasinglefile.txt file as well (can't remember).  Essentially, you're using the Nemesis processed animation behaviors for the actors and Pandora for the creature stuff.  Hope it fixes it for you.

Posted
7 hours ago, Viraella said:

An interesting thing of note. Uninstalling TK Dodge and replacing it with The Ultimate Dodge Mod completely fixed my issues of not being able to Kneel/Crouch.

 

Kudos to you for succeeding sir, never managed to make either work with Pandora

  • 3 weeks later...
Posted (edited)

Hello. I just uploaded a new version with these changes, most of them courtesy of BaneMaster (many thanks!).

- Fixed the Form 43 warning for Vortex or MO2 

- Dreamworld edits
    - Moved arrival point in dreamworld next to black portal 
    - Edited navmesh in Dreamworld to connect to Sanguine's secret room
- Removed bad FNIS anim files for crawling/kneeling
    - OAR is a prefered path from now on (on top of FNIS for now)
- Changes from BaneMaster (thanks!)
    - Master will allocate tasks again
    - Kneel and Crawl Animations have been shifted to OAR
    - The Whore Queue now makes gender checks
    - Added zad_DeviousHeavyBondage to Follower Alias Follow & Flee Package Conditions
    - Default restraints are now zadx_shackles_steel and Padded Steel Collars/Cuffs
    - Enslaved followers now use dD's Equip function and wear  zadx_shackles_steel and Padded Steel Collars
    - Any enslaved follower may be used rather than always the same one
    - dD Chain Harness parts should be used in full sets only

 

Note on OAR support:

- I was not able to make it work on my end yet. I suspect a conflict with some other mods I am running. 

- Since these changes were tested separately, I included them in case they work for you.

Please let us know if they are working or not.

- You may have to run both FNIS (first) and then Pandora to get the animation to work. Even if they don't work, it is good practice to run them again on updates to a mod with animations.

 

Have a Merry Saturalia!

 

 

sanguine-saturalia-2025.png

Edited by DeepBlueFrog
Posted
4 hours ago, DeepBlueFrog said:

Hello. I just uploaded a new version with these changes, most of them courtesy of BaneMaster (many thanks!).

- Fixed the Form 43 warning for Vortex or MO2 

- Dreamworld edits
    - Moved arrival point in dreamworld next to black portal 
    - Edited navmesh in Dreamworld to connect to Sanguine's secret room
- Removed bad FNIS anim files for crawling/kneeling
    - OAR is a prefered path from now on (on top of FNIS for now)
- Changes from BaneMaster (thanks!)
    - Master will allocate tasks again
    - Kneel and Crawl Animations have been shifted to OAR
    - The Whore Queue now makes gender checks
    - Added zad_DeviousHeavyBondage to Follower Alias Follow & Flee Package Conditions
    - Default restraints are now zadx_shackles_steel and Padded Steel Collars/Cuffs
    - Enslaved followers now use dD's Equip function and wear  zadx_shackles_steel and Padded Steel Collars
    - Any enslaved follower may be used rather than always the same one
    - dD Chain Harness parts should be used in full sets only

 

Note on OAR support:

- I was not able to make it work on my end yet. I suspect a conflict with some other mods I am running. 

- Since these changes were tested separately, I included them in case they work for you.

Please let us know if they are working or not.

 

Have a Merry Saturalia!

 

 

sanguine-saturalia-2025.png

Thank you for the endless hours of enjoyment from the mod. Merry Saturalia to you as well! My only question is if a new / clean save is required?

Posted
2 minutes ago, Killa4lif3 said:

Thank you for the endless hours of enjoyment from the mod. Merry Saturalia to you as well! My only question is if a new / clean save is required?

 

It shouldn't but that reminds me to add some notes about FNIS and OAR support.

Posted (edited)

@DeepBlueFrog just informing you that MO2 has issues with the file structure when installing it calls the data path invalid but just setting it myself fixes the issue but just informing you (Edit: FNIS also pointing out (NOTE: sanguinesDebauchery has at least one AASet definition without any animation files provided) when doing anim files i assume because some are moved to OAR like you posted but wanted to let you know its still trying to find them)

Edited by Dendriah
another added info
Posted
12 minutes ago, Dendriah said:

@DeepBlueFrog just informing you that MO2 has issues with the file structure when installing it calls the data path invalid but just setting it myself fixes the issue but just informing you (Edit: FNIS also pointing out (NOTE: sanguinesDebauchery has at least one AASet definition without any animation files provided) when doing anim files i assume because some are moved to OAR like you posted but wanted to let you know its still trying to find them)

 

That's a good point.. I didn't about editing the definition file for FNIS. 

I will add that to the list to do next.

Posted

another thing i am noticing is it spamming SD: waiting in the corner of my screen not sure what its doing that for may be cause i am starting a save and it has secondary save things to do 

 

Posted
55 minutes ago, Dendriah said:

another thing i am noticing is it spamming SD: waiting in the corner of my screen not sure what its doing that for may be cause i am starting a save and it has secondary save things to do 

 

 

If you are starting the mod for the first time, the recommended procedure is to load, save, quit and load again. 

The spam is concerning.. that should not be happening. 

I don't think anything changed to the start up procedure so my guess is a missing requirement.

 

I will upload a version without the extra folders that mess up MO2 shortly.

Posted

I've had the old 2025 SD installed for quite some time. None of the quests were initiated.

Installed the new version just now. I get a message on repeat: "[SD]: Waiting" Got that about 20 times every five seconds or so. Wait more?

Note: I saw the instruction about running FNIS. Didn't do that. I don't have FNIS installed for ages now. Doesn't appear necessary for any mods I use (including SL).

Looking forward to using the updated version. Thanks for working on it (you & BaneMaster).

Posted (edited)

Hey. Thank you and BaneMaster for this update. SD+ has always been one of my essential slavery mods, and I'm glad to see it's been updated after so long.

 

But honestly, I personally don't really like the new default slave outfits for the player and companions. I feel it should have a more consistent style. Especially for companions, I've been tired of the old companion outfits for too long, and I feel it should have more customization options, so we can choose different outfits and so on. I would be very happy if you would consider adding this feature. But I figured I could make a replacement patch myself before that, so I did. 

 

These are patches I created to replace the default companion outfits with three different colored Leather Slave Harness sets. No further requirements files are needed. I decided to share it, hoping it will be useful to you and others. :)

 

HarnessBLACK.zip HarnessRED.zip HarnessWHITE.zip

Edited by Jahahaha0000028
Posted

Yep. Seeing the SD: [Waiting] spam as well. 

 

Did an in-line update from the previous live version and also tested with the version that had OAR bundled, with an update-save-restart cycle, haven't fully tested everything but at least base enslavement works, then the SD: [Waiting] spam stops after enslavement. 

Posted (edited)

I just uploaded a hotfix that should take care of the message spam.

I also noticed some compilation errors with a couple of scripts, fortunately they look like deprecated scripts anyway. 

I will look into that in a couple of days after the family obligations cool down.

Edited by DeepBlueFrog
Posted

Great to this on SE! :D

There is still the issue that ''punishment queu: adding Armbinder'' is not actually adding an Armbinder.  But shackles instead and those are removed 2 seconds later due to the sexlab or punishment scene. 

Posted (edited)

Hello, I have a question... do the kneeling and crawling animations no longer work at all, or did I just install it incorrectly?
Best regards and Merry Christmas!
🎄
Ah, I see, everything's clear and great work!

Edited by Krynn
Posted

If you are using the new OAR integration, there are changes with the way kneeling and crawling work:

- you cannot kneel or crawl unless you are enslaved

- if you are enslaved, you can no longer stand.

 

I will work on a fix in the coming days to remove both constraints or make them optional.

Posted

Still have one bad thing. After SD master sold PC by PaybackBitch quest, old master become invisible after location change and it is not following PC.

He is still present in game but is empty space when call to PC or teleport to him.

Is this from mod or my bug? Had this long ago in LE and SE and now have with this last update.

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