El_Duderino Posted January 14 Author Posted January 14 On 1/12/2026 at 12:53 PM, LAPHIEL said: hmm maybe i need to restart the quest, I could only configure the clothes... i will try again! ( on the other side, MCM would allow a simple and easy change of 'opinion' mid quest) I think MCM can be done as a plugin, though I never made anything related to MCM would have to look into it Oh, I may have "oversold" the configuration options. The blacksmith quest has the most diverse options including a normal blacksmith apron and metal devices only. The maid quest has only options for which kind of dress you prefer. I like your idea of allowing some time off for at least some of the quests. This should be doable without a complete overhaul of the existing quest setup and timers. On 1/13/2026 at 10:12 AM, Assassinqww said: I really wish tasks could be initiated in a more immersive manner, rather than through the console. Thanks for the heads-up about this! That immersive option already exists: Simple Slavery! All of the non-voluntary quests of this mod are Simple Slavery ++ outcomes. The voluntary tavern quest can be started through dialogue with the innkeep. Check if your SS++ mod is up to date if this mod's quests don't show up. https://www.loverslab.com/files/file/13531-simple-slavery-plus-plus/ The console commands are only workarounds for those who don't use SS++. I have just realized that I never wrote anything about SS++ on the mod's description page. I have now rectified that -- thanks for bringing this oversight to my attention!
LAPHIEL Posted January 14 Posted January 14 Well i am glad i wasnt halucinating;) I have some more difficulties tho. the tasks the blacksmith is giving are giving me issues. 1st one was to get some iron ore - ok no prob, went talked broghht back, but then he wanted me totan some leather, but I was given none ( it was a clean start so I have no resources/money) am I doing something wrong or should I go murder things till I get leather?
El_Duderino Posted January 14 Author Posted January 14 3 hours ago, LAPHIEL said: he wanted me totan some leather, but I was given none Thanks much for the heads-up! What you have discovered there is a major logical error in the inventory tracking. Instead of creating a new count for the raw materials before every task roll, the script adds the current ingredient count to the total from the previous count. So for example, if you had 2 pelts before task A and used 1 pelt in task A, it would calculate 3 pelts before task even though there's only one in the storage chest at that point. I'll fix that ASAP, hopefully already tomorrow. The upcoming patch should work on existing saves even with the smith quest already running.
El_Duderino Posted January 15 Author Posted January 15 BUGFIX RELEASE: Version 1.2.1 Hotfix Fixed a bug in how the smith quest counted the raw materials in storage. This could lead to tasks rolling for which you didn't have the needed resources in storage. (Note that firewood-based items are always ignored as you can craft them at any time at the woodchopping block or smelter.) It is completely safe to update mid-playthrough from the previous version, even when the smith quest is already running. @LAPHIEL This should address the issue you described earlier. Thanks again for reporting this!
TheMaze. Posted January 15 Posted January 15 3 hours ago, El_Duderino said: BUGFIX RELEASE: Version 1.2.1 Hotfix Fixed a bug in how the smith quest counted the raw materials in storage. This could lead to tasks rolling for which you didn't have the needed resources in storage. (Note that firewood-based items are always ignored as you can craft them at any time at the woodchopping block or smelter.) It is completely safe to update mid-playthrough from the previous version, even when the smith quest is already running. @LAPHIEL This should address the issue you described earlier. Thanks again for reporting this! Thanks for the fix. I'll test it out soon! 1
LAPHIEL Posted January 18 Posted January 18 had to reload earlier save but seems to work. Now I only need ability to switch between simple shackles/colar and the fancy sDD stuff ( mainly because iwant to use this mod with few others and the belt and stuff are in the way;P
El_Duderino Posted January 18 Author Posted January 18 5 hours ago, LAPHIEL said: Now I only need ability to switch between simple shackles/colar and the fancy sDD stuff Awesome! Thanks so much for the feedback. Whew, it is a relief that this pesky bug seems to be squashed (at long last!) I'll see what I can to with regards to expanding the wardrobe. The smith quest will be the easiest to work with as it already has the widest variety of options. I'm beginning to like the idea of being able to change the chosen devices at a later point. I'm trying to come with options to make that possible while in character: Maybe we can convince the owner to change our wardrobe for a fee (say, an expansion of our "work contract" by a few days?)
LAPHIEL Posted January 19 Posted January 19 well i would love it if in the original dialogue there would be another option besides " what are those shiny items" maybe "those things look heavy" I wouldn't mind ZAZ dependencies too;P
aefkawd Posted January 26 Posted January 26 On 1/15/2026 at 4:36 PM, El_Duderino said: BUGFIX RELEASE: Version 1.2.1 Hotfix Fixed a bug in how the smith quest counted the raw materials in storage. This could lead to tasks rolling for which you didn't have the needed resources in storage. (Note that firewood-based items are always ignored as you can craft them at any time at the woodchopping block or smelter.) It is completely safe to update mid-playthrough from the previous version, even when the smith quest is already running. @LAPHIEL This should address the issue you described earlier. Thanks again for reporting this! Amazing, downloading this to test asap. Thank you! 1
Alisss Posted February 1 Posted February 1 Not sure if it's been experienced before, but my blacksmith quest (Dawnstar, if that helps) asked me to put materials I had to craft into my storage chest, but didn't complete after I put them there. Taking them out and putting them back in also doesn't complete the quest step. Rustleif won't give me another task to do until I've completed this one, either, so it seems like it's not recognizing that I've put them there. Would I get a quest step to put the (in my case) iron ingots into the chest? Because if so, I didn't receive this quest marker/step. How would I solve this? Is this a bug?
El_Duderino Posted February 1 Author Posted February 1 1 hour ago, Alisss said: Not sure if it's been experienced before, but my blacksmith quest (Dawnstar, if that helps) asked me to put materials I had to craft into my storage chest, but didn't complete after I put them there. Taking them out and putting them back in also doesn't complete the quest step. Rustleif won't give me another task to do until I've completed this one, either... Thanks for reporting this, which is a new issue to me. I'll investigate, though a few more details might help to narrow it down: Do you remember which specific item you were told to craft? Did you actually produce enough items? Did you by any chance click through the dialogue quickly? There are several scripts firing during the dialogue to update the quest status. Quickly clicking through dialogue can sometimes cause those scripts to not get processed properly, especially when your Papyrus is already heavily stressed. Turning in the crafted things should be the last step of any task. Whether or not you put it into the storage chest is up to you, the quest/smith doesn't care. The storage chest inventory will be used to determine which tasks are allowed to roll, so if you don't put stuff in there you'll always get the most basic tasks (chop wood, fetch deliveries). Meanwhile, these two console commands should allow you to ask the smith for the next task: "SetPQV SIS_Q_Master HasTask false" "SetPQV SIS_Q_Master HasTaskTimeElapsed 0"
Alisss Posted February 1 Posted February 1 4 minutes ago, El_Duderino said: Did you by any chance click through the dialogue quickly? My guilty pleasure... This might have been it, and if I still have the save, I'll definitely try to complete it at the quest's regular pace, but I click through everything. I simply read too fast. 6 minutes ago, El_Duderino said: Do you remember which specific item you were told to craft? Did you actually produce enough items? Iron ingots and yes, I did. I had 8 on me when completing the quest. Seeing as the blacksmith quest offers me the most fun, I'll continue it with the fix you've suggested, but I've come across something that might not necessarily be intended in the maid questline. When being given a shopping list for groceries, the quest tells you to go talk to Carlotta, who's within the city walls and thus is a valid person to talk to, but also to Gwendolyn outside of the walls, which seems to not be allowed and gets you into trouble. Is this an oversight? Perhaps a Carlotta failsafe, should she somehow end up dead?
El_Duderino Posted February 1 Author Posted February 1 (edited) 44 minutes ago, Alisss said: I click through everything. I simply read too fast. "Been there, done that" 44 minutes ago, Alisss said: Iron ingots and yes, I did. I had 8 on me when completing the quest. Thanks! I couldn't find anything in the task setup and dialogue for iron ingots. Here's hoping that it was indeed a case of the dialogue script not firing, as otherwise this might turn into a search for a needle in the haystack. I did however notice another oversight, though probably not related to the issue with the ingots: Currently, there's no dialogue for the smith when you turn in your work without actually having enough of the crafted items in your inventory. 44 minutes ago, Alisss said: When being given a shopping list for groceries, the quest tells you to go talk to Carlotta, who's within the city walls and thus is a valid person to talk to, but also to Gwendolyn outside of the walls Yup, that's another oversight! Gwendolyn was mainly intended as a fallback option, but I forgot to add those tasks to the whitelist of tasks where the guards allow you to leave the city. Edited February 1 by El_Duderino
El_Duderino Posted February 1 Author Posted February 1 Version 1.2.2 Bugfix Release Smith quest: added a missing dialogue option for the smiths when you want to end a task but don't have enough of the ordered items in your inventory. Live-in Maid quest: added missing exception for the guards to let you leave the city when ordered to get groceries from Carlotta or Gwendolyn (who's outside of he city) It is completely safe to update mid-playthrough from the previous version, even when the quests are already running. Only the mod's main download (Devious Slavery and Servitude.zip) was changed; no need to re-download any of the other files.
Jack005 Posted February 5 Posted February 5 Waiting for your "no overhaul requirement" version pls dm me when you make one, I have to install like 10+ mods to install this one (the two overhauls and the 8+ patches)
El_Duderino Posted February 6 Author Posted February 6 2 hours ago, Jack005 said: Waiting for your "no overhaul requirement" version pls dm me when you make one To quote myself from the mod's download page: "I am aware that not everybody likes the two Overhaul mods, but (at least for now) I won't be offering a version of the mod without them." I may eventually try and strip the CACO dependency, but that won't happen any time soon (if at all) and definitely not before I'm sure that I'm done adding stuff or making changes to this mod.
kpalk Posted February 9 Posted February 9 There'r lots of mods are not compatible with versions after 1.5.97. The hard requirements of this mod makes it impossile to try even I really love the idea of the mod. Is that possible to release a version that has fewer requirements? 1
El_Duderino Posted February 10 Author Posted February 10 8 hours ago, kpalk said: There'r lots of mods are not compatible with versions after 1.5.97. This mod is definitely not one of them. It was built in CK version 1130 and play-tested in 1170 (Steam AE). It definitely works in later versions than 1.5.97. I also haven't had any issues with the dependencies, they all work just fine in 1170, too. The mod doesn't have a SKSE dll, so it might even work in older version of the game if one has matching versions of the dependencies. Though this is only a hypothesis.
johnhamm Posted February 15 Posted February 15 Glad to see a player slavery mod that's unisex and doesn't involve watching animations for 30 minutes! I'm looking forward to the non CACO version since I've got a big mod list with a lot of CACO warnings/patches
ThatIsAll Posted February 16 Posted February 16 I have been looking for a non sexual slavery mod for a long time so I was happy to see this, but while I know the mod is called Devious slavery but I was wondering if it would be possible to make a version without devious devices. Hell if anyone knows of a tutorial on how to do it I would gladly make the adjustments myself for my own personal use.
blackoperations Posted February 20 Posted February 20 (edited) Where is the version without the creation club dependencies? Or can I dummy them out? Edited February 20 by blackoperations
El_Duderino Posted February 20 Author Posted February 20 17 hours ago, blackoperations said: Where is the version without the creation club dependencies? Or can I dummy them out? Aw man, did I forget to clean the masters again? Those pesky creation crap buggers keep re-inserting themselves every time I save the mod in the CK. You can absolutely replace them with dummy esp; I'm not using anything from them in this mod (at least not that I know of...) 1
Darsie Posted February 26 Posted February 26 (edited) This mod looks like the experience I've been looking for for a while. I'm just in the process of selling off all my potions as a precaution before installing the crafting and alchemy overhauls to make this mod possible. Can someone tell me if the "Relaxed Dresses", which I know makes it easier to walk, also removes the unimmersive plastic clothing look as well? Edited February 26 by Darsie
El_Duderino Posted February 27 Author Posted February 27 10 hours ago, Darsie said: Can someone tell me if the "Relaxed Dresses", which I know makes it easier to walk, also removes the unimmersive plastic clothing look as well? Thanks for the kind comments. Alas, the relaxed dress option won't change the appearance of the dress. Currently, only the blacksmith quest offers a selection of outfits that don't include ebonite (latex). I do want to expand the dress options in a future update, but it's a lot of tedious work and I haven't been able to find enough patience for it yet. 10 hours ago, Darsie said: selling off all my potions as a precaution before installing the crafting and alchemy overhauls This is only speculation on my part, but installing the overhauls mid-playthrough might not be a good idea. They make profound changes to the base game and also need to be pretty high up on your load order, throwing all kinds of references in your savegame into disarray. I'd recommend to wait until you start a new game before you install CACO and CCOR. 1
Darsie Posted February 27 Posted February 27 2 hours ago, El_Duderino said: Thanks for the kind comments. Alas, the relaxed dress option won't change the appearance of the dress. Currently, only the blacksmith quest offers a selection of outfits that don't include ebonite (latex). I do want to expand the dress options in a future update, but it's a lot of tedious work and I haven't been able to find enough patience for it yet. This is only speculation on my part, but installing the overhauls mid-playthrough might not be a good idea. They make profound changes to the base game and also need to be pretty high up on your load order, throwing all kinds of references in your savegame into disarray. I'd recommend to wait until you start a new game before you install CACO and CCOR. That's a shame. I usually run three or four characters at a time, rather than playing through one character till I tire of them and then starting another. So that means abandoning quite a lot just for one mod. Are the Ebonite costumes part of all the scenarios?
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