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Devious Slavery and Servitude


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Posted
19 hours ago, Darsie said:

Are the Ebonite costumes part of all the scenarios?

Yes. The smith quest is the only one that allows other outfits. I never planned the other scenarios for more variety of outfits and have yet to find a good way to allow other types of clothing without causing myself a lot or re-writing of dialogues and scripts.

 

19 hours ago, Darsie said:

So that means abandoning quite a lot just for one mod.

Are you using Mod Organizer? With MO, you can set up multiple profiles with different load orders. That way, you can test new mods and can switch back to your previous load order / savegame at any time.

Posted
22 hours ago, El_Duderino said:

Yes. The smith quest is the only one that allows other outfits. I never planned the other scenarios for more variety of outfits and have yet to find a good way to allow other types of clothing without causing myself a lot or re-writing of dialogues and scripts.

 

Are you using Mod Organizer? With MO, you can set up multiple profiles with different load orders. That way, you can test new mods and can switch back to your previous load order / savegame at any time.

I'm using Vortex. 

  • 2 weeks later...
Posted

Hey uh, not sure if anyone mentioned it yet, but I just had the situation that I should bring a delivery to the battle-born farm, did that and when I returned the guard was upset because he wasn't informed I was allowed outside and upon my return, my contract got extended as a result of it. That doesn't really feel fair. Maybe the quest could be prolonged by one stage like a "return to the city" part to prevent the 'not-informed' state or something? I didn't even take any detours. 

Also had the case of the guards outside getting upset at me being out to go grocery shopping before, though in that case he mentioned that I was 'taking too long', although I went straight out and just left the city. That felt weird, too.

All of this more FYI. 

Posted
11 hours ago, Sexydemigoddess said:

Hey uh, not sure if anyone mentioned it yet, but I just had the situation that I should bring a delivery to the battle-born farm, did that and when I returned the guard was upset because he wasn't informed I was allowed outside and upon my return, my contract got extended as a result of it.

Hi and thanks much for reporting this. What you describe is not the intended behaviour -- when you have a mission to go somewhere outside of the city, you are definitely not supposed to get in trouble. The return timer was also intended to be quite easy. I will investigate both issues.

 

Meanwhile, running the two console commands below before leaving the city on your next task outside of the city walls might help.

Spoiler

Set SIS_G_MaidTaskExpectedEndDay to 999

SetPQV SIS_Q_MaidQuest TaskOutsideCity true

 

Posted

Bugfix Release

  • Fixed objective markers for Battleborn fetch quests. They will no longer point to Gwendolyn outside of the city walls when your task doesn't allow you to leave the city.
  • Increased maximum allowed time away from the city for tasks outside of the city walls.
  • Cleaned the masters (again) to get rid of the Creation Crap.
  • 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.
Posted (edited)

Might make a difference for the length of the walk if you have to go to the farm via the roads and slow down sometimes due to the heels. Also I had to search a bit to find the right NPC haha so maybe that played a role in this. Thanks for the console commands, I'll see next time if that'll help.

Edit: Thanks for the update, lol, should've refreshed :D


Is there a way for me to reduce the contract length by a couple of days after I got punished for no good reason? 

Edited by Sexydemigoddess
Posted
5 hours ago, Sexydemigoddess said:

Is there a way for me to reduce the contract length by a couple of days after I got punished for no good reason? 

Yes, you can use the console to fix that... and also cheat, so spoiler means spoiler below. ;) 

Spoiler

SetPQV SIS_Q_MaidQuest EnslavementEndDate [#]

 

-> replace the "[#]" in the command by the gameday that you want your contract to end. This uses the GameDaysPassed global variable, which is the total time passed in-game since you started the game. If you want to substract a certain number of days, you can look up the current value of EnslavementEndDate by scrolling through the output of "sqv SIS_Q_MaidQuest"

Posted
On 3/11/2026 at 4:10 PM, El_Duderino said:

 

Heya! sorry to bother,i started the Inn quest with a 14 day contract, 32 days has passed and im still unable to free myself, and when i ask for a quest i only get "Not at the moment,return later" i also tried to use the "SetPQV SIS_Q_MaidQuest EnslavementEndDate " but says its not found for parameter quest. any help?

Posted
5 hours ago, BIGMANKILLER said:

Heya! sorry to bother,i started the Inn quest with a 14 day contract, 32 days has passed and im still unable to free myself, and when i ask for a quest i only get "Not at the moment,return later" i also tried to use the "SetPQV SIS_Q_MaidQuest EnslavementEndDate " but says its not found for parameter quest. any help?

Hi, that's no bother at all! Which of the inn quests are you playing, the voluntary one where you asked the innkeeper for work, or the enslaved on in Windhelm?

 

For the voluntary quest, you should be able to quit any time, even before the end of your contract, through the innkeeper dialogue "I want to quit". For the enslaved quest in Windhelm, that dialogue is "Is my time here finally over?"

 

The "return later" thing for the extra tasts is likely because the tasks are only on offer once a day. In any case, I'll check the dialogue conditions in case something is wrong there.

 

For the SetPQV command, you're using the wrong quest (SIS_Q_MaidQuest is the Battle-Born house maid quest). You'll want this one:

"SetPQV SIS_Q_Tavern ContractEndDate #" and replace # by the gameday of your choice. If you want to end the quest immediately, just type 1 here, which puts the end date in the past. The innkeeper should let you out of the quest when you speak to them.

  • 4 weeks later...
Posted

Mod Update:

Version 1.3 +++ New Content!

 

+ New Trading Quest: Help out fellow citizens by giving them devious keys! Speak to an innkeeper to begin ("Can you help an unskilled worker?" topic). They'll tell you who in the hold might be in need of a key. They will give you a small payment as reward for your charity. You may have one key quest active per each type of devious key (restraint, chastity, piercing). 

 

+ New Place to Live: Rentable Cellar! For a modest weekly payment, you can now rent a cellar under Nazeem's Chillfurrow Farm. Has two beds, some furniture and plenty of storage including functional book, potion and drink shelves*. You can light and extinguish the candles in the cellar.

 

I want to expand this rent-a-cellar system to other holds in a future update.

 

It is safe to update the mod mid-playthrough.

 

  • 2 weeks later...
Posted
3 hours ago, Nightdragon72 said:

will There be some sort of Punishments Sometines in the Future currenly you can just run away use the Devious Devices MCM to get rid of the  Devices 

There should already some punishment in form of a steep bounty after a while of being "AWOL", though I don't remember if I set it up for every quest in the mod. The mod kind of assumes that you're a trained slave, as otherwise the smith or innkeeper probably wouldn't have bought you in the first place.

 

There's also a technical aspect to this, as it's really difficult to set up and enforce such a punishment. Also, player taste would probably vary even more about that and cheating your way out with the DD MCM would still be an option. If a player really wants out, I don't want to stand in their way. 

Posted
19 hours ago, joeUncle69 said:

Is there a way to avoid DD requirements during quests?

The blacksmith quest has options to remain without DDs, but I think that's currently all.

Posted

Hello, wanted to try this with the maid quest, but when I put in the command as written nothing happens. I don't get an error saying that the quest isn't found or anything.

 

Also, the command for the indentured servitude teleports me and elda monologues about the rules, but then no outfit is equipped and no quest starts.

 

I'm not really sure what I've done wrong or how to troubleshoot this since this mod seems to have very few dependencies

Posted

can we get a version of the mod that does not require the alchemy and cooking overhaul since i think i speak for some people here that don't use that mod since it is not that compatible with many mods that do food related stuff since it changes core recipes and even renames certain ingredients or just outright replacing it with the one from the mod

Posted

If I get a task to make something for the blacksmith, where is the iron? I don't see any in the slave chest and it says I'm stealing if I use the ones by the forge. 

  • 2 weeks later...
Posted
On 5/12/2025 at 4:24 PM, MentallyUmStable said:

I'm on the newest version of Skyrim and I downloaded all of the requirements but I'm getting this error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF68DFF74A0 SkyrimSE.exe+01D74A0    mov rax, [rcx+0x30]

 

I looked it up and apparently something is wrong with the papyrus scripts? That's all I could find online. I do use Papyrus NG, if that plays a role.

crash-2025-05-12-15-19-19.log 23.94 kB · 1 download

 

Edit: Nevermind I'm dumb af sometimes. I forgot I deleted the CC content but was using the CC version of the mod. After downloading the CORRECT version, all worked fine. I'll leave this up as a reminder to others to double check the version you installed lol.

hey, sorry to bother but im also getting a crash on start up with this mod

is CC creation club and do you know what the correct version is?

Posted
11 hours ago, big smoke9 said:

hey, sorry to bother but im also getting a crash on start up with this mod
is CC creation club and do you know what the correct version is?

As far as I know, crashing on game start is usually caused by missing plugins. Check that all required mods from the download page are installed and activated in your load order.

The four CC items that come bundled in Skyrim AE are probably hard requirements, too, because I think that CACO requires them. That's all I can think of at the moment.

  • 2 weeks later...
Posted
17 hours ago, ilovetea69 said:

is it possible to get this working with gourmet?

I don't know. What is gourmet? You probably don't mean the NPC in the game. ;) 

  • 2 weeks later...
Posted

ok so...there is still no "non-CACO" version of this, right? i have complete crafting but CACO requires waaay too many patches for my load order...

Posted

Hi @Spoilerman thanks, I did not know about that Gourmet mod. 

 

A non-CACO version probably won't happen any time soon. One issue is that it means creating a fork of the mod which would then fall behind any future additions to the main version. Another issue is admittedly a lack of motivation on my part as de-CACO-fying requires editing quest/script properies, dialogue text and dialogue conditions. All of which are areas of the CK where it's easy to make mistakes and which are a bit tedious, especially for something that I'll never use myself. 

 

In theory, the mod should be playable if you use an empty dummy .esp for CACO -- and avoid the quests which make use of CACO ingredients (the two tavern quests and the Battle-Born quest). The rest should work if you can live with a bunch of log errors at startup that shouldn't affect the long-term stability of the game.

Posted
23 minutes ago, El_Duderino said:

Hi @Spoilerman thanks, I did not know about that Gourmet mod. 

 

A non-CACO version probably won't happen any time soon. One issue is that it means creating a fork of the mod which would then fall behind any future additions to the main version. Another issue is admittedly a lack of motivation on my part as de-CACO-fying requires editing quest/script properies, dialogue text and dialogue conditions. All of which are areas of the CK where it's easy to make mistakes and which are a bit tedious, especially for something that I'll never use myself. 

 

In theory, the mod should be playable if you use an empty dummy .esp for CACO -- and avoid the quests which make use of CACO ingredients (the two tavern quests and the Battle-Born quest). The rest should work if you can live with a bunch of log errors at startup that shouldn't affect the long-term stability of the game.

i see....i can try to install caco and see how many messages pop up (for sure apothecary will need a patch, maybe legacy of the dragonborn) it's a pity because i was looking for an outcome mod for simple slavery (tried a few others but they are buggy as hell) and this looked really immersive.

 

in any case, check simonmagus' mods, his group has a lot of overhauls (even a religion one) who knows, you might get inspired to make a new "servitude" mod (like fork at the temple)

also, since this is a servitude mod, may i introduce you to "sweeping organizes stuff"? it basically lets you sweep with a broom and reset the clutter around you

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