AphroditesEye Posted August 8, 2025 Posted August 8, 2025 (edited) Not sure how easy or difficult it would be to implement, but I think a half-decent solution to maintain the "immersive slavery" idea into Skyrim in a way that aligns with how LMAO is set up and not needing to rely on exterior mods would be to have female NPCs begin being equipped with Devious Device sets as the slavery level rises? I know Sexy Adventures has a feature where all female NPCs in a hold have to abide by nudity laws thats functional, you might be able to do something like that. Imo it'd fit with what the mod is already doing really well - a lot of these slavery mods have this issue where it feels like the player is the only character in the world actually being effected by these laws because NPCs don't see a change at all outside of sometimes dialogue. You could exempt NPCs in the "GovRuling" faction so that Jarls and their court aren't included. EDIT: Whoops! Just looked through the previous comments - seems like you already have something like this planned, and way more thought out than I did. Awesome, looking forward too it! Hope Devious Devices are taken into account as a possibility if you weren't planning them. Not entirely necessary, but would go an extra step to help with the immersion. Edited August 8, 2025 by AphroditesEye
thor3222 Posted August 8, 2025 Author Posted August 8, 2025 On 8/7/2025 at 4:17 AM, Vollkornstulle said: I´m still unhappy with Markarth: "The guards need to talk to you before you can pass. They don´t look happy." "We´ll handle things from here. Move along!" Can´t exit, can´t talk to a guard. I know Markarth in particular does some things with the guards and it might be hijacking the dialogue in a way that I haven't accounted for. My next version will have a way at least in the debug menu to just unlock the gate for cases like these until I can address them fully. (though this update is going slow cause apparently in the summer i have a life for some reason) That "We'll handle things from here. Move along!" is definitely not dialogue from my mod. im guessing its blocking dialogue from the main game. The annoying temporary solution might just be to disable tolls while in markarth through the mcm. After you do that run around enough to change cells and it should trigger if it doesn't right away. Based on what you are seeing im guessing your hostility is high, you could try doing setpqv lmao_city_markarth CityHarrassValue 0 (or any number really) then moving around the city to reset that. it might fix it for you. Once the whiterun kennel is up and out there will be a few shorter updates so i have more room to track down and fix issues like this. Multiple people have reported oddities with markarth so i think i need to spend some time playing the game and see what happens in markarth.
thor3222 Posted August 8, 2025 Author Posted August 8, 2025 6 hours ago, AphroditesEye said: Not sure how easy or difficult it would be to implement, but I think a half-decent solution to maintain the "immersive slavery" idea into Skyrim in a way that aligns with how LMAO is set up and not needing to rely on exterior mods would be to have female NPCs begin being equipped with Devious Device sets as the slavery level rises? I know Sexy Adventures has a feature where all female NPCs in a hold have to abide by nudity laws thats functional, you might be able to do something like that. Imo it'd fit with what the mod is already doing really well - a lot of these slavery mods have this issue where it feels like the player is the only character in the world actually being effected by these laws because NPCs don't see a change at all outside of sometimes dialogue. You could exempt NPCs in the "GovRuling" faction so that Jarls and their court aren't included. EDIT: Whoops! Just looked through the previous comments - seems like you already have something like this planned, and way more thought out than I did. Awesome, looking forward too it! Hope Devious Devices are taken into account as a possibility if you weren't planning them. Not entirely necessary, but would go an extra step to help with the immersion. Devious Devices implementation is always on the table generally as I love the mod. The biggest thing I need to do is make sure any devious devices implementations i do on the npcs doesn't cause performance issues, but that will be just sort of a build and test thing. I plan on using DD collars when i implement the collar rule stuff for the npcs so if all goes well there, adding more devices to npcs on higher slave levels is definitely on the table (and would be theoretically easy to implement at that point) 1
Kingslayer101 Posted August 9, 2025 Posted August 9, 2025 Is there way to use this mod's Tolls with SL Survival's Licenses? Im trying to use this mod with LPO but having trouble with doing basic things at the start of the playthrough Right now Im trying to figure out how to prevent the guard from instantly taking my stuff at the gate (using world events) and making me slave.
Very Tired Anna Posted August 10, 2025 Posted August 10, 2025 Hi sorry to bother you, but when I use the mod it never detects the law and crime system. No Guards forcegreet me or do something if I break the law. Is it because I use the mod in the middle of a playthrough?
Vollkornstulle Posted August 10, 2025 Posted August 10, 2025 5 hours ago, Very Tired Anna said: Hi sorry to bother you, but when I use the mod it never detects the law and crime system. No Guards forcegreet me or do something if I break the law. Is it because I use the mod in the middle of a playthrough? I had the same problem. For me it was that the papyrus extender I had installed was not on the newest version. Newest version works fine for me even on my unsupported Skyrim version (1.6.640). 1
Scautura Posted August 10, 2025 Posted August 10, 2025 On 8/8/2025 at 11:23 PM, thor3222 said: I know Markarth in particular does some things with the guards and it might be hijacking the dialogue in a way that I haven't accounted for. My next version will have a way at least in the debug menu to just unlock the gate for cases like these until I can address them fully. (though this update is going slow cause apparently in the summer i have a life for some reason) That "We'll handle things from here. Move along!" is definitely not dialogue from my mod. im guessing its blocking dialogue from the main game. "We'll handle things from here..." is from the Foresworn event that happens the first time you arrive in Markarth. I was coming to make a similar comment that it causes issues with paying the toll, but I see it's already come up! Effectively, it prevents paying the toll by guard in an area around the door (effectively around the market), and when I managed to find a guard I could pay (further down towards Cidhna mine) she took payment, but the door wasn't unlocked. Nothing I couldn't work around with the "pay at gate" option, but definitely something that might throw people. Perhaps it's possible to add a third option to the guard's dialogue along the lines of "just let me out of here" that leads into the toll payment.
thor3222 Posted August 11, 2025 Author Posted August 11, 2025 On 8/9/2025 at 12:31 PM, Kingslayer101 said: Is there way to use this mod's Tolls with SL Survival's Licenses? Im trying to use this mod with LPO but having trouble with doing basic things at the start of the playthrough Right now Im trying to figure out how to prevent the guard from instantly taking my stuff at the gate (using world events) and making me slave. I haven't used SL Survival for a while, so i think as long as you can disable sl survivals tolls it should be fine, since I dont touch tolls much in the main mod. If you use the world events stuff it should allow the LPO licenses to start getting included more naturally, so you aren't slapped with a billion licenses immediately. but you will have to enable that in the MCM. There is nothing inherently incompatible with my mod and SL survival for now (though my whiterun kennel is going to be in the same spot. Might make a patch for that who knows) On 8/10/2025 at 3:50 AM, Very Tired Anna said: Hi sorry to bother you, but when I use the mod it never detects the law and crime system. No Guards forcegreet me or do something if I break the law. Is it because I use the mod in the middle of a playthrough? Yeah, as @Vollkornstulle said, update papyrus extender. I believe you need more than 2.1 but that's from memory, not actually checked. 21 hours ago, Scautura said: "We'll handle things from here..." is from the Foresworn event that happens the first time you arrive in Markarth. I was coming to make a similar comment that it causes issues with paying the toll, but I see it's already come up! Effectively, it prevents paying the toll by guard in an area around the door (effectively around the market), and when I managed to find a guard I could pay (further down towards Cidhna mine) she took payment, but the door wasn't unlocked. Nothing I couldn't work around with the "pay at gate" option, but definitely something that might throw people. Perhaps it's possible to add a third option to the guard's dialogue along the lines of "just let me out of here" that leads into the toll payment. That's a good note. likely i just need to add some dialogue options to that branch. I'll give it a hunt and see if i can get that done for next update
DonQuiWho Posted August 11, 2025 Posted August 11, 2025 Sorry that this is probably something you'd rather not have asked. That goes for me too OOIC, for various reasons, after having tried for a while to make this run properly - something I just couldn't do as, basically, the guard encounters seem to be completely out of whack - I want to remove this mod from my game World Changes lifts out no bother and ReSaver fixes the save file just great But even with the whole of the rest of the thing 'deactivated', it still spews error spam into my logs, even when I thought nothing was now running at all And taking the file out of the load order, on then loading the last prior save, you get a 'Save file is corrupt' followed up by an instant CTD I'm probably not the only one trying to do this, so how do we remove it safely, please? TIA for any advice you can offer DQW
thor3222 Posted August 11, 2025 Author Posted August 11, 2025 1 hour ago, DonQuiWho said: Sorry that this is probably something you'd rather not have asked. That goes for me too OOIC, for various reasons, after having tried for a while to make this run properly - something I just couldn't do as, basically, the guard encounters seem to be completely out of whack - I want to remove this mod from my game World Changes lifts out no bother and ReSaver fixes the save file just great But even with the whole of the rest of the thing 'deactivated', it still spews error spam into my logs, even when I thought nothing was now running at all And taking the file out of the load order, on then loading the last prior save, you get a 'Save file is corrupt' followed up by an instant CTD I'm probably not the only one trying to do this, so how do we remove it safely, please? TIA for any advice you can offer DQW Eh the mod is very much in development, If someone is having issues with it, I don't take offense. That being said, I don't know if I can provide any help with removing it safely. The fact is removing just about any mod mid save is likely going to cause unintended consequences, especially bigger ones like this one. I don't know why it would be saying save file corrupt. This mod doesn't do a lot of persistent things in the game generally. the error log spam makes more sense, but I dont have much in the way of advice to resolve it. my guess is the object that tracks player moving between cells persists as it has a regular event it fires off, it probably is still trying to fire the event but doesn't see the script, hence the error code. that being said, I tried disabling my mod in my own save - granted, a different version, but one that i have made no changes that would effect this positively, if anything, it would cause more issues cause there are persistent elements (the whiterun kennel) and I didn't get a save file corrupt, and in papyrus logs while things did show up, it was only it trying to fetch the gate alias. My guess is more likely something resaver did is causing the problem. If I were you and wanted to continue your save with this remove, I would just remove the mod and live with the messy error logs. its skyrim, there are always messy error logs. THAT ALL BEING SAID - I have been very responsive when things are messed up, and in some cases have been able to provide mini patches to fix issues. Dialogue not so much, but if there is squireliness in the code I can generally help with that if you are willing to debug with me (preferably on the discord). But mod removal is super low priority for me to change. That's like one of those "The mod is feature complete, lets clean things up" sort of issues.
DonQuiWho Posted August 11, 2025 Posted August 11, 2025 35 minutes ago, thor3222 said: Eh the mod is very much in development, If someone is having issues with it, I don't take offense. That being said, I don't know if I can provide any help with removing it safely. The fact is removing just about any mod mid save is likely going to cause unintended consequences, especially bigger ones like this one. I don't know why it would be saying save file corrupt. This mod doesn't do a lot of persistent things in the game generally. the error log spam makes more sense, but I dont have much in the way of advice to resolve it. my guess is the object that tracks player moving between cells persists as it has a regular event it fires off, it probably is still trying to fire the event but doesn't see the script, hence the error code. that being said, I tried disabling my mod in my own save - granted, a different version, but one that i have made no changes that would effect this positively, if anything, it would cause more issues cause there are persistent elements (the whiterun kennel) and I didn't get a save file corrupt, and in papyrus logs while things did show up, it was only it trying to fetch the gate alias. My guess is more likely something resaver did is causing the problem. If I were you and wanted to continue your save with this remove, I would just remove the mod and live with the messy error logs. its skyrim, there are always messy error logs. THAT ALL BEING SAID - I have been very responsive when things are messed up, and in some cases have been able to provide mini patches to fix issues. Dialogue not so much, but if there is squireliness in the code I can generally help with that if you are willing to debug with me (preferably on the discord). But mod removal is super low priority for me to change. That's like one of those "The mod is feature complete, lets clean things up" sort of issues. Thanks for the reply. The problem, of course, is that I just can't remove it at all, as I can't load up any game from which it has been expunged. But so be it ...
thor3222 Posted August 11, 2025 Author Posted August 11, 2025 26 minutes ago, DonQuiWho said: Thanks for the reply. The problem, of course, is that I just can't remove it at all, as I can't load up any game from which it has been expunged. But so be it ... I'd recommend re-installing it, and in the debug page of the mcm just disabling it. After that it should be functionally turned off and you should still be able to play.
ironbondage Posted August 18, 2025 Posted August 18, 2025 (edited) Mod is fantastic, but any chance you could add support for OStim Standalone for the Body Searching? There is an OStim conversion for Body Search mod and its animations found Here: and Here: Additionally Support for paying toll and punishments via ostim as well would be awesome. (I'm stuck on ostim because of its awesome ahegao expressions mod and OTooTiredToMove) Edited August 18, 2025 by ironbondage 1
tuyulgugel Posted August 18, 2025 Posted August 18, 2025 Hostility rate are suppose to decay everyday right? But it doesn't seem to be the case for me... infact, it never decays. I tried with multiple new saves, but still no decay happening. Any idea what might be causing this?
thor3222 Posted August 18, 2025 Author Posted August 18, 2025 3 hours ago, ironbondage said: Mod is fantastic, but any chance you could add support for OStim Standalone for the Body Searching? There is an OStim conversion for Body Search mod and its animations found Here: and Here: Additionally Support for paying toll and punishments via ostim as well would be awesome. (I'm stuck on ostim because of its awesome ahegao expressions mod and OTooTiredToMove) No on the OStim body search anims. Why? Cause @krzp made some new awesome standalone ones that will be in the next version of the mod, removing the need for the body search mod entirely. That being said, support for ostim vs sexlab is something planned, and I'll look into potentially prioritizing that for the update after next (Next update is the whiterun kennel, the following few updates are going to be smaller nice to haves while doing bug fixes and stability updates and such). I haven't personally used Ostim, I mostly just need to look into the api, and probably add a new mcm option to choose which sex mod is called. 2 hours ago, tuyulgugel said: Hostility rate are suppose to decay everyday right? But it doesn't seem to be the case for me... infact, it never decays. I tried with multiple new saves, but still no decay happening. Any idea what might be causing this? My guess is its likely bugged. I haven't done a lot of specific look on the decay stuff, but I'll keep that in mind and see if the same is happening to me. The code is in for it, but it may need to be tweaked. If I can replicate it a fix will be in the next version.
Technomager Posted August 19, 2025 Posted August 19, 2025 Hi There! Love the concept of the mod but Im having some issues with it, im trying to enter whiterun, and the first time I did I was able to pay the toll to get in and out just fine, but after I ran some errands in game, I came back and I cannot pay the toll outside anymore, I can COC into whiterun and the interior guards work just fine, if I leave using the city gates the exterior guards work again, but if I leave and come back again, they break again. according to the dev console, the doors say that my toll is unpayed. I can use the purchase at gate setting to bypass this, but only when guards are happy, if the guards are angry I still do not get any dialog options relating to the mod
thor3222 Posted August 20, 2025 Author Posted August 20, 2025 16 hours ago, Technomager said: Hi There! Love the concept of the mod but Im having some issues with it, im trying to enter whiterun, and the first time I did I was able to pay the toll to get in and out just fine, but after I ran some errands in game, I came back and I cannot pay the toll outside anymore, I can COC into whiterun and the interior guards work just fine, if I leave using the city gates the exterior guards work again, but if I leave and come back again, they break again. according to the dev console, the doors say that my toll is unpayed. I can use the purchase at gate setting to bypass this, but only when guards are happy, if the guards are angry I still do not get any dialog options relating to the mod I'm not entirely sure what is happening here, that is very odd behavior. The only way i can think is having all of these: alternate payment off hostility high you have toll payments max hostility below your hostility level but thats just theory. Since it sounds like you use the pay at gate option, you can use this script to potentially fix the issue for you. This disables the hostility limit for the payments at the gate, so as long as there isn't another condition causing the issue you should be able to still get through. unzip it and overwrite the comparable file in LMAO/scripts. (I'd recommend saving the old one as backup, I don't think I did anything new with this particular script that would throw an issue but im deep into the next major update and providing quick script fixes is tricky) Let me know if it works for you or not. If not, my guess is actually the gate isn't switching for some reason, and I would bet your papyrus logs are a mess. But these are all guesses. Scripts.zip
cmam123 Posted August 26, 2025 Posted August 26, 2025 I really like the concept of your mod—it’s exactly the kind of Skyrim adult framework mod I’ve always wanted: a lightweight humiliation-style mod that strictly oppresses female PC. From my experience so far, could you add a mechanism that prevents random frisking from triggering when the PC is in a SexLab scene? On one hand, being forced into dialogue during a scene feels very immersion-breaking; on the other hand, it seems to easily cause some freeze errors. Although these can be resolved through debug options, it’s still quite troublesome.
thor3222 Posted August 28, 2025 Author Posted August 28, 2025 On 8/26/2025 at 10:40 AM, cmam123 said: I really like the concept of your mod—it’s exactly the kind of Skyrim adult framework mod I’ve always wanted: a lightweight humiliation-style mod that strictly oppresses female PC. From my experience so far, could you add a mechanism that prevents random frisking from triggering when the PC is in a SexLab scene? On one hand, being forced into dialogue during a scene feels very immersion-breaking; on the other hand, it seems to easily cause some freeze errors. Although these can be resolved through debug options, it’s still quite troublesome. Yeah certainly not intended. I'll either address this on the next update or the following one. The searching guards are a little overzealous sometimes.
cmam123 Posted August 28, 2025 Posted August 28, 2025 (edited) On 8/28/2025 at 8:20 AM, thor3222 said: 是的,当然不是故意的。我会在下次更新或再下下个更新里解决这个问题。搜查的警卫有时有点过分热心。 Well, yes. And based on my recent experience, it also seems incompatible with some cinematic cutscenes. During the public execution in the "Balazar's Bitch" quest, guards would trigger the frisking mechanic, which unfortunately disrupted the cinematic experience... Edited August 29, 2025 by cmam123
thor3222 Posted August 30, 2025 Author Posted August 30, 2025 On 8/28/2025 at 5:53 AM, cmam123 said: Well, yes. And based on my recent experience, it also seems incompatible with some cinematic cutscenes. During the public execution in the "Balazar's Bitch" quest, guards would trigger the frisking mechanic, which unfortunately disrupted the cinematic experience... Yeah, I need to clear out the aliases or pause the execution of the package during dialogue or scenes. I should have done scenes from the beginning, but I was reluctant to do dialogue cause the search only happens in cities, and you are in dialogue a lot. but I think rarely having random searches happen is better than having it interrupt gameplay
Kamikatana Posted September 1, 2025 Posted September 1, 2025 Small bug that I wanted to report that happened to me. For the LMAO World Changes MCM Menu options, if you have PW installed but not Ancient Profession (as I had SPP installed), both the PW and AP menu items don't show up. Only Hydra and Licenses. There is a actually a gap between Licenses and Hydra, and PW doesn't show below Hydra. Once I installed AP and reloaded, then both the AP and PW menu items showed up again. Not a big deal but does limit the prostitution mod choices :). Great mod. Thanks.
noctred Posted September 3, 2025 Posted September 3, 2025 Had the following buggy (?) experiences - 1. A guard stopped me at the Whiterun gate as I was leaving and said he needed to search me. Searched me, found some drugs, strip searched me, handed out a punishment, then allegedly gave me my clothes back and told me to get lost. Allegedly because the interaction ended but the clothes were nowhere to be found. Certainly not on the ground or in my inventory. Dunno where they went. 2. A guard stopped me in the middle of Whiterun and searched me, which went fine. However, as the search was ending, the same guard immediately initiated another search dialogue, which bugged out and froze both me and the guard in place. Had to reload. 3. The Whiterun Gate Guard NPC repeatedly force greets me as I approach him but has nothing to say. No relevant dialogue topics. I don't know if there's supposed to be a topic available or what the deal is. This happens consistently every time I move out of his immediate range and back in. If I look at him with NFF, it says his AI package is 1403C101 from LMAO.esm. 4. Crime detection seems to not be working for me at all. I can cast spells, swing swords, run around naked, pick locks in plain sight or whatever, and the guards just ignore me. I tried setting the 'Good Reputation Chance' sliders to 100 and disabling the lazy guard setting altogether. They still don't do anything. Dunno if I'm missing something.
jfraser Posted September 6, 2025 Posted September 6, 2025 i love this idea - a slow buildup of increasingly misogynistic laws leading to outright slavery is exactly what i want. however, right now the changes happen too quickly, imo. obviously I am not suggesting you change things to fit my particular opinion but i am requesting an eventual (I know it is still a work in progress ) setting where we can set the timing of the changes ourselves. also, integration with public whore as a later pre-slavery implementation would be lovely. keep up the great work!
VahzahVulom Posted September 7, 2025 Posted September 7, 2025 (edited) On 8/21/2025 at 2:20 AM, thor3222 said: I'm not entirely sure what is happening here, that is very odd behavior. The only way i can think is having all of these: alternate payment off hostility high you have toll payments max hostility below your hostility level but thats just theory. Since it sounds like you use the pay at gate option, you can use this script to potentially fix the issue for you. This disables the hostility limit for the payments at the gate, so as long as there isn't another condition causing the issue you should be able to still get through. unzip it and overwrite the comparable file in LMAO/scripts. (I'd recommend saving the old one as backup, I don't think I did anything new with this particular script that would throw an issue but im deep into the next major update and providing quick script fixes is tricky) Let me know if it works for you or not. If not, my guess is actually the gate isn't switching for some reason, and I would bet your papyrus logs are a mess. But these are all guesses. Scripts.zip 3.28 kB · 2 downloads is your hostility lvl meant to be below 0 as mine reads -6 and could that be causing the issue Edited September 7, 2025 by VahzahVulom
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