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Posted (edited)
1 hour ago, Thoraag said:


So with the escort punishments (just march of shame for now, but not for long) they are only going to fire if you are already wearing a collar (ZAZ or DD). However, this is obviously not the best situation for it anyway cause not everyone is going to be using one of those 2 mods, AND there is definitely a logic issue I introduced with this (you need to wear a collar for like 8 hours for that to trigger. 

I will be soon be including physical leashes now that the leash framework has made some collarless physical leashes, which will work well with the system as an always available option, maybe with some option limits idk. Trying to figure that out. 

I also am looking into how to make the escort punishments get picked more generally (the punishments picking is very rudimentary, i need to add weights and stuff). If you just want to test it, you can fire it most consistently by enabling debug mode, wearing a collar, and using the action wheel to fire it. It does get picked up in normal gameplay but the cirumstances are admittedly too fussy right now.

Ohhh, so ideally it starts being a punishment once the holds turn to slaver holds.
Makes sense. Normal Skyrim = fines, Slaver Skyrim = more humiliating rules and punishments.
😃

Oh and allow me to drop an idea:
once we are in full on slavery mode and wearing a collar, perhaps a rule that forbids slaves to run around the town. Just slow walking -we wouldn't want anyone to think the slaves are trying to run away.
As a consequence we could have weighted action: either have shackles equipped or be attached to a post in the middle of the town square with the new leash framework,
Collar exemption could be used to prevent that "mustn't run" rule from being enforced in case some players think it's too annoying.
 

Edited by Garfieldcat
Posted
3 hours ago, Garfieldcat said:

Ohhh, so ideally it starts being a punishment once the holds turn to slaver holds.
Makes sense. Normal Skyrim = fines, Slaver Skyrim = more humiliating rules and punishments.
😃

Oh and allow me to drop an idea:
once we are in full on slavery mode and wearing a collar, perhaps a rule that forbids slaves to run around the town. Just slow walking -we wouldn't want anyone to think the slaves are trying to run away.
As a consequence we could have weighted action: either have shackles equipped or be attached to a post in the middle of the town square with the new leash framework,
Collar exemption could be used to prevent that "mustn't run" rule from being enforced in case some players think it's too annoying.
 


Yeah, basically. I consider it a higher tier of punishment cause it interrupts normal gameplay, and is straight up an escalation - during escort you can have basically all the effects from the 1st tier punishments happen all at once. So escort punishments are more second tier so it feels harsher. A 3rd tier would be punishments that might kill the player or cause long term gameplay interruption (and likely all be off by default because of that)


I've thought about a walking crime in the past - I think it fits the idea well, and generally with the nsfw stuff taking your time and walking like normal is more thematic anyway, Problem is as you noted - it could get annoying, and I think it would get annoying very fast. I think if I did, i'd put punishment chances super low so you wouldn't get confronted for it often. 

My other concern is I don't know how accurate the isRunning/isSprinting functions are. For example - in the escorts i nerf the players speed. But the player is technically in running mode - would they get flagged? I suppose in this case it doesn't matter, cause im already blocking other crimes from being committed - but its an example cause other mods adjust movement speed as well. 

Posted
12 hours ago, Thoraag said:

Yeah i'll look into location tagging in a minor version or 2, cause right now the npc rules basically just go on in the city broadly, but no nuance is set up yet for the interiors that it would effect. 

Incredible. Dream feature tbh.

 

12 hours ago, Thoraag said:

For your idea - changing faction names is a bad idea and won't work how you hope. I read for those factions so if you change the name they simply wont work. moving things around in the factions (like cutting the jarls out of exempt for instance) is totally fine though, and the point of the DISTR file. I just set up the npcs based on how I thought makes the most sense for my game, but its not been iterated on enough, and my tastes aren't everyones.

Nah that's cool, figured it would probably bust something but couldn't hurt to ask.

 

Unfortunately, now that I'm looking at the file properly, I've stumbled upon some more questions (sorry!).

 

Spoiler

1. If the WC_Rich_Faction tracks NPCs for the purpose of being dynamically affected by the laws, then if I removed the Jarl's court and such from Faction = WC_Exempt_Change_Faction, like you said, they'd be treated like regular rich NPCs, right? Is that why they're listed under WC Rich Faction in the first place, so that they get treated as rich instead of whatever the wealth checker finds in their inventory in case some busybody like me goes around chopping them from the exemption list? 'Cause I was wondering what the point would be in categorising them under a rich keyword for a system that they're explicitly immune to. But that actually makes sense.

 

(Sorry if that was a dense question, I'm kind of a rank amateur).

 

2. In order to do the above, I'd have to remove both the modded faction (WC_Jarl) and the vanilla faction (JobJarlFaction) from the exemption list, right?

 

3. Ingun, Serana and Vittoria Vici and a few other regular NPCs are listed as exempt from removal in the default DISTR file, which seems redundant as they wouldn't be targeted, right? Is this a mistake or some kind of future proofing?

 

12 hours ago, Thoraag said:

I have SOME story ideas for SOME of the immune NPCs, but very long term, and maybe never happening. The Immune NPCs are set for a reason. Example: Elisef is the queen or whatever, a position of great power. In Skyrim proper, she is ruling and such. Stripping her naked with no context doesn't make sense, especially as the other npcs still defer to her. If I were to change that, I would want to really change that and make that fit, but that is a mammoth story change undertaking that inheritely has compatibility issues.

Understandable. Elisif in particular would probably end up going the way of that Boethia quest restoration thing that loads of people have tried and wind up bricking everything.

 

I'm guessing the ideas you do have (if you ever decided to pull the trigger on them) are probably to do with non-capital Jarls that already have vanilla conditions set for being deposed? Then again, that'd involve digging into the Civil War spaghetti code...

Posted
1 hour ago, swb2025 said:
  Hide contents

1. If the WC_Rich_Faction tracks NPCs for the purpose of being dynamically affected by the laws, then if I removed the Jarl's court and such from Faction = WC_Exempt_Change_Faction, like you said, they'd be treated like regular rich NPCs, right? Is that why they're listed under WC Rich Faction in the first place, so that they get treated as rich instead of whatever the wealth checker finds in their inventory in case some busybody like me goes around chopping them from the exemption list? 'Cause I was wondering what the point would be in categorising them under a rich keyword for a system that they're explicitly immune to. But that actually makes sense.

 

(Sorry if that was a dense question, I'm kind of a rank amateur).

 

2. In order to do the above, I'd have to remove both the modded faction (WC_Jarl) and the vanilla faction (JobJarlFaction) from the exemption list, right?

 

3. Ingun, Serana and Vittoria Vici and a few other regular NPCs are listed as exempt from removal in the default DISTR file, which seems redundant as they wouldn't be targeted, right? Is this a mistake or some kind of future proofing?

 

Understandable. Elisif in particular would probably end up going the way of that Boethia quest restoration thing that loads of people have tried and wind up bricking everything.

 

I'm guessing the ideas you do have (if you ever decided to pull the trigger on them) are probably to do with non-capital Jarls that already have vanilla conditions set for being deposed? Then again, that'd involve digging into the Civil War spaghetti code...


1. Rich faction is CURRENTLY only going in the manageable NPCs. but it can be used in begging to adjust how much the actor may pay out. It could be used to adjust their attitude towards the player. But yes, if you remove it from the exempt cahnge faction they will be treated like regular npcs. 

2. yes I think so

3. no downside in overkill. i don't look for precision when its not called for. 

Nothing is off the table story wise. I'd rather go the extra mile for something interesting than do something simple and good enough. 

Posted
32 minutes ago, Thoraag said:

1. Rich faction is CURRENTLY only going in the manageable NPCs. but it can be used in begging to adjust how much the actor may pay out. It could be used to adjust their attitude towards the player. But yes, if you remove it from the exempt cahnge faction they will be treated like regular npcs. 

Genuinely didn't even think about begging. Good point.

 

32 minutes ago, Thoraag said:

3. no downside in overkill. i don't look for precision when its not called for. 

Fair enough. Just didn't know if they were special for any reason.

Posted

I have a request for what would (hopefully) be a minor added feature:

 

Have the mod recognize when the pc is engaged in a SL animation and not initiate a body search. Twice now I've had my DB be in the middle of a gangbang and one of the guards decides to initiate a body search. Because the dialogue gets repeatedly interrupted by the already in play animation, the body search never fully completes. I have a suspicion that this is what is causing my workbench autoexit bug, as the last few times I've had this bug crop up has been after a body search has been initiated while my character is already engaged in another SL animation sequence.

 

Sadly, once the bug takes hold in the game, it's virtually impossible to get rid of it, rendering any workbench use almost impossible (crafting, enchanting, tempering, cooking, etc)

Posted (edited)
1 hour ago, IBAGadget said:

I have a request for what would (hopefully) be a minor added feature:

 

Have the mod recognize when the pc is engaged in a SL animation and not initiate a body search. Twice now I've had my DB be in the middle of a gangbang and one of the guards decides to initiate a body search. Because the dialogue gets repeatedly interrupted by the already in play animation, the body search never fully completes. I have a suspicion that this is what is causing my workbench autoexit bug, as the last few times I've had this bug crop up has been after a body search has been initiated while my character is already engaged in another SL animation sequence.

 

Sadly, once the bug takes hold in the game, it's virtually impossible to get rid of it, rendering any workbench use almost impossible (crafting, enchanting, tempering, cooking, etc)


Are you on the latest? I don't remember if its in the latest here but it should be at least on the version of the site (though that is updating tonight regardless). There is a new /interface/lmao/events.json that lets you define events that will disable searches. (and any other confrontation event i fire)

Sexlab is already registered for that, but I'll double check if there are paths I may have missed. It hasn't shown up for me since the change

Edited by Thoraag
Posted

I just switched to the latest LL version so we'll see what happens. For now I have Random Searches turned off.

Any chance of adding a toggle to allow random searches just by the guards at the gate? (chance that they search you when you enter/exit the city, rather than randomly walking around

Posted
1 hour ago, IBAGadget said:

I just switched to the latest LL version so we'll see what happens. For now I have Random Searches turned off.

Any chance of adding a toggle to allow random searches just by the guards at the gate? (chance that they search you when you enter/exit the city, rather than randomly walking around


yes! I'll actually get that in tonights changes, cause its been a source of confusion for a while. 

Random searches enabled will enable the random forcegreet searches, a new toll searches enabled setting will enable toll searches, on by default. 

That being said, if you were still on like the .3.7 version or whatever, searches are going to be pretty drastically changed in the latest versions. you likely won't get interrupted during events for crimes or searches anymore, searches process much more smoothly and exit much more cleanly. 

Posted

oh, that is most excellent. I'm looking forward to that.

 

and yah, I was still on 0.3.7.4.9

it's so hard to find mods on this site that I wind up missing out on updates a lot of the time.

Posted (edited)
53 minutes ago, IBAGadget said:

oh, that is most excellent. I'm looking forward to that.

 

and yah, I was still on 0.3.7.4.9

it's so hard to find mods on this site that I wind up missing out on updates a lot of the time.


It is up and available now https://skyrim-lmao.gitlab.io/LMAO-Mod/download/latest/

and yeah, you should find it all behaves much nicer now.

 

Edited by Thoraag
OMG IM STUPID AND POSTED MY 127.0.0.1 LOCALHOST ADDRESS
Posted

With my usual luck to run into some bugs and glitches ...

 

1. I got random searched in the middle of the scene where a guard reports to Jarl Balgruuf about the dragon sighting at the watchtower. By EXACTLY this guard lol. He searched me, took my clothes and then casually went to rest in the barracks while still being in the scene, no possibility to talk to him or interact. 

 

2. When I first came to Markarth, all guards at the gates (including the one added by the mod) were locked into the modified dialog (after witnessing Waylin killing Margret). So I got locked in Markarth and could only move on after advancing the Forsworn Conspiracy quest.

 

The second one I'd consider a major bug, because it hits literally every time. But I still kinda enjoyed the predicament, so maybe you can even play around it - like allright, city is in lockdown, the only way out is through the Cidhna mine.

Posted
On 9/29/2026 at 4:51 AM, Thoraag said:

Nudity crime is on. When there is a clothing or armor license in place, nudity crime automatically drops off. This is because the clothing license may leave the player without any means to cloth themselves, and I don't want to criminalize that while making them pay, its just a cause for a constant cycle of annoyance. 

 

I'd rather just make a discount on clothing/bikini license and made it possible to be sold at the gates. 

Or maybe decriminalize it generally for the owned and collared slaves, by which I mean wearing a collar and having a follower (even better, a devious one)

Posted
6 hours ago, Thoraag said:


It is up and available now https://skyrim-lmao.gitlab.io/LMAO-Mod/download/latest/

and yeah, you should find it all behaves much nicer now.

 

 

Thanks for the update

 

FWIW, If you activate this in MO2, but leave 0.3.7.4.9 activated, the latter has a bunch of files that are not overwritten.  Can we be sure that the new version does not 'call' any of those?

 

(The same was true for on installing the interim Github/Discord versions also)

 

TIA for advice on this

 

DQW

Posted (edited)
3 hours ago, DonQuiWho said:

 

Thanks for the update

 

FWIW, If you activate this in MO2, but leave 0.3.7.4.9 activated, the latter has a bunch of files that are not overwritten.  Can we be sure that the new version does not 'call' any of those?

 

(The same was true for on installing the interim Github/Discord versions also)

 

TIA for advice on this

 

DQW


I am 1000% sure those files aren’t doing anything for you. I don’t plan on deleting the last of each major version, but not because they have files some are missing. For modlists that may reference it and haven’t had a chance to update

Edit: I'll note I'm also experimenting with consolidating scripts for dialogue fragments as my dialogue count continues to grow (up to 2500+ now), so in the near future there might be an update that cuts literally thousands of files.

Edited by Thoraag
Posted
2 hours ago, Alexvkj_new said:

With my usual luck to run into some bugs and glitches ...

 

1. I got random searched in the middle of the scene where a guard reports to Jarl Balgruuf about the dragon sighting at the watchtower. By EXACTLY this guard lol. He searched me, took my clothes and then casually went to rest in the barracks while still being in the scene, no possibility to talk to him or interact. 

 

2. When I first came to Markarth, all guards at the gates (including the one added by the mod) were locked into the modified dialog (after witnessing Waylin killing Margret). So I got locked in Markarth and could only move on after advancing the Forsworn Conspiracy quest.

 

The second one I'd consider a major bug, because it hits literally every time. But I still kinda enjoyed the predicament, so maybe you can even play around it - like allright, city is in lockdown, the only way out is through the Cidhna mine.


1. I’ll double check my blocker script there. I cleaned up a ton of those interruptions but I was player focused, it’s possible I didn’t look at if the actor themselves was in a scene. 
 

2. Yes I NEED to fix that markarth issue. I’ll try to do that this week for the next push. 

Posted
2 hours ago, Alexvkj_new said:

 

I'd rather just make a discount on clothing/bikini license and made it possible to be sold at the gates. 

Or maybe decriminalize it generally for the owned and collared slaves, by which I mean wearing a collar and having a follower (even better, a devious one)


hmmmm no promises on any time soon, but I’ll think about how this could be potentially functional.

 

It sounds like maybe the nudity law needs some slave dependent switches, like slaves immune or slaves required nudity

 

So that we can leave the nudity law on but have fallbacks for the players/npcs if they aren’t clothed

 

right now I have nudity law hard locked off if the clothing law is in place, cuse it naturally strips so many pcs that would otherwise get in trouble. I’d have too see the complexity of adding that nuance

Posted

Having tried 0.4.0.3 for a bit today I strongly believe the issues I reported have been fixed, no console spam, tolls keep working, and I cannot see any similar errors from this mod in my Papyrus Log.

 

Also I'm seeing some fun things on the way with that Maid rule?

Will be interesting to see how that works once fully implemented, 

A suggestion though would be to have a link to (and perhaps an image) of each of the maid attire mods in the FOMOD description of them.

Just so that it's easier to compare them and to find them.

Posted
1 hour ago, Thoraag said:

It sounds like maybe the nudity law needs some slave dependent switches, like slaves immune or slaves required nudity

 

I think this is something better left to the actual slavery mod to decide. As if when you're owned, your master or mistress carries all responsibility and sets the rules. 

Otherwise it will collide with things like custom slave outfits, whore armors etc (Lola, DF). Also, sometimes the owner controls player's gold (again, like DF and Lola), but then it's player's problem how to get and afford the license. I'd recommend this one: follower manages licenses

Posted
1 hour ago, Ursur1major said:

Having tried 0.4.0.3 for a bit today I strongly believe the issues I reported have been fixed, no console spam, tolls keep working, and I cannot see any similar errors from this mod in my Papyrus Log.

 

Also I'm seeing some fun things on the way with that Maid rule?

Will be interesting to see how that works once fully implemented, 

A suggestion though would be to have a link to (and perhaps an image) of each of the maid attire mods in the FOMOD description of them.

Just so that it's easier to compare them and to find them.


Huzzah! let me know if you find anything else! 

Yes! maids - not my thing to be honest but I went down a rabbithole and a tester threw it out, and I was already building a similar rule so it felt appropriate to slot in. 
So: Last update I added the ability during begging when you are asked for sex, you can lead the actor somewhere private to do it. This lead to me thinking about what we could do if the player brought the actor to their home. I decided to scaffold out "squatters"

if you bring an npc to your home for sex, there is a chance they won't leave after. They will decide to live there. They will make demands of the player, and there will be a power balance thing that happens. You give into his demands, he gains some power. You refuse, you gain some power. Sometimes he won't take no for an answer, and force himself on you, other times he will just continue to pester you, to try to get you to give in. 

The more you give in, the more dug in he gets, and the more abusive his requests get. His demands might be instead of something short term, like blowing him or getting him food, might be instead long term rules he expects you to follow. 

I was building a rule where you are required to be naked in the house at the same time someone asked about maybe he makes them their maid. Then some animations were made, some behaviors were figured out, and maids for squatters is happening in the next couple versions (and squatters - i have like 80 dialogues written for them but they are soft disabled right now) 

Long term there will be more onboarding potential from squatters with stalkers, maybe escort interrupt options, blackmailers, etc. When it comes out though it will be a hard to find subfeature of a subfeature of a subfeature lol. 

BUT YES! I will be improving the FOMOD so it links to and provides images of the mods, as well as providing a few more maid outfit options. There is a KID file so you can quickly patch your own preferred maid mods to be detectible, but the patches allows the squatter to provide them to you. 

Posted
2 hours ago, Alexvkj_new said:

 

I think this is something better left to the actual slavery mod to decide. As if when you're owned, your master or mistress carries all responsibility and sets the rules. 

Otherwise it will collide with things like custom slave outfits, whore armors etc (Lola, DF). Also, sometimes the owner controls player's gold (again, like DF and Lola), but then it's player's problem how to get and afford the license. I'd recommend this one: follower manages licenses


its a good point - cause i know those rules exist. I don't think I would build something that would allow your master or mistress to make rules that conflict with LMAO's. I'd be more likely to figure out some integration to change how the rules work so your master doesn't force you to do illegal things. 

I mean unless your master is royalty if he was forcing his slave to do something illegal at LEAST the slave would still be arrested, but probably the master as well. 

But either of those things are a more long term thing I need to figure out, and will have to wait until i dig deeper into followers specifically.

Posted
6 hours ago, Thoraag said:


I am 1000% sure those files aren’t doing anything for you. I don’t plan on deleting the last of each major version, but not because they have files some are missing. For modlists that may reference it and haven’t had a chance to update

Edit: I'll note I'm also experimenting with consolidating scripts for dialogue fragments as my dialogue count continues to grow (up to 2500+ now), so in the near future there might be an update that cuts literally thousands of files.

 

Fine

 

Thanks for the reply

 

DQW

Posted
On 9/28/2026 at 7:45 PM, Thoraag said:


Can you check to make sure you have SPID, and that the WC_DISTR.ini file exists and is there? 

The slavers get the WC_Slaver keyword, and this is set based on a bunch of factions from other mods I know, but its possible I don't have a specific mods slavers registered yet, so if you let me know where the slavers come from that would also clarify it. if you have more informative console, check your kills for that wc_slaver keyword

I checked in the console and they do have the WC_Slaver keyword applied.  It seems to not be subtracting when they die though.

Posted
14 minutes ago, Janik said:

I checked in the console and they do have the WC_Slaver keyword applied.  It seems to not be subtracting when they die though.


If you could, give me papyrus logs from a run where you killed some bandits.

Posted

Some more strange things:

 

1. Whiterun didn't require toll to be paid when I was on the main quest. To warn the Jarl and to bring the dragonstone. Is it a bug or feature?

2. When the licenses kicked in, the steward offered me a lifetime license to the configured price, and a normal one at a little discount

 

The configured values were 1000 septims for 5 days. So, paying 1000 septims for lifetime doesn't sound that oppressive. 645 was offered for normal one

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