lollllllllllnope Posted September 3, 2025 Author Posted September 3, 2025 12 hours ago, spirit141 said: Is there away where you can get capture more than once and at rqndom times you sleep anywhere except player homes or safehouse from the legacy of the dragonborn mod Unfortunately not; this quest is designed to only be played once. If that's something you're looking for, though, I recommend checking out Sanguine's Debauchery; every time you sleep there's a chance you'll be taken to Sanguine's Dreamworld and used/abused
Lilzt3hcat Posted September 4, 2025 Posted September 4, 2025 Found another way to get a crash related to teleports. Its not waiting for the SL scene to actually complete sometimes. if the SL scene has not actually completed it'll try and move you while a scene is technically still going, likely breaking things causing a crash. I'd recommend some sort of cooldown period after a scene plays to ensure SL and other things hooked to a SL scene like wetfunction and alike get a chance to shutdown. Otherwise for example this crash can easily be duplicated for me by just allowing repositioning of the scene since it'll for some reason count as if the scene is over even though I'm just 'moving it' and CTD. Further: I've also tested this by using a different script, from CCAS starts where it'll just do a SL scene and doesn't have a teleport, no crash after the scene ends. If I manually teleport to the jail cell while not doing a SL scene, again no crash. This is why I'm thinking its the teleporting before the script has had a chance to actually end.
Jack005 Posted September 13, 2025 Posted September 13, 2025 Soooo are they able to r**e you on your cell or is just decoration?? Also I getting a lot of freezings trying to escape by force, pretty sure is new aroused doing one on me, but not sure at all, because I already temporarily disable it on its mcm, also kinda I having a kind of weird animation of my char doing smithing when interrogator punch/wip/creature bitte too much, but part from that really good mod and really good work I also really would want this to be a simple slavery ++ outcome and repeatable event, I'm so glad to see that LL community is not dead after all this years
lollllllllllnope Posted September 24, 2025 Author Posted September 24, 2025 On 9/4/2025 at 12:18 AM, Lilzt3hcat said: Found another way to get a crash related to teleports. Its not waiting for the SL scene to actually complete sometimes. if the SL scene has not actually completed it'll try and move you while a scene is technically still going, likely breaking things causing a crash. I'd recommend some sort of cooldown period after a scene plays to ensure SL and other things hooked to a SL scene like wetfunction and alike get a chance to shutdown. Otherwise for example this crash can easily be duplicated for me by just allowing repositioning of the scene since it'll for some reason count as if the scene is over even though I'm just 'moving it' and CTD. Further: I've also tested this by using a different script, from CCAS starts where it'll just do a SL scene and doesn't have a teleport, no crash after the scene ends. If I manually teleport to the jail cell while not doing a SL scene, again no crash. This is why I'm thinking its the teleporting before the script has had a chance to actually end. Thanks for the report! I'm working on an update and I'll try to address this 1
lollllllllllnope Posted September 24, 2025 Author Posted September 24, 2025 On 9/13/2025 at 2:08 AM, Jack005 said: Soooo are they able to r**e you on your cell or is just decoration?? Also I getting a lot of freezings trying to escape by force, pretty sure is new aroused doing one on me, but not sure at all, because I already temporarily disable it on its mcm, also kinda I having a kind of weird animation of my char doing smithing when interrogator punch/wip/creature bitte too much, but part from that really good mod and really good work I also really would want this to be a simple slavery ++ outcome and repeatable event, I'm so glad to see that LL community is not dead after all this years No, they won't rape you in your cell; I didn't want SexLab scenes to interfere with potential escape attempts. (Also, it's LoversLab, you can say the word "rape".) Just so I understand better--your character starts playing the smithing animation after being beaten too much? That's really weird; I'd suspect a conflict with other animation mods. It'd be helpful if you could share what other animation stuff is in your modlist And I'm working on a Simple Slavery integration! It's below "bug fixes" and "female interrogator" on the priorities list, but it IS on the priorities list, so hopefully we'll get there eventually haha 2
Jack005 Posted September 26, 2025 Posted September 26, 2025 On 9/24/2025 at 12:23 PM, lollllllllllnope said: No, they won't rape you in your cell; I didn't want SexLab scenes to interfere with potential escape attempts. (Also, it's LoversLab, you can say the word "rape".) Just so I understand better--your character starts playing the smithing animation after being beaten too much? That's really weird; I'd suspect a conflict with other animation mods. It'd be helpful if you could share what other animation stuff is in your modlist And I'm working on a Simple Slavery integration! It's below "bug fixes" and "female interrogator" on the priorities list, but it IS on the priorities list, so hopefully we'll get there eventually haha I know but usually nowdays people are some what touchy soo Im kinda used to censor to not cause mayor troubles, Reallyyy nice on the SS++ integration Ill wait for it hyped, ss++ needs urgently more mods On the animation issue at hands It could be something around DAR + AnimObject Swapper, Free Movement for SGT (Skyrim got talent), Skyrim got talent, I would say mostly AnimObject swapper Also I would add a chair to the player cell, because if you're using precision mod, punches or impact to the player character would mess it, and one form to revert that ragdoll condition/issue after impacts is just a vanilla animation like sitting for example
necromancycorvidae Posted September 29, 2025 Posted September 29, 2025 my game is crashing every time i finish the first sex scene, i'm unsure what to do. the se engine fixes mod didn't help. everything triggers fine but then it crashes as i get a blackout, i assume this is the transition crashing that seems common, but like i said the engine fixes aren't working
lollllllllllnope Posted September 29, 2025 Author Posted September 29, 2025 2 hours ago, necromancycorvidae said: my game is crashing every time i finish the first sex scene, i'm unsure what to do. the se engine fixes mod didn't help. everything triggers fine but then it crashes as i get a blackout, i assume this is the transition crashing that seems common, but like i said the engine fixes aren't working It's a bug that seems to be related to some of the audio files that are supposed to play while you're in your cell. I'm working on a fix
necromancycorvidae Posted September 29, 2025 Posted September 29, 2025 It's a bug that seems to be related to some of the audio files that are supposed to play while you're in your cell. I'm working on a fix ahh, i see, thanks. good luck, keep up the good work, you're doing great!!
lollllllllllnope Posted October 11, 2025 Author Posted October 11, 2025 Okay! I've finally uploaded version 1.0.2, which should hopefully resolve at least some of the crashes people have been reporting. The audio files have been reworked and the scripts have had a few pauses added to reduce errors; if you've been having trouble getting CBT to work for you, give the new version a try and let me know how it goes 2
Lilzt3hcat Posted October 11, 2025 Posted October 11, 2025 0 crashes with a playthrough of latest version. 👍
brewmasterhal Posted October 11, 2025 Posted October 11, 2025 I noticed that this mod edits the Player NPC record, which overwrites other changes like those made by Unique Player mods. Made a patch that merges the edits from CBT and Unique Player 3. CBT-UP3 Patch.esp
brewmasterhal Posted October 11, 2025 Posted October 11, 2025 I would normally expect to see an MCM menu included with a mod like this to do things like turn the various torture methods on/off or set weights for a dice roll system. Since there is no such menu, and I was curious how the mod is implemented (don't get many with actual voice acting) I did some digging. For anyone who doesn't want to see some of the torture methods (I'm not into the poison, fear, or familiar stuff so much), here is how you turn things off: Open the mod in xEdit Expand the dialog record 0621faae Each of the INFO subrecords here is an empty dialog that executes a script, which then begins a scene. You can look at the VMAD section and find the script property that points to a given quest e.g. 06336513 has a script with a property that points to CBTS_Torture_Fear, which is a quest stub that runs a scene and terminates. Find the INFOs that start the quests you don't want to see, and add a condition that cannot ever be true. I like to use Subject.GetIsRace(AlduinRace) == 9999, which will be false even if the condition is called on Alduin himself. Copy your condition to each of the INFOs you don't want, and they should never appear. Hypothetically, it should be possible to instead modify the reference to the unwanted quest to point to something you'd like to see more often. So, instead of changing form 06336513 to have an impossible condition, you change the reference to CBTS_Torture_Fear [QUST:06331408] to be a reference to CBTS_Torture_Choke [QUST:062c1c5a] (or whatever is more desirable to you). I'll do some experimentation with the second type of modification later. For now, here's an example patch file that turns off poison, fear, and familiar torture. CBT No X Patch.esp 1
lollllllllllnope Posted October 11, 2025 Author Posted October 11, 2025 43 minutes ago, brewmasterhal said: I would normally expect to see an MCM menu included with a mod like this to do things like turn the various torture methods on/off or set weights for a dice roll system. Since there is no such menu, and I was curious how the mod is implemented (don't get many with actual voice acting) I did some digging. For anyone who doesn't want to see some of the torture methods (I'm not into the poison, fear, or familiar stuff so much), here is how you turn things off: Open the mod in xEdit Expand the dialog record 0621faae Each of the INFO subrecords here is an empty dialog that executes a script, which then begins a scene. You can look at the VMAD section and find the script property that points to a given quest e.g. 06336513 has a script with a property that points to CBTS_Torture_Fear, which is a quest stub that runs a scene and terminates. Find the INFOs that start the quests you don't want to see, and add a condition that cannot ever be true. I like to use Subject.GetIsRace(AlduinRace) == 9999, which will be false even if the condition is called on Alduin himself. Copy your condition to each of the INFOs you don't want, and they should never appear. Hypothetically, it should be possible to instead modify the reference to the unwanted quest to point to something you'd like to see more often. So, instead of changing form 06336513 to have an impossible condition, you change the reference to CBTS_Torture_Fear [QUST:06331408] to be a reference to CBTS_Torture_Choke [QUST:062c1c5a] (or whatever is more desirable to you). I'll do some experimentation with the second type of modification later. For now, here's an example patch file that turns off poison, fear, and familiar torture. CBT No X Patch.esp 4.79 kB · 0 downloads Thank you for documenting that! An MCM is on the future roadmap (and turning specific methods on/off is definitely one of the features I want to include) but I've gotta learn how to build MCMs first lol 😅 2
KirovNod Posted October 12, 2025 Posted October 12, 2025 Is that possible to add an option to execute the player?
lollllllllllnope Posted October 12, 2025 Author Posted October 12, 2025 4 hours ago, KirovNod said: Is that possible to add an option to execute the player? I mean, right now you can have the player die simply by taunting the interrogator into having you executed, and then not running away/fighting back. Did you have something else in mind?
huhyeahso Posted October 13, 2025 Posted October 13, 2025 i still have the crash at the end of the first day, i have all the required mods.
lollllllllllnope Posted October 13, 2025 Author Posted October 13, 2025 1 hour ago, huhyeahso said: i still have the crash at the end of the first day, i have all the required mods. Can you describe a little bit more about what happens right before the crash? Are you passing out from being tortured, or being moved after a rape? Also, do you have a crash log?
poporaltemporal Posted October 13, 2025 Posted October 13, 2025 I was about to download the update but found it weird that the old files were like 142mb and the new file is like under 40mb.
huhyeahso Posted October 13, 2025 Posted October 13, 2025 It happens at the end of the first day in captivity, i get a message in the middle of the screen akin to "enough for today" then the crash happens. no crash log is generated with the trainwreck crash log mod.
huhyeahso Posted October 13, 2025 Posted October 13, 2025 my bad i didnt install the latest version, its quite confusing when the versions have big size differences
lollllllllllnope Posted October 13, 2025 Author Posted October 13, 2025 7 hours ago, poporaltemporal said: I was about to download the update but found it weird that the old files were like 142mb and the new file is like under 40mb. Yup, that's because I compressed the largest audio files into a different format (that is also, bonus, less crash-prone). It's mentioned in the "What's New in Version 1.0.2" notes at the bottom of the mod page 1
lollllllllllnope Posted October 14, 2025 Author Posted October 14, 2025 3 hours ago, huhyeahso said: my bad i didnt install the latest version, its quite confusing when the versions have big size differences Fair enough. I've added a note to the top of the page to clarify the change, and have removed the previous versions of the mod to reduce confusion. 1
Blinder Posted October 14, 2025 Posted October 14, 2025 There seems to be a problem with the LOD next to Whiterun, and it comes from this mod (disabling it, seems to fix the issue) I have installed the latest Engine Fixes. I am on 1.5.97. Can you check it out?
Lenore Posted October 14, 2025 Posted October 14, 2025 9 hours ago, Blinder said: There seems to be a problem with the LOD next to Whiterun, and it comes from this mod (disabling it, seems to fix the issue) Same with me, am on AE. 1
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