kaxat Posted July 31, 2025 Author Posted July 31, 2025 14 hours ago, johnhamm said: In terms of the rules customisation, is it possible to set rules specific to followers? And a current/potential follower distinction? SPID finishes doing its tweaks before you see the main menu. It has no way of knowing who your current follower is. You haven't even loaded a save yet. It has no clue about any of your choices. So you can not distinguish current followers in SPID. But you can target the PotentialFollower and PotentialHireling factions to customize all potential vanilla followers. And many mod added followers. 9 hours ago, lovalter said: I don't understand why this keeps applying a slave outfit to my follower. She has the SESNeverEnslave keyword, I exluded her from slave outfit distribution, and yet every time I remove her restraints a new set gets equipped That keyword should be assigned as early as possible. Before SPID assigns other keywords. Try not grouping the assignment with anything else. Target the ref directly. And do it in a file prefixed with AAA. That will help ensure your rule runs first. Of course it could be a different problem. It might not even be SPID or SES2 that is causing this issue. Especially if you are dealing with a custom follower. Vilja for instance will get beyond glitchy when you use the mod long enough. Randomly equipping and unequipping clothes Vilja once had in her inventory. Glitches abound in follower mods.
lovalter Posted August 2, 2025 Posted August 2, 2025 If I understand correctly, only NPCs with SESSlave/SESAltOutfit keyword should have slave outfits, right? If that's the case I think something is bugged, cause SOC is applying Zap outfits to NPCs without those keywords
kaxat Posted August 3, 2025 Author Posted August 3, 2025 @lovalter SESAltOutfit means they do not get an SOC outfit. But it has to be assigned early for SPID to see it and skip the outfit. SPIDs load order is a rabbit hole. You will have to dive down it on your own. SESSlave means they should get a slave outfit if nothing overrides. Again you have to understand SPID load orders. Which are not documented. Trial and error is the best educator. Also keep in mind that recent versions of SPID delay in giving out outfits but will still apply keywords at compile time. Even if it has not applied the runtime outfit yet they will still get the keyword. And if it previously applied the outfit but has since removed the keyword they will keep the outfit until it does its thing. Basically recent versions of SPID are semi random if you look too close. There are countless other ways an actor can be given an outfit. It does not have to be SES2 or SPID.
lovalter Posted August 3, 2025 Posted August 3, 2025 1 minute ago, kaxat said: @lovalter SESAltOutfit means they do not get an SOC outfit. But it has to be assigned early for SPID to see it and skip the outfit. SPIDs load order is a rabbit hole. You will have to dive down it on your own. SESSlave means they should get a slave outfit if nothing overrides. Again you have to understand SPID load orders. Which are not documented. Trial and error is the best educator. Also keep in mind that recent versions of SPID delay in giving out outfits but will still apply keywords at compile time. Even if it has not applied the runtime outfit yet they will still get the keyword. And if it previously applied the outfit but has since removed the keyword they will keep the outfit until it does its thing. Basically recent versions of SPID are semi random if you look too close. There are countless other ways an actor can be given an outfit. It does not have to be SES2 or SPID. The outfit in question is absolutely from SOC. It is equipped to actors without the SESSlave keyword. That much is certain (if I remove SOC outfit goes away)
kaxat Posted August 3, 2025 Author Posted August 3, 2025 @lovalter Most of the outfits are randomly applied when SPID compiles its rules. Meaning that exiting the game and restarting can change the results. You do not need to change load orders for that. This makes debugging tricky. Removing SOC necessitates closing the game and restarting. So keep that in mind. That is one of the many random chances you will be working against when debugging. I believe SOC includes a debug spell that dumps the outfit name and items to the console. If there is any question what outfit the person has you can use that. If you are running newer versions of SPID you will logically get times where the keyword is missing but the outfit is present. See the second paragraph of my previous post for an explanation. This is probably the explanation. I leave it to you to debug with this knowledge in hand.
lcewolf Posted August 16, 2025 Posted August 16, 2025 (edited) It is normal i don't find any esp or esl inside the Zip?. If it is. How do we iniatiate this mod? In the version 1.03 it add esp Edited August 16, 2025 by lcewolf
Alkemy Posted August 28, 2025 Posted August 28, 2025 If I wanted to play slaverun reloaded would I use this version or SES1?
Lusciouslochs Posted August 30, 2025 Posted August 30, 2025 anyone else trying to install with MO2 and mo2 instantly crashes upon attempt?
mnonyhc Posted September 7, 2025 Posted September 7, 2025 (edited) I've got most of the mod working. Everyone is enslaved and looking great but the ASF section isnt working for my setup. 2 Possible issues I can see is either no scenes are being triggered due to having only females. However I do have FF animations active to those should be playing. Another possible reason is using sexlab p+, calling scenes with multiple tags works a little diferent compared to regular SL. I'll bow down if someone manages to distribute TNG addons to females based on their mod or keyword. I've banged my head into that for several hours but I fundamentally don't understand how TNG does stuff Edited October 17, 2025 by mnonyhc
Talesien Posted October 11, 2025 Posted October 11, 2025 On 10/8/2025 at 11:23 AM, TheOpu123 said: this would be sick with a mcm menu The parts where that makes sense do have an MCM. The parts controlled via SPID distributed keywords, outfits, etc. ... it's effectively impossible to make an MCM for that. That said there is an extension for ini writer, that allows you to create/edit spid files using a GUI: https://www.nexusmods.com/skyrimspecialedition/mods/90427 1
Dr.Modz Posted November 1, 2025 Posted November 1, 2025 (edited) Is it possible to make it register npcs from other mods? For example populated skyrim hell edition? It doesn't seem to mess with npcs from other mods on its own. Nevermind it seemed to fix itself after some time passed. Edited November 2, 2025 by Dr.Modz
pmc1261 Posted November 17, 2025 Posted November 17, 2025 can't get it to work. I've installed, redownloaded, and restarted, multiple times and nothings working. got all the required mods and still nothing
Nuascura Posted November 26, 2025 Posted November 26, 2025 @kaxat I've been trying to debug this issue where enemy bandits (which don't have the SESSlave keyword) are unable to equip their ammo/arrows. They are able to equip their daggers and use them perfectly fine. They can also equip their bows. However, they can't actually do anything because they can't equip their arrows. After hours of testing, I narrowed it down to SES2's use of Item Equip Restrictor. Specifically argument 1: Keyword = RestrictEquip:!SESSlave,Player|Ammp|-zbfWeaponPunishment,-Dummy|D(1/) Log Output from KID: RestrictEquip:!SESSlave,Player [0xFF001354] added to 72/90 I thought the issue might be related to this one here where KID fails to process given filters and applies the RestrictEquip tag to all ammo, but no altering of the conditions fixes the behavior. I ended up commenting out this line to solve the issue. All the other uses of RestrictEquip don't appear to have any bad effect in my game at the moment. It's just that line on ammo that is acting up. I'm really confused what's going on here. KID version 3.4.0 IER version 1.4.0
tiffibelle Posted December 5, 2025 Posted December 5, 2025 Really cool mod, love how customizable it is! However I do think some dialogue would go a long way in terms of immersion, the popup message boxes make it feel quite gamey imo. Still, this has lots of potential
Sucker343 Posted December 29, 2025 Posted December 29, 2025 If I install this. Will I be able to complete slaverun quest line?
Nuascura Posted January 9 Posted January 9 On 11/26/2025 at 10:57 PM, Nuascura said: @kaxat I've been trying to debug this issue where enemy bandits (which don't have the SESSlave keyword) are unable to equip their ammo/arrows. They are able to equip their daggers and use them perfectly fine. They can also equip their bows. However, they can't actually do anything because they can't equip their arrows. After hours of testing, I narrowed it down to SES2's use of Item Equip Restrictor. Specifically argument 1: Keyword = RestrictEquip:!SESSlave,Player|Ammp|-zbfWeaponPunishment,-Dummy|D(1/) Log Output from KID: RestrictEquip:!SESSlave,Player [0xFF001354] added to 72/90 I thought the issue might be related to this one here where KID fails to process given filters and applies the RestrictEquip tag to all ammo, but no altering of the conditions fixes the behavior. I ended up commenting out this line to solve the issue. All the other uses of RestrictEquip don't appear to have any bad effect in my game at the moment. It's just that line on ammo that is acting up. I'm really confused what's going on here. KID version 3.4.0 IER version 1.4.0 This behavior is fixed with IER 2.0.1 1
hextun Posted January 29 Posted January 29 Hi all, author of SLTriggers Redux here. I just released an update that added event handling for ASF, allowing you to run SLTScripts in response to player selection when prompted for sex. The sltscripts are non-precompiled, interpreted scripts that let you manipulate game values in response to events including console commands. In this case it would let you script activity in response to the player's choice. Link: I posted this in the ASF forum but since ASF is probably engaged primarily due to inclusion of SES2 (as is my case) I felt like most users would land here. Have fun! 1
kaxat Posted February 6 Author Posted February 6 On 12/4/2025 at 11:53 PM, tiffibelle said: Really cool mod, love how customizable it is! However I do think some dialogue would go a long way in terms of immersion, the popup message boxes make it feel quite gamey imo. Still, this has lots of potential I could not agree more. My next big project will probably be to add dialogue to this mod. I have a plan to make dialogue semi-random and customizable. It should also improve immersion by having actors approach one another before sex scenes start. Hopefully I find time to build it. I am bad at writing dialogue so I will be relying on others to write dialogue. If somebody is knowledgeable with using xEdit and good at writing lore friendly dialogue please contact me. On 1/9/2026 at 5:49 AM, Nuascura said: This behavior is fixed with IER 2.0.1 Thank you for the update. I encountered my own issues with IER prior to that mod releasing an update. I worked around some of those issues in the .ini file I just released. I also added a feature to ASF v2 that will add/remove a Septim from ASF actors when the player loads a save. This works around another IER issue I encountered. When SPID alters the worn outfit after the player loads a save, IER does not reprocess its rules. Yet the worn keywords may have changed. Adding something to their inventory forces IER to reprocess the actor. Hence the septim. On 1/29/2026 at 8:11 AM, hextun said: Hi all, author of SLTriggers Redux here. I just released an update that added event handling for ASF, allowing you to run SLTScripts in response to player selection when prompted for sex. The sltscripts are non-precompiled, interpreted scripts that let you manipulate game values in response to events including console commands. In this case it would let you script activity in response to the player's choice. It is great to see other mods adding support for ASF. Thank you for sharing Hextun. I am honored. On 11/17/2025 at 1:21 PM, pmc1261 said: can't get it to work. I've installed, redownloaded, and restarted, multiple times and nothings working. got all the required mods and still nothing You might try the new versions of this family of mods. In particular the ASF debug spell might be helpful. If it does not help then please post your ASF log to the ASF forum. 1
friendlygaint Posted February 6 Posted February 6 So does this include the slaverun quest or would i have to install the other version to play through that quest? thanks
AylaElfie Posted February 8 Posted February 8 On 2/6/2026 at 12:45 AM, kaxat said: I could not agree more. My next big project will probably be to add dialogue to this mod. I have a plan to make dialogue semi-random and customizable. It should also improve immersion by having actors approach one another before sex scenes start. Hopefully I find time to build it. I am bad at writing dialogue so I will be relying on others to write dialogue. If somebody is knowledgeable with using xEdit and good at writing lore friendly dialogue please contact me. I wouldn't mind pitching in with the writing. It does unfortunately feel like I spend more time in xEdit than playing nowadays in the effort to get my list stable and consistent. My biggest pet peeves with writing in mods: Poor grammar, spelling, punctuation/capitalization, and bad translations. As silly as it is, the smallest typo or deviation from the writing format vanilla adheres to can undermine the experience for me. Making assumptions about the player. For example, I don't like when a mod will have someone refer to me as the dragonborn when I'm a random college student that's never set foot in Bleak Falls Barrow. There should be checks in place to verify what's being said is actually true. Language unsuitable for the setting. A lot of follower mods are guilty of this. A more middle-ages style of English is much more immersive than modded characters dropping modern lingo, no cap on god fr fr. There are lots of colorful and fun words that need to see more use: that's not just a whore, she's also a slattern, a tart, a strumpet, and a tramp! I think the most important thing for a mod like this is to be context aware: A Nord talking to a Dunmer in Windhelm post-slavery should be vastly different than a Nord talking to a now-enslaved Nord woman in Solitude. Location, faction, race, and gender should all play a role. Of course, this makes for much more work in the mod itself, but I think it's worth it. By the way, have you looked at LMAO at all? I feel like there may be some overlap between your mods, and I would love to see them complement each other rather than compete for the same effects.
skybird Posted February 8 Posted February 8 (edited) I am at a loss with this mod. First I dont know enforcer, I think I played it with old skyrim ages ago but not with SE but as far I understand I dont need to install that mod anyway. Only SES2. So it sounds to me all cities are now enslaved from the moment I installed this mod? Took a while to install and while on it updated some mods. A good installation guide for sure I think all works. I see that when entering towns or castles many npc look different as I would expect and stuff happens But now what am I supposed to do. Is it just scenery? Is there even a quest? I talked to npc who wear devices but I have the same chat options as always. Edited February 8 by skybird 2 times same sentence
AylaElfie Posted February 8 Posted February 8 Wrote a basic script for a racially charged interaction between a Nord and an Elf PC. Happy to receive feedback. My, my. Look at you! Seems we've finally found some proper use for your kind, eh? How about you spread your legs, little elf? I'll show you what you've been missing all your life... 1. What? You think you can talk to me that way?! Think? Nay, my sweet, I know I can. And right now I also know you have a duty to service my cock. 2. Huh?! I'll do no such thing! Actually, I believe you will! You just might not enjoy it yet. Come here, sweetroll! 3. Wait! I'm a free woman! What is the meaning of this? You *were* free. And you are no woman. You're an elven cocktease. Now come, do your duty and spread your legs for a real man, tart. 4. Yes, sir... Please be gentle with me. That's a good little strumpet. The gods made you for this, you know? 5. Yes, Master. Please, use me as you'd like. I love a well-trained bitch. Come polish my balls first, you sexy little whore. Get me ready to stretch that needy pussy of yours. 1
McLovin3 Posted February 10 Posted February 10 (edited) I remembered trying Slaverun a few times ages ago. But eventually canned it for obvious reasons playing as a dominate male character. I think my last attempt was a Zaz only dependent variant of Slaverun along another addon that added generated voice lines for the enslaved women (Can't remember if there were voiced lines for men demanding services). Have you thought about something similar for generated voice lines for the enslaved? (Not just lines for service demands). I guess ENF-style lines are kinda iffy since they may vary on if they work out with the players choice on how they set up SOC and the like for their outfits or lack there of Or whatever possible lines the enslaved NPCs can say that will work regardless on player choice with their setup on who to enslave The other reason I ditched Slaverun was I didn't want every female enslaved. In particular the unique vanilla NPCs of Skyrim I wanted to leave alone and focus on non-uniques or various mods that populated the holds. So while I'm learning everything needed to get SES2 set up and understand SPID more, Crowded Streets is what I have my eye on for testing this out for my journey to creating my own Premise. Generated slaves and service demanders that come and go. So I can see new ones every day visiting an area And I guess if this is something you wish to pursue as a future mod idea. Maybe you can make a Slaverun-ish variant of Crowded Streets that are more fine tuned for the player's choice and settings (whether it's via MCM or SPID ini) for more customization. Sort of like Hydra Slave Girls but to the player's liking on whom to fill up the holds with slaves. Add slaves to your liking to holds and the like not enslaving already existing NPCs based on your preferences An example. Generating High Elf Slaves in Windhelm labled Slaves (and not labled peasant, beggar etc that Crowded Streets does) as an effect from Ulfric and the Stormcloaks against the Thalmor. Or enslaved Khajit females labeled Pussy Spies Or just simply an added NPC type in Crowded Streets labled slave that is always enslaved via SES2 along with a setting to further define they type of NPCs spawn as this type (Race, gender, etc) I can't remember this very well from my brief moments with Slaverun but were there also added Zaz based furnitures added to the Holds once they were enslaved? Not sure if that should be a future idea to bring back as a standalone cause I'm sure those probably messed up a number of mods like City overhauls or expansions But more furniture for the enslaved to get tied up and used for more Slaverun-ish immersion sure is salivating Will probably ask some basic, complete noobish questions regarding SPID in the future. But hopefully this may be a fun and successful little project for myself. Edited February 10 by McLovin3 2
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now