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Slaverun Reloaded 5.2 30 05 2026


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Posted
6 hours ago, Kenjoki said:

Slaver training is at the moment one quest which should work , but there are 4 more to come which I started working on today 

they are planned for 4.1 , no release Date planned right now 

Basic (ia hev YES in MCM Menu), Advanced, Beast and painslut? Correct?

Posted

newer update still seems to have bugged packages for AI,

Got to the certificication after all the training and Diamond still just leaves
Ivana left constantly during all the training sessions

did 1 city quest which was Solstheim, and Frejya kept leaving Neloths tower and so did the councilor.

 

 

Posted (edited)
7 hours ago, tommorowneverdies said:

newer update still seems to have bugged packages for AI,

Got to the certificication after all the training and Diamond still just leaves
Ivana left constantly during all the training sessions

did 1 city quest which was Solstheim, and Frejya kept leaving Neloths tower and so did the councilor.

 

 

I've had similar issues in some scenes. I've also had it occurred in other scenes (probably Bellamy-related), but I remember it happening in the certificication scene.

Edited by masterchief24
Posted

After a long process of testing mods, it seems this mod is incompatible with unforgiving devices. Crashes whenever trying to load a save with both turned on.

Posted (edited)

I've been trying to play the latest version playing as a free woman turned slaver who remains a virgin as long as possible.  While v4 of SRR has around 2-3 times as many references to the SLV_PlayerIsVirgin global, that number is still just 30 references total, including a lot of double-counting (referenced by a quest and dialogs belonging to that quest or referenced by multiple dialogs in a "say A if true, say B if false, etc" way).

The mod does an excellent job providing non-sex options for this play style, being offered opportunities to engage in sex but with the option to politely decline.  This is most noticeable in one of the new quest stubs included in v4 - the Slaver Training quest.  When the player declines to help "train" their former follower by raping her, Bellamy asks if the player is a virgin.  Interestingly, this is not one of the references to the Virgin global - it just happens this way.

Certain things start to fall apart, however, due to some of the other new features in v4.  Starting with the non-linearity.  The story breaks quickly when it's possible to get the quest to enslave Winterhold before the quest to enslave Riften, as the former makes use of the Viagrix potion that gets introduced in the Riften quest.

The fact that it is now possible to fail to bring slavery to a hold also causes issues.  I was given the quest to enslave Windhelm as my very first, and Ulfrik makes reference to so many other holds accepting slavery immediately in the intro dialog with him - but that isn't true yet and it may not be even if the Windhelm quest comes later.  A bit later I had managed to fail the quests for Falkreath, Dawnstar, and Windhelm and only brought slavery to Riften, when again the Jarl of Markath mentioned that slavery was becoming so popular.  Where?  So far in my timeline it's only happened in two holds out of six.
 

I've always been curious as to why Pike would allow a slave to speak at all (let alone be an ambassador to other holds with no supervision).  Obviously I recognize that from a development perspective, converting everything into Scenes and removing all player agency would be effectively impossible, particularly given the like 22,000 individual lines of dialog implemented in this mod.  Removal of agency and bodily autonomy - losing the right to choose what you do and what happens to you - is basically the dictionary definition of being a slave.

 

The thing is, when my player has failed around half of all major quests and I then get told that - after being demoted and no longer officially a slaver - she is Pike's most effective slaver and is being sent out on another mission, I have to wonder if he suffers from some particularly debilitating form of dementia.  If I were playing as a slave with no escort more effective than Finn - the slaver-in-training - and failed a quest like bringing slavery to Falkreath, I would expect execution to be the immediate response, with Finn behind me in line at the chopping block.


These issues compound on each other.  I was a slaver when I completed the Riften questline, meaning that Maven is tagged as a slave.  However, now that a free woman can become a slaver as a reward for completing quests for Pike - and be demoted again as a result of failures - a Dragonbreak occurs.  I get demoted back to a free woman and then I pick up MainQuestSpecial10, which sends me to Maven as part of the quest.  Apparently the quest scripts use the player's membership in the Slaver faction to determine how the quest progresses and not Maven's membership in the Slave faction.  Anyway, I find Maven still hanging out in the middle of the floor in the Riften keep, still fully clothed.  She lambasts me as a slave (which I am not) and has her men rape my character.  During this process, one of the local guards gets horny and the Enforcer system has him rape Maven.

None of this checks the IsVirgin global and seemingly has the logic (if Player.GetFactionRank SLV_Slaver == 0 then Player must be a slave), and thus my free player makes no objections to being gangraped on the orders of a slave.  A slave who was enslaved by me, about two days ago.

Similarly, multiple other quests force a free player to engage in sex (usually exclusively from a slave perspective) without checking the IsVirgin condition or, indeed, membership in the Slaver/Slave faction.  The first objective in SLV_SlaveryEnforcement is to have sex with Igor.  It's possible as a free woman to object, but the following option is to do it or be enslaved.  During the quest SLV_MainQuestSpecial11 the player is ordered to have sex, and even with a slave present no option is presented to use the slave instead.  After refusing, the player is sent back to Pike, who again orders her to return and obey Bjorlam's orders to have sex.

I think the idea of being able to complete the enslave city quests and the special quests in a non-linear fashion is great, it just needs to be handled in a more structured way.

Here is the original order of the main quests:

  • Whiterun > Riverwood > Falkreath > Dawnstar > Markarth > Riften > Morthal > Winterhold > Windhelm > Solitude > Raven Rock

The logic of this is something like:

  1. Whiterun first (this one is currently presented in order)
  2. Riverwood before Falkreath (Solaf's quest references Lucan)
  3. Riften before Winterhold (requires Viagrix)
  4. Windhelm and Solitude late (reference slavery being common)
  5. Morthal late (reference slavery being a problem)

Thus, I would suggest that the current random non-linearity be broken up as follows:

  1. Whiterun
  2. Riverwood
  3. Falkreath, Dawnstar, and Markarth in any order
  4. Riften and Morthal available once Whiterun + 2 other holds accept slavery, completed in any order
  5. Winterhold available once Riften completed and Viagrix obtained (if Riften is failed before Viagrix is obtained then an alternate path through Winterhold may be necessary - possibly deferred until after Raven Rock to use Neloth's mind control instead)
  6. Once Whiterun and 4-5 other holds are enslaved, Windhelm, Solitude, and Raven Rock become available

Similarly, the conditions for the special quests should be like:

  1. Slave military services (04) after Whiterun and special quests unlocked, same with Farm animals (06)
  2. Slave transport (01) once one other city enslaved
  3. Slave merchant (02) requires both Riverwood and Falkreath enslaved
  4. Slave innkeeper (03) requires Riverwood, Falkreath, and Riften enslaved
  5. Premium slave carriage (05) requires transport (01) completed successfully at least
  6. Slave cat (07) requires (01, 02) completed successfully and Riverwood enslaved
  7. Orc wife (08) requires 05 completed successfully
  8. Slave Mistress (09) should require some completion of the Fugitive Retrieval Unit quest series, and probably also a significant number of cities enslaved
  9. Slave bondage (10) requires enslavement of Riverwood, Falkreath, and Riften and completion of at least 01 and 02 successfully
  10. Finally, Tour de Skyrim (11) requires 05 completed successfully.

Further, I would ditch the randomness and allow the player to choose from a pool of available targets, starting once the Riverwood quests are completed.  Organizing the quests into phases like this should resolve the issues with causality being violated (e.g. my experience of doing the special quests in the order 11 > 09 > 04 > 05 > 10 > 06).

It may be beneficial to try to place even more conditions on when quests become available, to limit the number of options the player is presented with simultaneously.  In the worst case, a player who does things in the right order (according to my above recommendations) would have access to special quests 03, 04, 06, 07, 08, 09, 10, and 11, and the main quests for Dawnstar or Markarth plus Morthal, Winterhold, Windhelm, Solitude, and Raven Rock all at once.  Since most main quests split into 2-3 subquests after talking to the Jarl, this means it's possible to end up with 25 quests in the log (plus Slaver Training, Slave Training, Diana/Ivana quests, SEFRU quests, Colosseum quests, Wedding quests, Finn's quest, Abolitionism, Reporting, and various misc. quests).

The simplest way to limit these is to literally organize them into phases.  For instance, specials 01, 02, 03, and 04 must all be completed (success or fail, but in any order) before unlocking 05, 06, 07, and 08, which must all be completed (again in any order) before unlocking 09, 10, and 11.  Similarly, the hold quests could be organized like Whiterun > Riverwood > (Falkreath, Dawnstar) > (Riften, Morthal) > (Markarth, Solitude) > (Winterhold, Windhelm, Raven Rock) or something like that.

To conclude, I think that much progress is being made in a positive direction.  There is much more for a free woman/slaver character to do, and a much higher degree of freedom in how to approach things, relative to v3.  I would prefer if the story made sense, but currently that is extremely unlikely unless you happen to roll (or save scum) the quests in an order that does not break the narrative.

I would also prefer if my character's virginity was taken more seriously, especially by herself.  As a slaver, the only time it comes up at all is the one Slaver Training intro quest.  In that dialog, Bellamy threatens to tell Pike and the player threatens him into silence, but again it never resurfaces as a topic even when it's entirely possible (unavoidable, even) that she will get deflowered by Igor, or a horse.  What makes this particularly stand out is that when talking to Pike about becoming a slaver, he makes it clear that the male slavers will try to undermine the player.  Not only do they not do any undermining (currently), but Bellamy (currently) chooses to remain silent when he has information he could use to damage her.

Finally, assuming that everything else goes extremely well and additional content is something that becomes a realistic possibility in the future, there are a number of minor settlements that could benefit from having quests of their own.

  1. Rorikstead - after enslaving Whiterun and Riverwood, home to:
    1. Lemkil, who could use someone to abuse other than his daughters
    2. Rorik and Jouane Manette, who might be interested in ways to diffuse rumors that they're gay
    3. Ennis, who raises goats and has troubles with giants
    4. An inn owned by Mralki, who ends up living alone when his son leaves town
  2. Ivarstead - before Riften, home to:
    1. Narfi, who may make a good slave but is involved in the Dark Brotherhood questline
    2. Temba Wide-Arm, who has bear troubles
    3. The Greybeards, who haven't seen a woman in years
    4. A series of pilgrims along the 7000 steps who could use some warmth
    5. An inn owned by Wilhelm, who has a fear of ghosts
  3. Shor's Stone - before Riften:
    1. A minor mining village, could be a good opportunity to show off the mining slave lifestyle
    2. Has a problem with spiders in the mine
  4. Karthwasten - before Markarth:
    1. Another minor mining village
    2. Has a problem with the Silverbloods sending mercenaries to shut down the mines
    3. Has some connection to the faith of Dibella, home to the new Sybil
  5. Left Hand Mine - before Markarth:
    1. Basically a mine and a barracks - probably the least important location on this list
  6. Kynesgrove and Darkwater Crossing - before Windhelm:
    1. Both small mining settlements, one having an inn and the other having a ruling family
  7. Stonehills and Dragonbridge - before Solitude:
    1. Stonehills is a mining camp about the size of Kynesgrove, owned by Thane Bryling in Solitude - improving output could convince Bryling to support bringing slavery to Solitude itself
    2. Dragonbridge is a lumber milling town, but is also home to the outpost of the Penitus Oculatus.

These provide (with the exception of Rorikstead) an opportunity to make the big quests - enslaving the major holds of Riften, Markarth, Windhelm, and Solitude - more interesting.  Completing the quest(s) for one of these minor settlements successfully would not bring slavery to the hold, but could make it easier to successfully complete the quest for the major city.  Alternatively, since the quests for the holds/cities are already complete, failing the quests for the minor settlements could create a situation where the player has to persuade or bribe to complete the main quest, with more failures resulting in a harder check/higher bribe.  In an ideal situation (although it could be challenging to implement), this could result in draining money from Pike as a method of undermining him, thus making it easier to eventually cause his downfall and the end of slavery.  On the other hand, serial failure or the accumulation of debt could lead to more interesting punishment outcomes for the player, like Pike forcing the player to pay off the debt.

The addition of four more inns provides some opportunity to create a follow-up quest to Special03, with two owned by men and two by women (unless Iddra is dead, in which case it's 3 men to 1 woman).  Six of these are mining villages, which provides an opportunity for a special quest or two about mining slaves.  Similarly, five of these have at least one farm (Rorikstead, Ivarstead, Kynesgrove, Darkwater, Dragonbridge).

Honorable mention to the Thalmor Headquarters in Solitude and the Thalmor Embassy.  Feels like a bit of a missed opportunity not using these for anything when the Thalmor are one of the driving forces behind slavery in the context of the story.  It would probably be preferable to keep away from the Embassy due to its role in the Skyrim main quest, and monkeying with factions to make the Thalmor there non-hostile is likely to cause a lot of problems.  The author of the Balazar's Bitch mod opted to make a complete copy of the interior cell of the main building to avoid creating issues.  The Headquarters, on the other hand, seems like a bit of low-hanging fruit as far as adding a third subquest to the SolitudeSlavery series.

Edited by brewmasterhal
Posted (edited)
On 10/10/2025 at 4:34 AM, tommorowneverdies said:

newer update still seems to have bugged packages for AI,

Got to the certificication after all the training and Diamond still just leaves
Ivana left constantly during all the training sessions

did 1 city quest which was Solstheim, and Frejya kept leaving Neloths tower and so did the councilor.

 

 

It seems to be a general problem, yes. It happens with the gladiators in the Colosseum too, once they either win or lose.

Edited by krafs
Posted
On 10/8/2025 at 3:23 AM, dfhbi said:

 

 

An issue I've had since 3.0 is that the Dragonsreach cell doesn't seem to have a navmesh in the plugin, which seems to make NPCs unable to use the doors to the dungeon or colosseum. As far as I know the doors would need to be linked to the navmesh? I couldn't confirm that this is the reason why NPCs can't follow because I can't open the plugin in Creation kit to create a patch. If the doors work with NPCs for other users then I will at least know this is specific to my load order somehow. 

 

 

 

As a follow-up to my previous post, in case anyone else has problems with followers not following into the dungeon or colosseum, this fixed the problem for me:

I opened the plugin in Creation kit, then opened the Dragonsreach cell, and clicked to finalize Dragonsreach navmesh, which linked the training dungeon and Colosseum doors to the Dragonsreach navmesh and turned the triangles in front of the doors green. 

Posted
On 10/7/2025 at 9:34 AM, Kenjoki said:

- I think it is no spoiler that the true leaders of the slavery organization are Dremora

In my own head cannon the Dremora lords running Slaverun have the power to subtly manipulate the emotions of mortal communities (A common troupe of powerful demons). Which is why of the citizens of Skyrim start acting in the irrational manner they do. Men feels a magnified urge to dominate and control those they perceive to be weaker. Women feel a decreased ability to resist authority, which is why so many of them comply without putting up a serious fight. Everyone feels a greatly amplified sense of lust.

 

Also why things so readily return to normal if you abolish the slavers, in spite of the males of the kingdom having done something irredeemable. No one was in their right mind.

Posted

Would it be possible to add a set hair for slaves?
I would like to keep slaves uniform as befitting their lack of choice.
While MCM is preferred, it is ok if it has to be a JSON setting.

If possible as well, what about a naming addition to those recognised as slaves (Similar to the player ranking system, but a JSON list of random names).
If it would break the game because of string changes then dont do it.

Posted (edited)

I am not sure about all the quests, but on the wedding quest there are still your parents and sisters walking back into the dungeon during the quest.  The walk of shame works well now.

 

On another topic my creation kit says this is a higher level than cc can open.  

Edited by xxx65
Posted (edited)

@Kenjoki I think the Slaverun should account for the sexlab, for many players who have sex with both sexes, and should not assume the character is a virgin. Also, my character has no pubic hair. What is the point of having the sexlab check in the MCM is when it is not fully utilized? I think that option should be available on the MCM, so the dialogue when the female dragonborn's sexual activity, as well as your character's physical appearance using the check mark option

Edited by SilentOption
Posted
On 10/13/2025 at 11:16 PM, xxx65 said:

I am not sure about all the quests, but on the wedding quest there are still your parents and sisters walking back into the dungeon during the quest.  The walk of shame works well now.

 

On another topic my creation kit says this is a higher level than cc can open.  

thank you... good to know that it work in the walk of shame.... I will add that logic to more scenes... (adding quest related packages to the quest alias)

On 10/13/2025 at 11:35 PM, pingbi146 said:

What did the update do? No patch notes

 I double checked... they are there... in the opening post

 

 07-10-2025 Slaverun V4.0

  •     removed apachii hair dependendies (by including some haircuts from ks-hairdos mod)
  •     fixed more problems with not finding an invisible Ivana
  •     changed the ai packages for bellamy and murphy in walk of shame(1,2) and enslave pc
  •     implementing a first soft dependendy to Bimbos of Skyrim
  •     adding voices to slaverun npc
  •     internal reworking dialogue conditions, scenes for voice files
  •     adding abort option and random factor to hardcore carriage drive
  •     fixing small bugs on all tests

 

19 hours ago, SilentOption said:

@Kenjoki I think the Slaverun should account for the sexlab, for many players who have sex with both sexes, and should not assume the character is a virgin. Also, my character has no pubic hair. What is the point of having the sexlab check in the MCM is when it is not fully utilized? I think that option should be available on the MCM, so the dialogue when the female dragonborn's sexual activity, as well as your character's physical appearance using the check mark option

I am sorry, but I don't understand

 

you want a mcm setting to set the player virginity? or something else?

 

for the pubic hair... in the scene you don't want it to burn away... at the moment I don't know an easy way (or any way) how to determine which body hair your player has... only option would be, you define it somewhere, maybe in an mcm tab (or json) where you set player properties like hair, boob size, virginity

 

Posted

Is this mod still starts with a wierd way of the dragonborn enslavement? I wanted to start in the past and i remember i was so angry when you will become a slave: your fully upgraded hardcore fighter female character tells to a random dude to "plz dont hurt me" and he said "oh, wanted to fuck you but now u will become my slave instead", and the terminator in the dragonplate heavy armor is like "nooo plz, but... okay give me the chains". It was so terrible writing. :D 

Im hoping to a believable quest for example where the slavers magically trap you with a powerful demonic or dragon help and shackles your character which force you to accept your fate but you can always struggle against the enslavement tool (some magical collar or anything). It would be funny to see how they dominate (or at least try to) a powerful female warrior... even the old colosseum fights would make more sense if the mod would handle the characters original backstory...

or maybe this is just too much work, idk :P

Posted
2 hours ago, Kenjoki said:

thank you... good to know that it work in the walk of shame.... I will add that logic to more scenes... (adding quest related packages to the quest alias)

 I double checked... they are there... in the opening post

 

 07-10-2025 Slaverun V4.0

  •     removed apachii hair dependendies (by including some haircuts from ks-hairdos mod)
  •     fixed more problems with not finding an invisible Ivana
  •     changed the ai packages for bellamy and murphy in walk of shame(1,2) and enslave pc
  •     implementing a first soft dependendy to Bimbos of Skyrim
  •     adding voices to slaverun npc
  •     internal reworking dialogue conditions, scenes for voice files
  •     adding abort option and random factor to hardcore carriage drive
  •     fixing small bugs on all tests

 

I am sorry, but I don't understand

 

you want a mcm setting to set the player virginity? or something else?

 

for the pubic hair... in the scene you don't want it to burn away... at the moment I don't know an easy way (or any way) how to determine which body hair your player has... only option would be, you define it somewhere, maybe in an mcm tab (or json) where you set player properties like hair, boob size, virginity

 

"I suggest adding an option to the MCM menu to check the virginity status of a female Dragonborn character. If the character has had sexual experiences before becoming a slave, the game should reflect that that she is not a virgin. In my case, my Dragonborn character has a backstory that includes prior sexual experiences, so this feature would add realism. Additionally, I propose including a visual customization option in the MCM menu to indicate that my Dragonborn has a shaved appearance, eliminating the need for a separate 'burn' . Both suggestions could be implemented as toggleable settings in the MCM menu for clarity and ease of use.

Posted
On 10/10/2025 at 7:13 PM, brewmasterhal said:

I've been trying to play the latest version playing as a free woman turned slaver who remains a virgin as long as possible.  While v4 of SRR has around 2-3 times as many references to the SLV_PlayerIsVirgin global, that number is still just 30 references total, including a lot of double-counting (referenced by a quest and dialogs belonging to that quest or referenced by multiple dialogs in a "say A if true, say B if false, etc" way).

The mod does an excellent job providing non-sex options for this play style, being offered opportunities to engage in sex but with the option to politely decline.  This is most noticeable in one of the new quest stubs included in v4 - the Slaver Training quest.  When the player declines to help "train" their former follower by raping her, Bellamy asks if the player is a virgin.  Interestingly, this is not one of the references to the Virgin global - it just happens this way.

Certain things start to fall apart, however, due to some of the other new features in v4.  Starting with the non-linearity.  The story breaks quickly when it's possible to get the quest to enslave Winterhold before the quest to enslave Riften, as the former makes use of the Viagrix potion that gets introduced in the Riften quest.

The fact that it is now possible to fail to bring slavery to a hold also causes issues.  I was given the quest to enslave Windhelm as my very first, and Ulfrik makes reference to so many other holds accepting slavery immediately in the intro dialog with him - but that isn't true yet and it may not be even if the Windhelm quest comes later.  A bit later I had managed to fail the quests for Falkreath, Dawnstar, and Windhelm and only brought slavery to Riften, when again the Jarl of Markath mentioned that slavery was becoming so popular.  Where?  So far in my timeline it's only happened in two holds out of six.
 

I've always been curious as to why Pike would allow a slave to speak at all (let alone be an ambassador to other holds with no supervision).  Obviously I recognize that from a development perspective, converting everything into Scenes and removing all player agency would be effectively impossible, particularly given the like 22,000 individual lines of dialog implemented in this mod.  Removal of agency and bodily autonomy - losing the right to choose what you do and what happens to you - is basically the dictionary definition of being a slave.

 

The thing is, when my player has failed around half of all major quests and I then get told that - after being demoted and no longer officially a slaver - she is Pike's most effective slaver and is being sent out on another mission, I have to wonder if he suffers from some particularly debilitating form of dementia.  If I were playing as a slave with no escort more effective than Finn - the slaver-in-training - and failed a quest like bringing slavery to Falkreath, I would expect execution to be the immediate response, with Finn behind me in line at the chopping block.


These issues compound on each other.  I was a slaver when I completed the Riften questline, meaning that Maven is tagged as a slave.  However, now that a free woman can become a slaver as a reward for completing quests for Pike - and be demoted again as a result of failures - a Dragonbreak occurs.  I get demoted back to a free woman and then I pick up MainQuestSpecial10, which sends me to Maven as part of the quest.  Apparently the quest scripts use the player's membership in the Slaver faction to determine how the quest progresses and not Maven's membership in the Slave faction.  Anyway, I find Maven still hanging out in the middle of the floor in the Riften keep, still fully clothed.  She lambasts me as a slave (which I am not) and has her men rape my character.  During this process, one of the local guards gets horny and the Enforcer system has him rape Maven.

None of this checks the IsVirgin global and seemingly has the logic (if Player.GetFactionRank SLV_Slaver == 0 then Player must be a slave), and thus my free player makes no objections to being gangraped on the orders of a slave.  A slave who was enslaved by me, about two days ago.

Similarly, multiple other quests force a free player to engage in sex (usually exclusively from a slave perspective) without checking the IsVirgin condition or, indeed, membership in the Slaver/Slave faction.  The first objective in SLV_SlaveryEnforcement is to have sex with Igor.  It's possible as a free woman to object, but the following option is to do it or be enslaved.  During the quest SLV_MainQuestSpecial11 the player is ordered to have sex, and even with a slave present no option is presented to use the slave instead.  After refusing, the player is sent back to Pike, who again orders her to return and obey Bjorlam's orders to have sex.

I think the idea of being able to complete the enslave city quests and the special quests in a non-linear fashion is great, it just needs to be handled in a more structured way.

Here is the original order of the main quests:

  • Whiterun > Riverwood > Falkreath > Dawnstar > Markarth > Riften > Morthal > Winterhold > Windhelm > Solitude > Raven Rock

The logic of this is something like:

  1. Whiterun first (this one is currently presented in order)
  2. Riverwood before Falkreath (Solaf's quest references Lucan)
  3. Riften before Winterhold (requires Viagrix)
  4. Windhelm and Solitude late (reference slavery being common)
  5. Morthal late (reference slavery being a problem)

Thus, I would suggest that the current random non-linearity be broken up as follows:

  1. Whiterun
  2. Riverwood
  3. Falkreath, Dawnstar, and Markarth in any order
  4. Riften and Morthal available once Whiterun + 2 other holds accept slavery, completed in any order
  5. Winterhold available once Riften completed and Viagrix obtained (if Riften is failed before Viagrix is obtained then an alternate path through Winterhold may be necessary - possibly deferred until after Raven Rock to use Neloth's mind control instead)
  6. Once Whiterun and 4-5 other holds are enslaved, Windhelm, Solitude, and Raven Rock become available

Similarly, the conditions for the special quests should be like:

  1. Slave military services (04) after Whiterun and special quests unlocked, same with Farm animals (06)
  2. Slave transport (01) once one other city enslaved
  3. Slave merchant (02) requires both Riverwood and Falkreath enslaved
  4. Slave innkeeper (03) requires Riverwood, Falkreath, and Riften enslaved
  5. Premium slave carriage (05) requires transport (01) completed successfully at least
  6. Slave cat (07) requires (01, 02) completed successfully and Riverwood enslaved
  7. Orc wife (08) requires 05 completed successfully
  8. Slave Mistress (09) should require some completion of the Fugitive Retrieval Unit quest series, and probably also a significant number of cities enslaved
  9. Slave bondage (10) requires enslavement of Riverwood, Falkreath, and Riften and completion of at least 01 and 02 successfully
  10. Finally, Tour de Skyrim (11) requires 05 completed successfully.

Further, I would ditch the randomness and allow the player to choose from a pool of available targets, starting once the Riverwood quests are completed.  Organizing the quests into phases like this should resolve the issues with causality being violated (e.g. my experience of doing the special quests in the order 11 > 09 > 04 > 05 > 10 > 06).

It may be beneficial to try to place even more conditions on when quests become available, to limit the number of options the player is presented with simultaneously.  In the worst case, a player who does things in the right order (according to my above recommendations) would have access to special quests 03, 04, 06, 07, 08, 09, 10, and 11, and the main quests for Dawnstar or Markarth plus Morthal, Winterhold, Windhelm, Solitude, and Raven Rock all at once.  Since most main quests split into 2-3 subquests after talking to the Jarl, this means it's possible to end up with 25 quests in the log (plus Slaver Training, Slave Training, Diana/Ivana quests, SEFRU quests, Colosseum quests, Wedding quests, Finn's quest, Abolitionism, Reporting, and various misc. quests).

The simplest way to limit these is to literally organize them into phases.  For instance, specials 01, 02, 03, and 04 must all be completed (success or fail, but in any order) before unlocking 05, 06, 07, and 08, which must all be completed (again in any order) before unlocking 09, 10, and 11.  Similarly, the hold quests could be organized like Whiterun > Riverwood > (Falkreath, Dawnstar) > (Riften, Morthal) > (Markarth, Solitude) > (Winterhold, Windhelm, Raven Rock) or something like that.

To conclude, I think that much progress is being made in a positive direction.  There is much more for a free woman/slaver character to do, and a much higher degree of freedom in how to approach things, relative to v3.  I would prefer if the story made sense, but currently that is extremely unlikely unless you happen to roll (or save scum) the quests in an order that does not break the narrative.

I would also prefer if my character's virginity was taken more seriously, especially by herself.  As a slaver, the only time it comes up at all is the one Slaver Training intro quest.  In that dialog, Bellamy threatens to tell Pike and the player threatens him into silence, but again it never resurfaces as a topic even when it's entirely possible (unavoidable, even) that she will get deflowered by Igor, or a horse.  What makes this particularly stand out is that when talking to Pike about becoming a slaver, he makes it clear that the male slavers will try to undermine the player.  Not only do they not do any undermining (currently), but Bellamy (currently) chooses to remain silent when he has information he could use to damage her.

Finally, assuming that everything else goes extremely well and additional content is something that becomes a realistic possibility in the future, there are a number of minor settlements that could benefit from having quests of their own.

  1. Rorikstead - after enslaving Whiterun and Riverwood, home to:
    1. Lemkil, who could use someone to abuse other than his daughters
    2. Rorik and Jouane Manette, who might be interested in ways to diffuse rumors that they're gay
    3. Ennis, who raises goats and has troubles with giants
    4. An inn owned by Mralki, who ends up living alone when his son leaves town
  2. Ivarstead - before Riften, home to:
    1. Narfi, who may make a good slave but is involved in the Dark Brotherhood questline
    2. Temba Wide-Arm, who has bear troubles
    3. The Greybeards, who haven't seen a woman in years
    4. A series of pilgrims along the 7000 steps who could use some warmth
    5. An inn owned by Wilhelm, who has a fear of ghosts
  3. Shor's Stone - before Riften:
    1. A minor mining village, could be a good opportunity to show off the mining slave lifestyle
    2. Has a problem with spiders in the mine
  4. Karthwasten - before Markarth:
    1. Another minor mining village
    2. Has a problem with the Silverbloods sending mercenaries to shut down the mines
    3. Has some connection to the faith of Dibella, home to the new Sybil
  5. Left Hand Mine - before Markarth:
    1. Basically a mine and a barracks - probably the least important location on this list
  6. Kynesgrove and Darkwater Crossing - before Windhelm:
    1. Both small mining settlements, one having an inn and the other having a ruling family
  7. Stonehills and Dragonbridge - before Solitude:
    1. Stonehills is a mining camp about the size of Kynesgrove, owned by Thane Bryling in Solitude - improving output could convince Bryling to support bringing slavery to Solitude itself
    2. Dragonbridge is a lumber milling town, but is also home to the outpost of the Penitus Oculatus.

These provide (with the exception of Rorikstead) an opportunity to make the big quests - enslaving the major holds of Riften, Markarth, Windhelm, and Solitude - more interesting.  Completing the quest(s) for one of these minor settlements successfully would not bring slavery to the hold, but could make it easier to successfully complete the quest for the major city.  Alternatively, since the quests for the holds/cities are already complete, failing the quests for the minor settlements could create a situation where the player has to persuade or bribe to complete the main quest, with more failures resulting in a harder check/higher bribe.  In an ideal situation (although it could be challenging to implement), this could result in draining money from Pike as a method of undermining him, thus making it easier to eventually cause his downfall and the end of slavery.  On the other hand, serial failure or the accumulation of debt could lead to more interesting punishment outcomes for the player, like Pike forcing the player to pay off the debt.

The addition of four more inns provides some opportunity to create a follow-up quest to Special03, with two owned by men and two by women (unless Iddra is dead, in which case it's 3 men to 1 woman).  Six of these are mining villages, which provides an opportunity for a special quest or two about mining slaves.  Similarly, five of these have at least one farm (Rorikstead, Ivarstead, Kynesgrove, Darkwater, Dragonbridge).

Honorable mention to the Thalmor Headquarters in Solitude and the Thalmor Embassy.  Feels like a bit of a missed opportunity not using these for anything when the Thalmor are one of the driving forces behind slavery in the context of the story.  It would probably be preferable to keep away from the Embassy due to its role in the Skyrim main quest, and monkeying with factions to make the Thalmor there non-hostile is likely to cause a lot of problems.  The author of the Balazar's Bitch mod opted to make a complete copy of the interior cell of the main building to avoid creating issues.  The Headquarters, on the other hand, seems like a bit of low-hanging fruit as far as adding a third subquest to the SolitudeSlavery series.

I think your suggestion is too large and complex for the current mod. It should simple you are asking too much and requires a lot of work the mod author can't do

Posted

Sexlab provides enough statistics to determine whether a character is a virgin, has had debaucherous experiences, etc. It even categorizes them by vaginal, anal, etc.
No additional settings are required via MCM.

Posted (edited)

I think I found two bugs when the mod starts.

1. You get the letter.
2. You do the quest up till talking with the stranger in Riverwood.

If the slave option is chosen, you go to Bellamy, after talking to him it says go to Pike, this is where the first bug is.

When you go to Pike he is not there, there is an arrow that says he is, but there is no person. I also did a prid on him and it showed an error (means he did not spawn).

Kind of a soft lock for this entry.

 

At the same time you get the quest to talk to the Jarl about Whiterun becoming Slaverun, he says the slaver has arrived, and this spawns in Pike.
Which gets you around the first problem but it creates a second bug.

``````
^Update: I have been unable to replicate this bug, I reloaded the game in Dragonsreach just before and Pike has spawned, I then reloaded the game before talking to the stranger and went up to Dragonsreach and he spawned fine, may have been an anomaly once happening.
``````

1. You do the quest and get to the end after everyone says they want slavery.
2. The steward or jarl says it will be Slaverun from now on, and you have to go see Bellamy/report to slaver at the gate.
This is where the second soft lock happens- if you have engaged with the first slave option, this one just has an arrow to Bellamy and no dialogue options for this quest.

The rest of the slave quests are fine, its just this quest soft locks out.

``````
^UPDATE: This quest is definitely broken and Bellamy contains no text for the quest 'Slaverun Reloaded' quest part 'Find the new slavery agent outside Whiterun' it has a marker above his head, but he does not show the dialogue option if you are a slave already, the option he does have is for tasks or wearing devices.
``````


Summary:

Became a slave through the stranger, but Slaverun was still Whiterun, and this created issues with NPC's their spawning and dialogues.


Possible solution:
For first bug: maybe skip the quest for turning Whiterun into Slaverun and have it automatically complete and spawn pike. May have been a one off issue

For the second: check Bellamies dialogues, this could just be caused by the odd entry that was taken,  perhaps make it so the Slaverun Reloaded quest autocompletes when you are first taken to Bellamy by the stranger.

Edited by nocturna
Posted
34 minutes ago, nocturna said:

Became a slave through the stranger, but Slaverun was still Whiterun, and this created issues with NPC's, their spawning and dialogues.

 

Uh.... if you want to become a slave, you don't exactly need to become one from the very beginning. Just play a clothed free woman or a very submissive slaver and you'll become a slave anyways(as long as you check that option in the MCM, that is). And if you decide that you don't want to be a slave anymore, successfully finish enough quests and you'll be offered to be upgraded to a slaver. Or cheat.

Posted (edited)
8 hours ago, Kionatria said:

 

Uh.... if you want to become a slave, you don't exactly need to become one from the very beginning. Just play a clothed free woman or a very submissive slaver and you'll become a slave anyways(as long as you check that option in the MCM, that is). And if you decide that you don't want to be a slave anymore, successfully finish enough quests and you'll be offered to be upgraded to a slaver. Or cheat.

The goal was to test the mod.
Normally I would play free woman and let the mod function but this was testing the other options available and trying something different.

If this is one pathway offered and the pathway leads to you being a slave but breaking the Slaverun function because Bellamies dialogues are not correct, and prevents Whiterun from becoming Slaverun it does impede the progress a little and immersion.
`````
Update: I have now confirmed that the Pike spawning issue may have been an anomaly, reloading the save/cell he loaded fine, and loading a save from the stranger he spawned in fine, but Bellamy still does not have the dialogue to start Slaverun, only slave tasks and devices. 

 

Edited by nocturna
Posted

So I dabbled a bit with the latest version (Ivana nicely appeared during a training quest ... but again noped out at some point, but as I continued an older save with new version its not a good bug report I guess anyway)

 

As much as I like the mod for years, and I agree with a lot of Brewmasterhals posts above about the structures of the quests - I also have some issues with the "escalation" of things in the beginning. 

 

First there is quite some confusion for me, so much talking, Bellamy "trains" my char, his buddy, then its to Pike, more "training", suddenly animal training, but instead of some "normal" animals and then gradually demand more from the slaves you start with Falmer and Trolls, bears and werewolves.

 

Giving players "choices" is always a nice sentiment, but especially at the start - the story should be linear. Main char gets enslaved. antagonists get introduced. Your char gets a taste of things to come - sex training. Basic one, with men, maybe anal, and group stuff. And then build it from there. With training stages also maybe unlocking new tasks.

 

For example I can have a Belethor-Dogfucking quests before my char even had training in dog fucking, which feels a bit weird. 

 

Choices - also in regards to content, or how far you want the content to go, might be cool. Again, training: If you behave nice and submissive, you might avoid or shorten the animal sex training, or even skip it? Same with the (to me extremely no turning on devices quests for example, which I welcome the cheat function for - but maybe allow the player to somehow tailor this to their own preferences. Yes, slaves have to agency/will etc - but the players are no slaves, they are the ones "telling" their chars story through their choices etc.

 

Overall - making everything a little more "streamlined"  and clear at the start, have the slavery aspect gradually become more and more brutal and severe...and maybe shorten the training aspects a little might help.

 

And if you ever gat around to it: Give poor Bellamy his own hut or office at the city gates, so we do not have to endure minutes of dialogue and punishment in hte cold open while its raining.

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