SkyrimOne Posted October 20, 2025 Posted October 20, 2025 (edited) On 10/11/2025 at 1:13 AM, 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: Whiterun first (this one is currently presented in order) Riverwood before Falkreath (Solaf's quest references Lucan) Riften before Winterhold (requires Viagrix) Windhelm and Solitude late (reference slavery being common) Morthal late (reference slavery being a problem) Thus, I would suggest that the current random non-linearity be broken up as follows: Whiterun Riverwood Falkreath, Dawnstar, and Markarth in any order Riften and Morthal available once Whiterun + 2 other holds accept slavery, completed in any order 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) 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: Slave military services (04) after Whiterun and special quests unlocked, same with Farm animals (06) Slave transport (01) once one other city enslaved Slave merchant (02) requires both Riverwood and Falkreath enslaved Slave innkeeper (03) requires Riverwood, Falkreath, and Riften enslaved Premium slave carriage (05) requires transport (01) completed successfully at least Slave cat (07) requires (01, 02) completed successfully and Riverwood enslaved Orc wife (08) requires 05 completed successfully Slave Mistress (09) should require some completion of the Fugitive Retrieval Unit quest series, and probably also a significant number of cities enslaved Slave bondage (10) requires enslavement of Riverwood, Falkreath, and Riften and completion of at least 01 and 02 successfully 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. Rorikstead - after enslaving Whiterun and Riverwood, home to: Lemkil, who could use someone to abuse other than his daughters Rorik and Jouane Manette, who might be interested in ways to diffuse rumors that they're gay Ennis, who raises goats and has troubles with giants An inn owned by Mralki, who ends up living alone when his son leaves town Ivarstead - before Riften, home to: Narfi, who may make a good slave but is involved in the Dark Brotherhood questline Temba Wide-Arm, who has bear troubles The Greybeards, who haven't seen a woman in years A series of pilgrims along the 7000 steps who could use some warmth An inn owned by Wilhelm, who has a fear of ghosts Shor's Stone - before Riften: A minor mining village, could be a good opportunity to show off the mining slave lifestyle Has a problem with spiders in the mine Karthwasten - before Markarth: Another minor mining village Has a problem with the Silverbloods sending mercenaries to shut down the mines Has some connection to the faith of Dibella, home to the new Sybil Left Hand Mine - before Markarth: Basically a mine and a barracks - probably the least important location on this list Kynesgrove and Darkwater Crossing - before Windhelm: Both small mining settlements, one having an inn and the other having a ruling family Stonehills and Dragonbridge - before Solitude: 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 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. Very good post. I am also coming from playing the "legacy" Slaverun multiple times and while the new organization of quests and progression provides an incentive to play and replay this mod, it may cause some confusions. For instance, I am a bit confused by the lack of progression in enslaving the cities. I opted to be a male and play the role of a slaver. I left the "auto" city slavery progression off, in the anticipation to give unlimited time for questing outside any time limit. So, I have Whiterun first, and I have been running 15-20 "special" tasks. And I am still have only Whiterun as a slave city. In the legacy Slaverun, the progression was given by completing tasks "to raise the money" and then, the next city was targeted for slavery. In this Slaverun release, I am not requested to perform a task to enslave "Riverwood" or any other city. And I have done over 15+ special quests. Is it something I am missing? Or there some "parameters" to be changed to obtain a similar progression as for the "Legacy" Slaverun. So, that is one MAIN issue I am having with this release. The second is there is some polishing to be done, in my opition, on some dialogues for the roleplay. I expain what I mean. I usually invest the time to configure my modlist with mods targeted for a female and male roleplay. I am very carefull in enabling/configuring those mods so I can get a true experience for the role I want to play and I create a male charecter in one and a female character in the second-- I can have 2 or more instances running on my PC. Some mods like Slaverun are just perfect as they are, as it adjusts (or should) to the role. If I want my character to be a submissive female, I anticipate the dialogues to align with such a role. And the same for a dominant male, as a slaver. I have been playing a dominant male, but there are too often the relerence of "do this slut" or go "and get fucked", which in my personal roleplay book brakes immersion to the dominant role. My 2 cents. The dialogue should honor the role you are playing. I can accept, as in the old Slaverun, the option the slaver could take over the role of the slave and do "the sex" on behalf. That is ok. But that should be an option to offer not to be imposed to a slaver. I loved the "Dovakin" option to even "secure" the role not not be enslaved, but again, later in some missions, I got even abused the quest in Riften. That should not happen to a dominant slaver! My last note. Much appreciated to the work and dedication put on this mod. It is truly unique. Many Thanks! Edited October 20, 2025 by SkyrimOne 2
Valauthiel Posted October 21, 2025 Posted October 21, 2025 (edited) The arena fights won't start for me. I can do the animal show without any issues, but when I talk to Lickerman about doing some fights he just goes through the dialogue, and then nothing happens, nothing showing up as aborted in console either. Anyone know of a possible problem/fix? Edit; I tried starting it via console, which at least activated the quest, but upon entering the arena no gladiator entered the sands with me. Edited October 21, 2025 by Valauthiel
DipSh8t Posted October 21, 2025 Posted October 21, 2025 4 hours ago, Valauthiel said: The arena fights won't start for me. I can do the animal show without any issues, but when I talk to Lickerman about doing some fights he just goes through the dialogue, and then nothing happens, nothing showing up as aborted in console either. Anyone know of a possible problem/fix? try going to zaz animation mcm, find force player ai and tick it to see if scene start playing. @Kenjoki i'm going through the slave training as a female slaver and there are missing dialogue to advance the quest.
tommorowneverdies Posted October 22, 2025 Posted October 22, 2025 9 hours ago, DipSh8t said: try going to zaz animation mcm, find force player ai and tick it to see if scene start playing. @Kenjoki i'm going through the slave training as a female slaver and there are missing dialogue to advance the quest. unrelated but what UI mod is that, it looks cool
DipSh8t Posted October 22, 2025 Posted October 22, 2025 3 hours ago, tommorowneverdies said: unrelated but what UI mod is that, it looks cool It's edge UI with 3THANY unofficial patch. You can find all of them on nexus, bit tricky to install and get them working well thought
Valauthiel Posted October 22, 2025 Posted October 22, 2025 18 hours ago, DipSh8t said: try going to zaz animation mcm, find force player ai and tick it to see if scene start playing. So tried that both at the Game master, and in the consoled arena fight, and nothing happened, sadly.
xxx65 Posted October 22, 2025 Posted October 22, 2025 6 hours ago, Valauthiel said: So tried that both at the Game master, and in the consoled arena fight, and nothing happened, sadly. I had the same issue as a female slaver.
turnerd20 Posted October 22, 2025 Posted October 22, 2025 I chose "expanded reporting" in the MCM, after bellamy does a physical check on me their are no further dialog options and the "quest" does not progress, when I do "Getstage" it says 500, tried higher numbers but it says nothing is found
Nightdragon72 Posted October 23, 2025 Posted October 23, 2025 Mod does not Apeear in the MCM Menu or is Registered in Simple Slavery can someone help me
Valauthiel Posted October 26, 2025 Posted October 26, 2025 On 10/21/2025 at 6:31 PM, Valauthiel said: The arena fights won't start for me. I can do the animal show without any issues, but when I talk to Lickerman about doing some fights he just goes through the dialogue, and then nothing happens, nothing showing up as aborted in console either. Anyone know of a possible problem/fix? Edit; I tried starting it via console, which at least activated the quest, but upon entering the arena no gladiator entered the sands with me. Since I couldn't get it to work, I started a new game, started slavery, and built Colosseum via cheats. (Stayed a free woman this time) And I still can't get the arena fights to work. Lickerman lets me know that to do death fights I need a higher rank, and the the conversation just ends without me getting to choose a fight, and no quest is triggered.
Rudra68 Posted October 26, 2025 Posted October 26, 2025 Hello ! Been trying the mod and it's great and seems like a huge addon to the game. I'm just having a trouble with the dragonsreach slavetraining dungeon. NPCs can get out of the slavetraining dungeon (like Igor), but they can't come in, even though some quests require to bring some NPC there, like Jasmin or Ivana. I've found a message from a user on this thread (dfhbi) that had the same problem recently and he said that it originates from a navmesh issue on the door between Dragonsreach main hall and Dragonsreach dungeon. I don't really know much about Creation Kit and the way to fix this, so does anybody here have a patch for this ? I'm currently using console commands to teleport NPC in the dungeon cell, but I'd love to fix this more naturally if others faced this issue before ?
Kenjoki Posted October 27, 2025 Author Posted October 27, 2025 (edited) On 10/21/2025 at 10:43 PM, DipSh8t said: try going to zaz animation mcm, find force player ai and tick it to see if scene start playing. @Kenjoki i'm going through the slave training as a female slaver and there are missing dialogue to advance the quest. which one of the trainings are you doing? the first one? can you do a 'sqv slv_sexslavetraining1' in the console ? what stage are you? or maybe training 2, 3 or 4? On 10/26/2025 at 3:01 PM, Valauthiel said: Since I couldn't get it to work, I started a new game, started slavery, and built Colosseum via cheats. (Stayed a free woman this time) And I still can't get the arena fights to work. Lickerman lets me know that to do death fights I need a higher rank, and the the conversation just ends without me getting to choose a fight, and no quest is triggered. a reason maybe that there aren't any opponents, have you done slv_gladiatorMain (you get it from Jaja in the gladiator living area) can you do a 'sqv slv_gladiatormain' and what is the last line you get from lickerman, when the conversation ends? Edited October 27, 2025 by Kenjoki 1
Kenjoki Posted October 27, 2025 Author Posted October 27, 2025 And as a short status update: beside fixing bugs I find in my tests and creating voice files The quest I currently work on, are slaver training 1,2,3,4 and and a slaver certification 1, at the moment at about 60 to 70 finished. my goal is to release them in 4.1 in about 4 weeks 8
Kenjoki Posted October 27, 2025 Author Posted October 27, 2025 On 10/11/2025 at 1:13 AM, brewmasterhal said: Thank you for this wonderful post, it contains so much good ideas and feedback and is also written so good and understandable As a first short feedback, I like this idea of the villages. I already created a SLV_MainVillages which will - like slv_maincities - be a manager for starting and ending quest related to "villages" 😉 Spoiler On 10/11/2025 at 1:13 AM, 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: Whiterun first (this one is currently presented in order) Riverwood before Falkreath (Solaf's quest references Lucan) Riften before Winterhold (requires Viagrix) Windhelm and Solitude late (reference slavery being common) Morthal late (reference slavery being a problem) Thus, I would suggest that the current random non-linearity be broken up as follows: Whiterun Riverwood Falkreath, Dawnstar, and Markarth in any order Riften and Morthal available once Whiterun + 2 other holds accept slavery, completed in any order 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) 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: Slave military services (04) after Whiterun and special quests unlocked, same with Farm animals (06) Slave transport (01) once one other city enslaved Slave merchant (02) requires both Riverwood and Falkreath enslaved Slave innkeeper (03) requires Riverwood, Falkreath, and Riften enslaved Premium slave carriage (05) requires transport (01) completed successfully at least Slave cat (07) requires (01, 02) completed successfully and Riverwood enslaved Orc wife (08) requires 05 completed successfully Slave Mistress (09) should require some completion of the Fugitive Retrieval Unit quest series, and probably also a significant number of cities enslaved Slave bondage (10) requires enslavement of Riverwood, Falkreath, and Riften and completion of at least 01 and 02 successfully 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. Rorikstead - after enslaving Whiterun and Riverwood, home to: Lemkil, who could use someone to abuse other than his daughters Rorik and Jouane Manette, who might be interested in ways to diffuse rumors that they're gay Ennis, who raises goats and has troubles with giants An inn owned by Mralki, who ends up living alone when his son leaves town Ivarstead - before Riften, home to: Narfi, who may make a good slave but is involved in the Dark Brotherhood questline Temba Wide-Arm, who has bear troubles The Greybeards, who haven't seen a woman in years A series of pilgrims along the 7000 steps who could use some warmth An inn owned by Wilhelm, who has a fear of ghosts Shor's Stone - before Riften: A minor mining village, could be a good opportunity to show off the mining slave lifestyle Has a problem with spiders in the mine Karthwasten - before Markarth: Another minor mining village Has a problem with the Silverbloods sending mercenaries to shut down the mines Has some connection to the faith of Dibella, home to the new Sybil Left Hand Mine - before Markarth: Basically a mine and a barracks - probably the least important location on this list Kynesgrove and Darkwater Crossing - before Windhelm: Both small mining settlements, one having an inn and the other having a ruling family Stonehills and Dragonbridge - before Solitude: 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 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. 6
tommorowneverdies Posted October 28, 2025 Posted October 28, 2025 Love ya work Kenjo, no other mod like it. keep up the good work.
brewmasterhal Posted October 28, 2025 Posted October 28, 2025 On 10/27/2025 at 12:05 PM, Kenjoki said: The quest I currently work on, are slaver training 1,2,3,4 and and a slaver certification 1, at the moment at about 60 to 70 finished. Sounds great. Looking forward to seeing it. On 10/27/2025 at 12:14 PM, Kenjoki said: Thank you for this wonderful post, it contains so much good ideas and feedback and is also written so good and understandable As a first short feedback, I like this idea of the villages. I already created a SLV_MainVillages which will - like slv_maincities - be a manager for starting and ending quest related to "villages" 😉 I'm glad. If you would like any help with implementation or further ideas, just @ me or DM me. As an example, if you choose to organize the main quest series into phases of, say: 1(Whiterun, Riverwood, Rorikstead, Falkreath); 2(Dawnstar, Ivarstead, Shor's Stone, Riften); 3(Darkwater Crossing, Kynesgrove, Winterhold, Windhelm); 4(Raven Rock, Left Hand Mine, Karthwasten, Markarth); 5(Morthal, Stonehills, Dragonbridge, Solitude). I think the simplest implementation is to create global values sSLV_MQP1 through sSLV_MQP5 which are short values initialized to 0, and for each city within a given phase which adopts slavery the corresponding number is incremented by 1. This allows the set of conditions for each of the individual "Bring Slavery to" quests to be reducible to one condition. Again as an example: Riverwood and Rorikstead can both become available when Whiterun is enslaved or when sSLV_MQP1 >= 1; Dawnstar can become available when sSLV_MQP1 >= 3; Raven Rock can become available when Winterhold is enslaved. Since the conditions for C are transitive with the conditions for A if A is required for C, a single condition should allow a relatively complex dependency tree.
Valauthiel Posted October 28, 2025 Posted October 28, 2025 (edited) On 10/27/2025 at 6:01 PM, Kenjoki said: which one of the trainings are you doing? the first one? can you do a 'sqv slv_sexslavetraining1' in the console ? what stage are you? or maybe training 2, 3 or 4? a reason maybe that there aren't any opponents, have you done slv_gladiatorMain (you get it from Jaja in the gladiator living area) can you do a 'sqv slv_gladiatormain' and what is the last line you get from lickerman, when the conversation ends? Attached screenshots of what the sqv inquiry said, and what the last like that Lickerman says when the conversations just ends. And I also went up to Jaha to see what he had for me, and attached a screenshot of the entire convo tree he has for me atm. (Edit: All the gladiators are in the living area) Edited October 28, 2025 by Valauthiel
DipSh8t Posted October 29, 2025 Posted October 29, 2025 On 10/28/2025 at 12:01 AM, Kenjoki said: which one of the trainings are you doing? the first one? can you do a 'sqv slv_sexslavetraining1' in the console ? what stage are you? or maybe training 2, 3 or 4? it's right after starting the quest and bringing ivana back to pike from the whiterun gate.
SilentOption Posted October 30, 2025 Posted October 30, 2025 On 10/21/2025 at 4:43 PM, DipSh8t said: try going to zaz animation mcm, find force player ai and tick it to see if scene start playing. @Kenjoki i'm going through the slave training as a female slaver and there are missing dialogue to advance the quest. so happy they got rid of her mohawk I find that version annoying I prefer longer hair like from KS Hairdos but this hairstyle is just right
Kenjoki Posted October 31, 2025 Author Posted October 31, 2025 On 10/28/2025 at 10:51 PM, Valauthiel said: Attached screenshots of what the sqv inquiry said, and what the last like that Lickerman says when the conversations just ends. And I also went up to Jaha to see what he had for me, and attached a screenshot of the entire convo tree he has for me atm. (Edit: All the gladiators are in the living area) I may have found the bug (forgot to initialize some new variable, will be done in the next version) Can you please open the mcm menu, arena tab, uncheck the checkboxes for the 5 available fight modes , then check them again and exit the menu this should set some variable another way would be to export all settings in the first tab and then reimport them On 10/27/2025 at 12:22 AM, Rudra68 said: Hello ! Been trying the mod and it's great and seems like a huge addon to the game. I'm just having a trouble with the dragonsreach slavetraining dungeon. NPCs can get out of the slavetraining dungeon (like Igor), but they can't come in, even though some quests require to bring some NPC there, like Jasmin or Ivana. I've found a message from a user on this thread (dfhbi) that had the same problem recently and he said that it originates from a navmesh issue on the door between Dragonsreach main hall and Dragonsreach dungeon. I don't really know much about Creation Kit and the way to fix this, so does anybody here have a patch for this ? I'm currently using console commands to teleport NPC in the dungeon cell, but I'd love to fix this more naturally if others faced this issue before ? Navmeshes is something that I am realy scared of 😉 I remember doing that 7 years ago and failing again and again But I will try to watch some youtube videos for that and doing it again I have to relearn it anyway, when I want to add new cells in the future 2
dfhbi Posted October 31, 2025 Posted October 31, 2025 (edited) On 10/27/2025 at 1:22 AM, Rudra68 said: Hello ! Been trying the mod and it's great and seems like a huge addon to the game. I'm just having a trouble with the dragonsreach slavetraining dungeon. NPCs can get out of the slavetraining dungeon (like Igor), but they can't come in, even though some quests require to bring some NPC there, like Jasmin or Ivana. I've found a message from a user on this thread (dfhbi) that had the same problem recently and he said that it originates from a navmesh issue on the door between Dragonsreach main hall and Dragonsreach dungeon. I don't really know much about Creation Kit and the way to fix this, so does anybody here have a patch for this ? I'm currently using console commands to teleport NPC in the dungeon cell, but I'd love to fix this more naturally if others faced this issue before ? Here's the patch I made for vanilla Dragonsreach navmesh and the two load doors. It's most likely completely incompatible with JK's Dragonsreach or other modded versions of the cell, because they add their own conflicting navmeshes. Flagged ESL, requires BEES for 1.5.97 due to 1.71 header. There's probably a few other unlinked doors in the mod that this patch doesn't fix (the main door to the Colosseum outside Whiterun and pre-quest bandit cave at least) but Dragonsreach was the most urgent. On 10/31/2025 at 6:52 AM, Kenjoki said: Navmeshes is something that I am realy scared of 😉 I remember doing that 7 years ago and failing again and again But I will try to watch some youtube videos for that and doing it again I have to relearn it anyway, when I want to add new cells in the future The navmeshes in the cells you made from scratch have been working well as far as I've tested! The problem only shows up in vanilla cells/worldspace where you've added teleport doors to your locations. I understand that it's scary to mess around with editing vanilla navmeshes, because it can break everything and render location editing mods incompatible. You can dissect/incorporate the patch I uploaded for the minimum changes needed for the load doors to work. Edit: I opened a few popular Dragonsreach mods in xEdit, and RedBag's Dragonsreach seems to be compatible with the patch since it uses the vanilla navmesh. JK's Dragonsreach adds a few triangles but doesn't edit the structure that much, so I made a quick patch for it. Should work nicely with @Heirloom's patch for JK's Dragonsreach. HS Dragonsreach is unfortunately still incompatible. Edit2: The mod has been updated with navmeshes for vanilla dragonsreach. The patch for vanilla dragonsreach is now unnecessary. If you're using JK's dragonsreach, you'll probably still want to use the patch below. Slaverun Navmesh and Load Door Patch.esp Slaverun + JKs Dragonsreach Navmesh and Load Door Patch.esp Edited November 15, 2025 by dfhbi 7
Valauthiel Posted October 31, 2025 Posted October 31, 2025 12 hours ago, Kenjoki said: I may have found the bug (forgot to initialize some new variable, will be done in the next version) Can you please open the mcm menu, arena tab, uncheck the checkboxes for the 5 available fight modes , then check them again and exit the menu this should set some variable another way would be to export all settings in the first tab and then reimport them Unchecking, and re-checking did the trick! It now works as intended Many thanks, both for the help, and the mod.
Rodsin Posted October 31, 2025 Posted October 31, 2025 (edited) 8 hours ago, dfhbi said: Here's the patch I made for vanilla dragonsreach navmesh and the two load doors. It's most likely completely incompatible with JK's dragonsreach or other modded versions of the cell, because they add their own conflicting navmeshes. Flagged ESL, requires BEES for 1.5.97. There's probably a few other unlinked doors in the mod that this patch doesn't fix (the main door to the Colosseum outside Whiterun and pre-quest bandit cave at least) but Dragonsreach was the most urgent. The navmeshes in the cells you made from scratch have been working well as far as I've tested! The problem only shows up in vanilla cells/worldspace where you've added teleport doors to your locations. I understand that it's scary to mess around with editing vanilla navmeshes, because it can break everything and render location editing mods incompatible. You can dissect the patch I uploaded for the minimum changes needed for the load doors to work. Slaverun Navmesh and Load Door Patch.esp 44.38 kB · 1 download You sir, are my hero! Thank you for this patch, now followers go with me to the dungeon. Thank also to the people that sugested the workaround for the animation not starting issue. Hopping that next version fixes it or someone makes a patch lol. 1 step closer to slavery and total degradation. Edited October 31, 2025 by Rodsin
theboss152 Posted November 2, 2025 Posted November 2, 2025 On 8/25/2025 at 1:47 PM, Kenjoki said: I didn't know this mod, but probably running 2 enforcer will make a conflict, but in Slaverun Reloaded you can disable the inforcer I will have a look at this standalone enforcer, but my guess is that he has a problem now, as he cannot check the mainquest state anymore... I have downloaded this new version , and will upgrade to it, but probably only for the next release Did you update for Sexual Fame reloaded ? i have it currently and want to try this mod, and can the comments be used along with SLSF Fame comments ?
Mushikisai Posted November 5, 2025 Posted November 5, 2025 (edited) 看来我们无法为竞技场收集动物。 有什么作弊方法吗? 看来没有这些动物,动物表演就无法开始。 Edited November 5, 2025 by Mushikisai
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