krafs Posted November 11, 2025 Posted November 11, 2025 Has anyone figured out if there is a way to control what punishment you get using the console, such as modifying the global variable SLV_QuestFailedPunishment or similar? I found that you can control the number of failed missions by modifying the global variable SLV_QuestFailed, but it still randomly picks any of the possible punishments within the span defined on the mod page, meaning that you would need a lot of luck to trigger the one you want. EDIT: I managed to increase the changes by creating an override plugin that modified the range with less overlap. Some more precise control would still be useful though. 1
datboi322 Posted November 11, 2025 Posted November 11, 2025 Very nice! Since people are making suggestions I'll throw in my own 2 cents here. My main gripe with the original is that there wasn't much room for character RP. The mod had a very strong "voice" for how your PC thought and was mentally reacting to the situation. It made the mod feel very novel-like at times and is grating if the forced personality doesn't match what you want for your PC. So having a greater variety in dialogue choices would be great even if they don't lead to different outcomes. I'd also like it if the female-slaver -> slave transition had some long-term flavour text associated with it. There doesn't need to be a way to break out of the slave path once you are in it, just having dialogue that mentions your prior status would be nice. In the original there was a fairly clear moment where you were now fully on the slave path and anything prior was forgotten. 1
GamerGirlPee91 Posted November 11, 2025 Posted November 11, 2025 On 11/7/2025 at 7:08 PM, GamerGirlPee91 said: How do I start the slaver training quest? I talked to pike and joined the slavers, did the basic and special quests and still no options came up to ask about training Ok I figured it out, for anyone else who can’t start, simply waiting 24 hours solved it, either that or it was a conflict with sexlab survival, which surprisingly still mostly works…
crococat Posted November 11, 2025 Posted November 11, 2025 Slaverun_Reloaded_Comments.esp is no longer present in last version. Is it normal?
Raven 54 Posted November 11, 2025 Posted November 11, 2025 (edited) On 10/11/2025 at 2:03 PM, dfhbi said: 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. This is something the Author should do, the exact reason I quit using this mod. Writing all the id's of each person, prid xxxxxxx moveto player, it was exhausting. Worse when spawned in they turn and exit back to Dragonsreach. The main page needs updated with links to required mods as the current links go to Skyrim, if the mod is for SE there should be a section header for SE links underneath. To say this is version 4.0 should have, at least, covered these issues first before piddling with the other things. Just my opinion. Edited November 11, 2025 by Caveman 74 1
dfhbi Posted November 11, 2025 Posted November 11, 2025 1 hour ago, Caveman 74 said: This is something the Author should do, the exact reason I quit using this mod. Writing all the id's of each person, prid xxxxxxx moveto player, it was exhausting. Worse when spawned in they turn and exit back to Dragonsreach. The Dragonsreach navmesh has been fixed by the author in the latest version. The author is also working hard on the walking away during scenes bug, with good progress. Those two were really the only significant issues I noticed back in the 3.0 version. It was quite annoying to play around with console commands, but the story is worth it imo. And it keeps improving. 1
Raven 54 Posted November 11, 2025 Posted November 11, 2025 8 minutes ago, dfhbi said: The Dragonsreach navmesh has been fixed by the author in the latest version. The author is also working hard on the walking away during scenes bug, with good progress. Those two were really the only significant issues I noticed back in the 3.0 version. It was quite annoying to play around with console commands, but the story is worth it imo. And it keeps improving. Don't get me wrong the story is great, I like the mod, respect the author, even if it causes trouble in Dragonsreach with weird visual stuff, frame rate, IDK, but the fact remains the pages links need updated to SE, it's great for the LE users that are here, my point is it needs two sections on the main page LE, SE. I did not know the navmesh was fixed, I used 4.0 and kept at it till I was just tired of trying to force it to do what it was supposed to do in the first place. might just try it again. Thanks for your input! 2
Mushikisai Posted November 11, 2025 Posted November 11, 2025 Some small suggestions? The slaver trainings are great! Maybe it can also be modified for the slave route? Like maybe training more slave sisters for masters? 1
dfhbi Posted November 12, 2025 Posted November 12, 2025 16 hours ago, Mushikisai said: Some small suggestions? The slaver trainings are great! Maybe it can also be modified for the slave route? Like maybe training more slave sisters for masters? I don't know if it's too ambitious, but it would be awesome if in follower training as a slave it was a mix of both training paths (slave/slaver). The player would get a very involved reminder of their previous slave trainings and have an option to either act as the perfect slave or be punished. A chance to show how much the slave training has affected the player. Similar to the (submissive choices of) slaver training, the player would show the follower how the training is done. But the player's motivation would be opposite to the one in slaver training, and they'd be encouraged to act more submissively. Since dialogue choices are amazing, maybe some options to manipulate the follower could work. 1
AAAndreyKongo2 Posted November 12, 2025 Posted November 12, 2025 On 11/11/2025 at 3:53 PM, Caveman 74 said: This is something the Author should do, the exact reason I quit using this mod. Writing all the id's of each person, prid xxxxxxx moveto player, it was exhausting. Worse when spawned in they turn and exit back to Dragonsreach. The main page needs updated with links to required mods as the current links go to Skyrim, if the mod is for SE there should be a section header for SE links underneath. To say this is version 4.0 should have, at least, covered these issues first before piddling with the other things. Just my opinion. You should try "Where are you". it's a great mod. It allows you to easily find any npc and interact with them: teleport them or teleport to them. rummage through inventory, disable or enable, look up info. It's actually amazing how much more easier it gets to fix problems and unneccesery complications. 1
Kenjoki Posted November 13, 2025 Author Posted November 13, 2025 On 11/11/2025 at 2:05 AM, krafs said: Has anyone figured out if there is a way to control what punishment you get using the console, such as modifying the global variable SLV_QuestFailedPunishment or similar? I found that you can control the number of failed missions by modifying the global variable SLV_QuestFailed, but it still randomly picks any of the possible punishments within the span defined on the mod page, meaning that you would need a lot of luck to trigger the one you want. EDIT: I managed to increase the changes by creating an override plugin that modified the range with less overlap. Some more precise control would still be useful though. Yes at the moment your punishment is random in ranges ... by design as I wanted to be surprised 😉 maybe changed a little bit, but that was a working state punishments: none, let you go 0-5 none, let you go 0-9 devious device 3-9 tattoo 5- whipping 5-9 whippcross 7- boobs grow 5-19 cut hairs 5, 10, 15, 20- vampirerape 8- werewolfrape 8- drugs 8-19 thalmordremora 11, 16, 21- walk of shame 10, 15, 20, branding 11- gangbang 11- crawling 11- painslut 11- draugr 10-19 amputee 15-19 milkmaid 21- enslave 21- deadslavewalking 21- spitroast 20 beheading 25 super gangbang 21+ On 11/11/2025 at 11:37 AM, crococat said: Slaverun_Reloaded_Comments.esp is no longer present in last version. Is it normal? the "old" slaverun_reloaded_comments is now a seperate file in the download section... as I haven't and do plan to update it anymore, you can always install this one the coming verson will have support for this old comments with sexual fame... the new sexual fame reloaded... and its own integrated mini fame-and-comments system On 11/9/2025 at 12:49 AM, Rikdo said: You still have some underscores ( _ ) in some Worldspace Cell names, there is a few in SLV_ColosseumWorld, and some in SLV_CarriageWorld. This can cause cosmetic issues with some games - it forces a new character slot for saves done/entered in those areas. A few SSEdit scripts fix these. The one I use is THIS, although there are a few more options. So far I've not encountered issues from doing this, but it now has all my save games for my character together. As for the new update, I'm currently trying it both on a new save file, and updating a previous file. I've noticed the Slavers, such as Pike and Belemy now wear Leather armour vs there old clothes. The new voiced lines are pretty good - I'm currently overwriting the older voiced lines with these newer ones. The updated Navmeshes seem to work better - like the patch linked a bit above, followers now enter the dungeons etc in Dragonsreach. you are absulutely right... I forgot those wordlspaces... but changed them now also in my version, thank you for reporting 5
zwdragonbone8314 Posted November 15, 2025 Posted November 15, 2025 (edited) Hi, just playing the latest version of the mod. Absolutely great mod. Just want to ask, is that possible to start the anti slavery quest as free female player in future updates? If kind of make sense for you trying to stop the slavery process of Skyrim, like attacking the enslavement enforcer from Slaverun outskirt area. Try to convincing the local of free city not to accept slavery, particularly warning the free women the danger of slavery. I hope to start the ending slavery quest not just in one way as you becoming a slave. It could start several ways. In doing some quests, you may try to pretend to be slave to bend in your environment of the enslaved city in order to get vital information, but the risk of being caught and get enslaved is also high. Slavermaster Pike might have special punishment reserved for the anti slavery people, like the Bimbo curse. I think the struggle between force of enslavement and anti-slavery could be interesting and will make the process of enslaving or freeing city more fun. Edited November 15, 2025 by zwdragonbone8314 4
dfhbi Posted November 15, 2025 Posted November 15, 2025 3 hours ago, zwdragonbone8314 said: Hi, just playing the latest version of the mod. Absolutely great mod. Just want to ask, is that possible to start the anti slavery quest as free female player in future updates? If kind of make sense for you trying to stop the slavery process of Skyrim, like attacking the enslavement enforcer from Slaverun outskirt area. Try to convincing the local of free city not to accept slavery, particularly warning the free women the danger of slavery. I hope to start the ending slavery quest not just in one way as you becoming a slave. It could start several ways. In doing some quests, you may try to pretend to be slave to bend in your environment of the enslaved city in order to get vital information, but the risk of being caught and get enslaved is also high. Slavermaster Pike might have special punishment reserved for the anti slavery people, like the Bimbo curse. I think the struggle between force of enslavement and anti-slavery could be interesting and will make the process of enslaving or freeing city more fun. Sounds like a great idea, and really shows how great the mod is that there are so many ideas to expand it. It seems like a ton of work, but maybe an agent-like anti-slavery questline could be implemented in parallel to the upcoming city quests to end slavery. Maybe it could be similar to current city quests, but instead of spreading slavery or ending it, you would try to prevent it before it happens. Of course with consequences for failure. I'm imagining that in some cities you could impersonate a slave/slaver agent, and different approaches would work for different cities. Or perhaps you might keep running into a slaver on their own mission and would need to outwit them. It would make for a really cool scene if you're impersonating a slave to a jarl and then a real slaver shows up and goes along with it, maybe leading to actual enslavement if you pick the wrong/right options.
Karna5 Posted November 17, 2025 Posted November 17, 2025 (edited) Hi, Kenjoki. This mod is incredibly well written and very engaging. Thanks for sharing it. FYI, the game crashes a lot during the quests (I'm several days into the questline so far), but I gradually figured out what's been causing the crashes. In the family reunion scene where everyone gets together in the throne room to interrogate the family, I kept crashing constantly, and I figured out that if I rushed to go into MCM for sexlab and stop the animations and queue, the crash wouldn't happen. So this told me it was sexlab related, but at that stage I still hadn't figure out exactly what. In the Orc village scene I figured out that the crash that was happening was because the Orc Chief decided to walk into his house in the middle of a conversation which wanted to trigger a scene with him. I used the "set gamehour 9" command to set the time to 9 AM so that he wouldn't walk into his house, and then the scene progressed fine without a crash. In the devious blacksmith quest in Falkreath the game kept crashing while the smith was talking about putting a yoke on the woman, and after a few restarts I realized the woman had wandered off and left the cell. So from that clue I finally figured out the game is crashing because the NPCs are wandering away, leaving the cell, and then sexlab crashes because one or more of the participants left the scene. Once I figure out an NPC is walking off, I've been using a console command to have her play an idle (such as a dance) to keep her in place until she's needed. But I think the main thing that's harming the stability of the game is the fact many of the NPCs keep walking away either to the training dungeon or to their home. Anyway, now that I know I have to keep an eye on all the NPCs and stop them from wandering away, everything is much more stable. It's a super well written mod, and thanks a ton for sharing it. I just figured I'd mention what I learned about some stability issues p.s. The hardest places for me to block crashes are the streets of whiterun and the whiterun throne room because there are so many NPCs, and there are random sexlab scenes triggering all the time. And sometimes those random scenes cause crashes out of the blue because one of the participants leaves to go into a home or the dungeon or out into skyrim. Edited November 17, 2025 by Karna5 1
Raven 54 Posted November 18, 2025 Posted November 18, 2025 11 hours ago, Karna5 said: Hi, Kenjoki. This mod is incredibly well written and very engaging. Thanks for sharing it. FYI, the game crashes a lot during the quests (I'm several days into the questline so far), but I gradually figured out what's been causing the crashes. In the family reunion scene where everyone gets together in the throne room to interrogate the family, I kept crashing constantly, and I figured out that if I rushed to go into MCM for sexlab and stop the animations and queue, the crash wouldn't happen. So this told me it was sexlab related, but at that stage I still hadn't figure out exactly what. In the Orc village scene I figured out that the crash that was happening was because the Orc Chief decided to walk into his house in the middle of a conversation which wanted to trigger a scene with him. I used the "set gamehour 9" command to set the time to 9 AM so that he wouldn't walk into his house, and then the scene progressed fine without a crash. In the devious blacksmith quest in Falkreath the game kept crashing while the smith was talking about putting a yoke on the woman, and after a few restarts I realized the woman had wandered off and left the cell. So from that clue I finally figured out the game is crashing because the NPCs are wandering away, leaving the cell, and then sexlab crashes because one or more of the participants left the scene. Once I figure out an NPC is walking off, I've been using a console command to have her play an idle (such as a dance) to keep her in place until she's needed. But I think the main thing that's harming the stability of the game is the fact many of the NPCs keep walking away either to the training dungeon or to their home. Anyway, now that I know I have to keep an eye on all the NPCs and stop them from wandering away, everything is much more stable. It's a super well written mod, and thanks a ton for sharing it. I just figured I'd mention what I learned about some stability issues p.s. The hardest places for me to block crashes are the streets of whiterun and the whiterun throne room because there are so many NPCs, and there are random sexlab scenes triggering all the time. And sometimes those random scenes cause crashes out of the blue because one of the participants leaves to go into a home or the dungeon or out into skyrim. I found that (npc's walking off) and loss of player control to be the most frustrating, when player control is lost due to the mod, then one of the required NPC's leaves the area, the dialogue breaks leaving issues in the gameplay. NPC left while player locked in place, had to use problems in MCM to get free, from then on I could not raise my fists without going to MCM and using the problems sub heading, enable playercontrol every time I wanted to use a spell, etc. Why the choice to take and give the player control instead of following the tried and true dialogue tree of following the conversation is beyond me, seems like a great way to give yourself a ton of issues. I did not have the crashes you did but when Eric goes looking for a slave to bang, I have seen him teleport from the bench to the cage and then the whole scene goes crazy with lurching and other frame rate issues I don't have in the rest of my Skyrim modded playthroughs, no choice but to close the game and restart usually fixes it. I would like to see an assignable key to the enable playercontrol as getting in the MCM all the time is frustrating and kills gameplay. 1
Raven 54 Posted November 18, 2025 Posted November 18, 2025 On 11/12/2025 at 1:49 PM, AAAndreyKongo2 said: You should try "Where are you". it's a great mod. It allows you to easily find any npc and interact with them: teleport them or teleport to them. rummage through inventory, disable or enable, look up info. It's actually amazing how much more easier it gets to fix problems and unneccesery complications. Thanks, I will look at that. But if the AI packages of the npc's were fixed properly, in this mod, I would not need the extra ways of getting the npc to stay where they are supposed to in the first place, case in point Igor, go to windhelm or Markarth, Igor stays in the dungeon, talk to target, go back to Igor, talk, go back to target, talk, come with, go to Igor in the dungeon, then he and the target disappear and where do you find him? Windhelm or Markarth depending on which family member you were after. Mom, Dad, Sisters and brother all went to the dungeon while being locked out of player control, during dialogue, getting them back was a chore. Rinse and repeat for other NPC's. 1
Karna5 Posted November 18, 2025 Posted November 18, 2025 (edited) I just remembered one other strange issue. There's a scene where Ivana was supposed to have sex with the horse in the dungeon, but the horse wasn't in the dungeon. So I followed her half way across the map to see where Ivana was walking. My auto-follow eventually failed, but Ivana kept following, so I followed her. Apparently the horse which was supposed to be in the dungeon was all the way across the map. So she walked to the horse and back. As far as I know, she didn't have sex with the horse (presumably the walk took so long that sexlab or the script gave up on it). But she walked all the way across the map and back for that quest. My best guess of what caused this is: Earlier in the game I hit E while next to the horse and accidentally mounted it (I was trying to talk to an NPC, but the horse got in the way). Later when I fast travelled (perhaps by carriage), the horse teleported with me and left the dungeon. But it didn't return to the dungeon. I'm not sure if it's possible to block that horse from being mounted by accident. But if possible, the quests/scripts which require sex with the horse should probably try to teleport the horse to the scene before initiating the auto-walk and sexlab call. Actually, most of the problems in the game, not just for the horse, could probably be solved by teleporting the required actors to their assigned position before initiating either dialogue or sexlab. p.s. The slave/slaver certification scenes are so hard to keep from crashing due to people leaving the cell I finally gave up and advanced most of those quests by the setstage command. It's a shame since the whole purpose of playing mods like this is for the story. So that misses the story. But it was required to get past those scenes. Edited November 18, 2025 by Karna5
Raven 54 Posted November 18, 2025 Posted November 18, 2025 @Kenjoki I wanted to say thank you for this mod, your work, time and talent, I appreciate your work. My comments may seem to be coming across as negative, they could be worded better and for this I apologize, I like this mod idea and function so much that I get a little upset at not being able to play it fully as you intended. My negative (if you will) comments stem from having a good time and being stopped cold. Imagine a great movie you love stopping three quarters through, the theater would explode with comments over that not out of trying to hurt another but out of emotional frustration, which is my exact issue, don't give up trying to fix the issues here, please. Also ask for a proof read of the English text from one of us and we could help you fix some dialogues that are close to right but not quite right, I would be glad to help as would others.
destroyer1012 Posted November 19, 2025 Posted November 19, 2025 (edited) tried v4.0 and 4.1 and have issues with the colloseum. perticularly with the fights. ive tried on two profiles 1st profile what happeens is speacking to the jester request a fight got to the arena and pull the lever but the announcers dialogue doesnt appear and the fighter doesn't spawn in resulting in the inability to do the fight. profile 2 the dialogue with the jester would just auto close after so far which is about the point were it says about getting to higher ranks to get death matches. this results in the inability to get to the fights at all. Edited November 19, 2025 by destroyer1012
skyrimmods991 Posted November 19, 2025 Posted November 19, 2025 is a "strict" fem dom playthrough no longer possible?
brewmasterhal Posted November 19, 2025 Posted November 19, 2025 1 hour ago, skyrimmods991 said: is a "strict" fem dom playthrough no longer possible? In the current mod, a female PC will not be able to maintain a dominant bearing at all times if every quest is completed. Keeping in mind that the baseline quest design is female sex slave / male slaver, those perspectives have been implemented first in all of the new content, and alternative/ancillary methods of progressing through the quests may have become deprecated as changes have been made to pre-4.0 quests. If this is an issue, you will sadly have to wait for new versions to expand on the options available to complete the quests. 2
Karna5 Posted November 20, 2025 Posted November 20, 2025 Just an fyi. I let the report back time expire, and it triggered an on the run quest where a couple of bounty hunters tried to track me down. I was already in slaverun when they appeared, so I talked to them. They made a spiel about capturing me. I talked to them again, and they repeated it. And I talked to them again and they took me outsidde slaverun to the stables and chained me up. So I walked back into slaverun, and at the door to the keep I talked to the bounty hunters again. They made a spiel about capturing me again, and then they walked into the keep and from there into the dungeon. My quest marker tells me to follow the bounty hunters, but they're just sitting at the far end of the dungeon. When I talk to them again I lose control of my character and start walking into the wall next to them trying to follow them, but they're just sitting in the chair. I'll go ahead and get past this by using setstage commands, but I figured I'd mention the bounty hunters seem to get confused and mess up the quest if I talk to them. Perhaps I was only supposed to talk to them once and then follow. I don't know.
unholyplague Posted November 21, 2025 Posted November 21, 2025 seems the newer versions of the mod have the headers set differently so LE can no longer detect the mod.
Mashi Posted November 21, 2025 Posted November 21, 2025 Just a FYI for anyone having issues with the amputator framework not working, this post should solve the issues. It does require the OAR framework but most people should have that.
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