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Slaverun Reloaded 5.2 30 05 2026


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  • 2 weeks later...
Posted (edited)
On 11/23/2025 at 12:10 AM, thelogo said:

cant see mod in mcm

Check, may be you have max mcm menu items 254 or 255.

Edited by 0x000f
Posted

@Kenjoki

Thank you for your mod!

 

After enslaved a follower, reported to Pike and got reward for it, my PS still have option "My diar, I ..."

Quote

image.png.a181a0a308af979cac1c715b82aac4e3.png

 

After enslaved a women, taught her, reported to Pike and got rewards, my PS still have options "Slave master ..." and can use its as a cheat to get endless rewards.

Quote

image.png.6a32a3a07a1769010b6a865974bc1f15.png

 

Posted
On 12/14/2025 at 6:11 PM, balerion999 said:

What is the difference between MS Voices and EL Voices?  I installed both and there is a conflict.

Ditto.  Which do we need?

Posted (edited)
On 12/27/2025 at 9:26 PM, Jomc200555 said:

I need some help when I try to play a Sex scene It doesnt play it works with my other mods so I could use some help fixing it

Yeah, I'm having a similar issue whenever the PC is used by someone, sex animations don't play and the PC and npc just stand there while a crowd gathers around and claps. Help would be greatly appreciated.       please and thank you

Edited by Ven0M0usCobra
Posted
On 12/28/2025 at 11:35 PM, Ven0M0usCobra said:

Yeah, I'm having a similar issue whenever the PC is used by someone, sex animations don't play and the PC and npc just stand there while a crowd gathers around and claps. Help would be greatly appreciated.       please and thank you

Never mind, I figured it out.

Posted
10 hours ago, brewmasterhal said:

 

You should maybe explain how you solved the issue, in case someone else has the same problem in the future.

I didn't know I needed to click "install" on the sexlab mcm (''''IN GAME''''), so make sure to tick that when you first download it. Yeah, I know, total noob mistake. Also, don't downgrade your skyrim to make devious devices work, instead, download Devious devices NG and follow the instructions on the mod page. 

Posted

Got an issue with NPCs Ai paths, when you first interact with a new 'slave' they try to walk to the dungeon straight away before they're meant to. Also when pike, bellamy or igor are with you on a quest at some point they just decide to go back to their standard areas. The temporary fix is to lock the dungeon and dragonreach with commands but that still leaves bellamy just wondering off at times. Hoping someone has an easy fix or the mod creator can do something.

Posted

As a slaver, is there a chance for hardcore travelling, or is it disabled ? I've never experienced it, and I've used it a lot !

Posted

Welcome back!  I can't believe I am MONTHS late with this.  I really haven't been watching the forums here much.

I've given this a lot of thought during the years you were offline and one consistent thought is that the main mod is simply too big and likely to exceed some limits at some point.

I'd like to see the whole mod made modular which would make working on parts of the overall much simpler.   I was thinking that the main mod would contain all the major NPCs and track the progress/status of enslavement and freedom of each Hold, City and Townor Settlement in that hold.  And since there are a number of mods that add Holds (ior equivalents), towns and cities that it would be best to have an (ESL marked) mod for the enslavement of each making it much easier to maintain each of those quests because you wouldn't have all the unrelated bits to wade through in those mods.  

Because the enslavement progresses Yarl, Yarl's capitol and then each town or settlement in that hold we could have mods to declare and establish slavery in each instead of the current situation where we have one town (Riverwood) that is enslaved separately while for all other holds all the towns and settlements are enslaved with the hold.  That said, once a HOLD is enslaved the whole of the hold should be considered under slavery until the freedom quest free that hold.

All the Slave system building quests should also be split out into mods that register themselves as well.  Likewise all the slave task mods.
 

With that architecture then if someone would like to build a mod to have the slave perform some other task (like go to a party as the sexual treat for the hosts guests for example) then someone can write that as a mod and it can register itself to the main mod and become available as another possible action.  And someone else could decide they want a party slave mod where the PC comes as a slave but with other slaves and entertains by having nonstop sex with those other slaves until the party is completed. Then yet another could do nearly the same but have the PC as a slave bring animals to have sex with for the duration of the party.    That architecture would wake it possible that if someone doesn't like the beastiality content of that last suggestion they can simply disable that add-on MOD that contains that and it never has to even be an option for their PC.

And just as people can write their own "additional task" mods that can also write their own enslavement of a hold, capitol, town, city or settlement mod to take the place of the one that comes with Slaverun.

Most of all it would allow you to concentrate on stabilizing the main mod and quests while the community builds and adds the enslavement process for each Hold, capitol, city town and settlement for all the additions to the base Skyrim (such as Beyond Bruma).

Posted
2 hours ago, WaxenFigure said:

I've given this a lot of thought during the years you were offline and one consistent thought is that the main mod is simply too big and likely to exceed some limits at some point.

I'd like to see the whole mod made modular which would make working on parts of the overall much simpler.   I was thinking that the main mod would contain all the major NPCs and track the progress/status of enslavement and freedom of each Hold, City and Townor Settlement in that hold.  And since there are a number of mods that add Holds (ior equivalents), towns and cities that it would be best to have an (ESL marked) mod for the enslavement of each making it much easier to maintain each of those quests because you wouldn't have all the unrelated bits to wade through in those mods.  

Because the enslavement progresses Yarl, Yarl's capitol and then each town or settlement in that hold we could have mods to declare and establish slavery in each instead of the current situation where we have one town (Riverwood) that is enslaved separately while for all other holds all the towns and settlements are enslaved with the hold.  That said, once a HOLD is enslaved the whole of the hold should be considered under slavery until the freedom quest free that hold.

All the Slave system building quests should also be split out into mods that register themselves as well.  Likewise all the slave task mods.
 

With that architecture then if someone would like to build a mod to have the slave perform some other task (like go to a party as the sexual treat for the hosts guests for example) then someone can write that as a mod and it can register itself to the main mod and become available as another possible action.  And someone else could decide they want a party slave mod where the PC comes as a slave but with other slaves and entertains by having nonstop sex with those other slaves until the party is completed. Then yet another could do nearly the same but have the PC as a slave bring animals to have sex with for the duration of the party.    That architecture would wake it possible that if someone doesn't like the beastiality content of that last suggestion they can simply disable that add-on MOD that contains that and it never has to even be an option for their PC.

And just as people can write their own "additional task" mods that can also write their own enslavement of a hold, capitol, town, city or settlement mod to take the place of the one that comes with Slaverun.

Most of all it would allow you to concentrate on stabilizing the main mod and quests while the community builds and adds the enslavement process for each Hold, capitol, city town and settlement for all the additions to the base Skyrim (such as Beyond Bruma).

 

I would agree to a lot of this, but I think implementation is going to be extremely challenging.  The absolute core of this mod is the quest series enslaving each of the major cities - breaking that up and moving it into individual modules is, I think, missing the point.

Ideally, it would be better to break the mod in one of two ways: by storyline, or by circumstance.

The "by storyline" method would be: core functionality - enslaving cities, ending in slavery across all of Skyrim; special main quests - the caravan stuff, orc strongholds, inn keepers, all of that; the colosseum - building it, fighting in it, etc.; the abolition questline - bringing freedom back to Skyrim; the slave-hunting questline - all of the stuff involving capturing new and escaped slaves; the slave family questline - all of the Ivana/Diamond stuff, including Pyke's wife etc.; the training questlines - all of the existing stuff regarding slave training, evaluations, etc. and all of the new stuff regarding slaver training; the various endings - dead slave, wedding, etc.

The "by circumstance" method would be: female slave, female free, female slaver, male slave, male free, male slaver, etc.

I would be very happy to see a lot of this modularized out into individual mod files, so that users can pick and choose the content they want to see, and not have to worry about all the other stuff.  As an example, it would be nice from my perspective to be able to set up the mod such that I only see the main quests, special mains, abolition, and slaver training.  Similarly, it would potentially be nice to be able to set things up so that I can choose from the outset to play as a free female with the possibility to become a slaver.

It will definitely never happen, and it's unreasonable to expect it to.  The problems with modularizing at this stage are manifold.

You'll face integration/versioning hell as the number of unique permutations of valid installations goes from like two, to thousands.  Presumably, Kenjoki would build the mod using the CK with all of the individual modules loaded, and would test under similar circumstances.  This means that whenever someone new comes to this thread and posts about some bug they're experiencing, the post that follows will be some variation of "which modules are you running" followed by a listing, followed by "well, no one has ever tried that permutation before, so good luck debugging it yourself".  Does this require Kenjoki to now re-compile and release new versions of every module, even if no changes are made to them in a given update, or do we instead opt for discrete versioning of each module?  Both options will result in the thread descending into circlejerk purgatory of "which version of special quests do I need for version X of the core files" and "do I need to re-download everything for the new update, which modules have changed".

Disentangling all of the dependencies would take forever, and is likely to break everything.  Right now, everything is part of the same mod file.  Yes, it's gigantic and bloated with thousands of lines of dialog, of which the average user will actually see well below half.  Part of the reason why there's so much dialog is that there are now like two dozen possible circumstances for every stage of every quest.  Off the top of my head, circumstances vary across at least five dimensions: player sex, player status, player being escorted by a slaver, player escorting a slave, and success/failure of quest objectives.  That means that, at maximum, there can be (2 * 3 * 4 * 2 * 2 = 96) possible dialog responses to a given situation, if every possible permutation of circumstance was unique.  This is partially why I think that the only modularity we might actually see is to break some of these out into more experience-based mods, e.g. a mod which adds Finn as a follower, along with his questline, and replaces (not supplements) the female slave dialog with different choices.  Actually breaking Finn's stuff out of the current monolith and into a distinct mod file would involve making edits to hundreds of records, and would likely take weeks to achieve, followed by weeks of testing - it's just not worth doing, sadly.

The time to architect a project like this is during the design stage.  That phase of dev sailed by like eight years ago.  Would I like to see a version of the mod that allows me to play as a slave without the fugitive slave retrieval unit stuff?  Absolutely - I think it makes as much narrative sense as the latter seasons of Lost.  I just don't think that it's going to be a reality.

Posted

hello can this mod work with Devious Devices NG 0.4.2 for a replacement for zaz animation pack 9.2? im having difficulty with zaz and im currently looking at options. TY

 

Posted
On 1/2/2026 at 8:02 AM, Rudra68 said:

As a slaver, is there a chance for hardcore travelling, or is it disabled ? I've never experienced it, and I've used it a lot !

Yes, I just found this little extra detail. You have to have completed special quest 11 Tour De Skyrim. Make sure the carriage travel option is checked in the MCM and set the slider for possibility of hardcore travel to 100 to make sure you get the scene. The driver will stop halfway and decide the female slaver is going to serve as the carriage slut for the remainder of the trip. 

Posted
21 hours ago, ezusoppp said:

hello can this mod work with Devious Devices NG 0.4.2 for a replacement for zaz animation pack 9.2? im having difficulty with zaz and im currently looking at options. TY

 

i use NG with this mod and as far as i tested it seem fine. DD NG is not a replacement for zaz, you will need both for the mod to work. DD deal with the kinky outfit ( not my cup of tea cause the outfit look ugly to me) while zaz deal with moving all the character during scene. you will want zaz 8+ for this mod, i never test it with 9 so i think that might be where your problems come from.

Posted
50 minutes ago, DipSh8t said:

i use NG with this mod and as far as i tested it seem fine. DD NG is not a replacement for zaz, you will need both for the mod to work. DD deal with the kinky outfit ( not my cup of tea cause the outfit look ugly to me) while zaz deal with moving all the character during scene. you will want zaz 8+ for this mod, i never test it with 9 so i think that might be where your problems come from.

Thank you.

 

Posted

Hey @Kenjoki i followed your work for a while now and wnatd to say thank you.

While i enjoy the slave route i mostly find myself in the free Role and would like to know if you think of extending it further?

Thank you again!

Posted

Thanks for the great work. Good to know there's an update coming soon!

 

As you are going to update virginity related content, will you fix the issue in virginity tracking as well?

Currently non-penetrate sex scenes like oral or even body search will lose virginity, while in Sexlab and other mod that tracks Sexlab virginity status like DW they won't. This happens regardless of 'use Sexlab virginity status' on/off,

 

Posted
11 hours ago, Umbranoct666 said:

Where exactly? Cant seem to find it

 

havent played it in a while, waiting for a patch for NPC's walking away and breaking scenes, but IIRC it was under something like "used forced animations with slaves"

might be under enforcer settings

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