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Slaverun Reloaded 5.2 30 05 2026


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Posted

found a bug in the Rorikstead quest

after talking to the innkeeper and he tells me to go talk to his son Erik, i believe if you've done the Erik quest to make him as an available follower the quest cannot progress, the Quest marker just points to an empty bit of floor near the bar counter, and talking to Erik has no new dialogue options, 

 

only interactions I've had with Erik and his father was doing the small quest for him. I believe this may of made a copy of Erik that is recruitable and the mod is trying to target the Original Erik who no longer exists. (this is just my theory, I have no modding experience.)

Posted (edited)
6 hours ago, tommorowneverdies said:

found a bug in the Rorikstead quest

after talking to the innkeeper and he tells me to go talk to his son Erik, i believe if you've done the Erik quest to make him as an available follower the quest cannot progress, the Quest marker just points to an empty bit of floor near the bar counter, and talking to Erik has no new dialogue options, 

 

only interactions I've had with Erik and his father was doing the small quest for him. I believe this may of made a copy of Erik that is recruitable and the mod is trying to target the Original Erik who no longer exists. (this is just my theory, I have no modding experience.)

This is accurate.  Skyrim contains two NPC_ records for Erik, with FormIDs 0x000350A7 and 0x00065657.  The first is simply "Erik" and gives the quest to ask his father for permission to leave town.  This one gets disabled and replaced with the second "Erik the Slayer" once the quest is completed.

Unrelated: I've been having issues with a bunch of the scenes getting stuck for long periods, up to almost a minute.  It seems to be related to NPCs attempting to walk to markers before a phase can begin/end, but when the AI is unable to find a path the fallback teleportation is delayed for so long that it looks like the scene has just frozen.  I believe this is what the last two posts on the previous page are about as well.

Edit: found another bug.
During the first meeting with Bellamy at the slaver camp, if you tab out of the conversation before you get to the end, it triggers a WalkAway event.  The dialog it plays in response is SLV_Mainquest250Topic06, which is one of the options in the regular dialog when he gets to the end of his initial explanation of the rules.  The issue is, that INFO record has no script attached.  When triggered by a WalkAway event it simply terminates, because the dialog has been concluded.  When the player selects it through the dialog interface, it has a response pointer to SLV_Mainquest250Topic24, which does have a script and correctly sets the Mainquest stage to 1000 before starting several quests.  Since Topic06 has no script and the dialog interface is closed, the player cannot click through to the next dialog and no variables are changed.  This forces the player to begin the conversation with Bellamy again, from the beginning.

I found this due to something that is arguably another bug: if the player is Dovakiin, then the only way to be enslaved at this stage of the quest is to volunteer.  Since v4.0, there are two booleans in the MCM that handle how to deal with the player being Dovakiin, tied to the globals SLV_PlayerIsDovakin and SLV_DovakinCannotBeSlave.  The latter of these is effectively never used as far as I can tell.  As an example, there is a dialog with Pike, SLV_EnslavePC3000Topic5, which uses both of these globals to immediately free the player at the end of the player enslavement quest.  However, in order to reach this dialog the player must become the Dragonborn during the initial walk to Dragonsreach after being enslaved by Bellamy at the camp, because if the PlayerIsDovakin global is true during the first conversation with Bellamy then there is no way (other than volunteering) to be enslaved.  For the purposes of this, I am considering the interactions with Murphy and Bellamy during the Prequest and WhiterunSlavery quests to be "volunteering" for slavery.

Edited by brewmasterhal
Posted (edited)
11 hours ago, brewmasterhal said:

Unrelated: I've been having issues with a bunch of the scenes getting stuck for long periods, up to almost a minute.  It seems to be related to NPCs attempting to walk to markers before a phase can begin/end, but when the AI is unable to find a path the fallback teleportation is delayed for so long that it looks like the scene has just frozen.  I believe this is what the last two posts on the previous page are about as well.

This is exactly what I was witnessing now that I looked into the Mod again today. the pc starts to walk to a marker, then stops after one step and nothing happens anymore, in my case it was more then a minute... actually, I think I could have stood there for a whole day and nothing would have happened, I could somehow cheat my way through by starting a sexlabscene, than the dialogue continued. I noticed that during the walk of shame.

 

 

edit:

I think it is the disabling of the Player Control - it comes to soon, the problem is, that this seems to be applied via Script which leads to a lot of unattached scripts in my save, and second if one wants to change that every script needs to be recompiled.

Edited by bigbasi
Posted
11 hours ago, Meso_1974 said:

can update this mod mid playthrough ? i want to get the v5.0 that got released today 

 

For major version I always recomend a clean safe, but you can try it of course

 

11 hours ago, SullenMan said:

still not working with WryreBash... It looks like this is impossible.
image.png.d3a3e5c1ae667a84dd8824ad3ae3c6d7.pngimage.png.aa9eae89d46b8b7ff641c99152f648c7.png

can you unzip the 7.z and edit the ModuleConfig.xml in dir fomod?  And change UTF-16 in the first line to UTF-8 ?

ModuleConfig.7z

Posted

the Murphy villages quest is open and can not be completed as the moment as subquests for the next 2 villages will be part of  5.1 😉

 

Here is my todo list:

    great rewards like animal, house (Started...)
    
    SLV_Blackwidow
    SLV_Revolution
    SLV_DaedraKillerSquad

    SLV_WhiteWheding4 (and maybe 5 as I already have the idea) with "that will be a surprise" (Started)
    
    2 villages , karthvasten and dragonbridge (Started)
    free 2 cities, Riften and Markarth in slv_mainquest2
    
    Prequest2 new options like being very evil 😉 (Started)

 

Posted
7 hours ago, Kenjoki said:

Maybe I found now the root problem why for me all NPC follow as I want, but for some users they don't

 

Papyrus Utility is absolute mandatory with its support of Actor Packages

 

Papyrus Util  for Actor Package Support

https://www.nexusmods.com/skyrimspecialedition/mods/13048

 

I added it now to the hard requirements


I have PapyrusUtil installed, and I checked to make sure I have the latest version.  I experience both the (new, as far as I know) issue with scenes stalling due to pathing issues, and the issue with NPCs in scenes suddenly walking off, usually to go hang out in the slave dungeon in Dragonsreach.  The "NPC follow" issue you refer to could be either of those or something else entirely, it's hard to say for certain.

Posted

I think it would be nice to add a timer for job refreshes, especially when playing as a free character. Because you can get 300 (+100) coins for completing a task, especially when completing the same easy task, like with Avenicci. This becomes the most effective way to earn money and it can be quickly abused.

Posted (edited)
21 hours ago, Kenjoki said:

Maybe I found now the root problem why for me all NPC follow as I want, but for some users they don't

 

Papyrus Utility is absolute mandatory with its support of Actor Packages

 

Papyrus Util  for Actor Package Support

https://www.nexusmods.com/skyrimspecialedition/mods/13048

 

I added it now to the hard requirements

I have installed this Util too. But it didnt changed anything for me.

I just wanted to say, that I tried the mod on a clean install with nearly no mods at all, and it worked like it should. So it must be something in my Modlist which causes the trouble. Since other have this Problem too, it must be a common mod.
I allready tried and disabled True Directional Movement, with no luck.

Sadly enough other mods which use the travel Package for the PC work fine... and I played a couple of those, never had an issue, with my modlist.

So I am kinda lost right now. I would love to play the mod - but atm  its unplayable. During my testing I noticed how many lines I missed, and I dont want to spoil the experience for me. so If anybody has an Idea, which mods I could try to disable... Very much appreciated.

 

EDIT: Another thing I noted: I set the following in the DisplayTweaks.ini:

[Papyrus]

OSDWarnVMOverstressed = true

 

As soon as a scene starts it say VM Overstressed and wont go down.

So, something is triggering a hefty Papyrus Load and it is definetly this Mod triggering it.


 

Edited by bigbasi
Posted
7 hours ago, Kainasai said:

I think it would be nice to add a timer for job refreshes, especially when playing as a free character. Because you can get 300 (+100) coins for completing a task, especially when completing the same easy task, like with Avenicci. This becomes the most effective way to earn money and it can be quickly abused.

 

If you think that getting 400g a few times per game day is going to cause problems with the economy, clearly you haven't tried the training option that you unlock at rank 4.  It starts by just giving 1 level of speechcraft and a couple of other skills.  Every time you take training again, the number of skills it applies to expands until you're getting free levels in every skill except one or two that are permanently excluded.  You keep going, and before long you get multiple levels per training.  You can go from level 1 to level 80+ with 100 in almost every skill by sucking about 20-30 dicks.

Posted
43 minutes ago, Shadichero3276 said:

Will the new version work with Slaverun Enforce Standalone ? Thanks you !

 

What features of SES are you looking for that are not present in SRR normally?

Posted
On 3/14/2026 at 1:22 PM, jasdffdsafads said:

 

Hey Kenjoki, I’ve tested version 5.0 a bit and have a few comments:

- But first things first: It’s great to see that you’re continuing to work on it - thanks :D

- The new village quests are solid, but currently Murphy’s quest is marked as incomplete, even though both side quests have been completed. You can talk to him, but the dialogue cuts off abruptly when the next village is supposed to be mentioned, since there aren’t any more. 

- The quests for collecting animals and recruiting gladiators work well, but currently feel very linear and repetitive since they’re mostly identical or was I just unlucky, in case there’s randomness involved?
- When you speak to the carriage driver as a female slaver, he always says "I know you" and goes through the entire dialogue even before a specific quest would have required any interaction with a carriage drive. There’s also a line of dialogue regarding Dovakhiin that doesn’t make much sense.

- When you complete a quest as a female slaver, it’s no longer possible to get fucked by Pike (and Eric). What was the reason for removing this? It used to be present in the old version 3.

- There’s an option called  "slaver will only be raped after a walk of shame" but as far as I know, it’s not possible to do a Walk of Shame as a slaver, or is it?

 

I also have a few ideas for future quests, tasks, or expansions:

- When a female slaver is about to be raped (I mean the situation where she’s treated like a free woman, approached by a stranger, and says something like "I’m a slaver, not an ordinary whore," "You can’t do that" etc., while the random guy and passersby talk about how "this whore isn’t following the laws" etc.), a dialogue box should first appear so a decision can be made: to submit, to violently put the non-slavers in their place, or to offer ineffective verbal resistance. Currently, the scene just plays out if the condition is met, and nothing else, which feels a bit random, with no interaction at all.

- After slaver certification, it would be cool if the slaver received a actual certificate item. This could be made even more interesting if, for example, the slaver loses her certificate and has to go through sexy-sexist steps to get it back or obtain a new one. 

 

I also would like to have the possibility for the Female Slaver to resist approaches for sex. Actually in the CK there is a second scene that was started named 'Slaver Resist' which I'm guessing would allow the Slaver to successfully warn off the approacher and add functionality to the slider 'probability Slaver is raped'. Sadly it has been incomplete for a while and I don't think it is on @Kenjoki's priority list. I'm just Glad he is still working on the mod at all.

 

Getting an actual Certificate you have to hold on to in case of random stops is a great idea, But It might be better if you received a proof of Slaver status certificate from the jump and a separate one for completed training. That way the player is still exempt from the enforcer from the start. The proof of Slaver status should be the one you really need to hold onto if you know what I mean;)

 

Also for the Carriage thing, Kenjoki made it so that from 4.0 onward the Slaver can do everything in the slave path. So a lot of secondary dialogue/paths to differentiate player status have not been added yet. If you disable the one of the options for carriage travel, it won't happen anymore. I can't remember which option it was though.

 

Either way I'm excited to try out 5.0

Posted

Could anyone who's played the recent versions comment on how and if its possible to 'free' skyrim from slavetowns now? 

I've been holding off on installing this for quite some time as I'd want to roleplay a fairly stong dragonborn who 'endures' the slave-cities but also works covertly to undermine and free them of enslavement. From the changelog and comment section it seems like this is sort of possible? I'm just looking for some information about what's possible and what isn't  before installing it into my main play-through, thanks. 

Posted

I have two issue,
 

I cannot speak to Mara in SLV_mainquest2. As a result, I cannot progress.

getstage SLV_mainquest2 is 50.

I can speak to Molag Bal or other NPCs
 

Spoiler

image.thumb.png.cfdc60a8f99f59cc9ecf68b85fa42f42.png


 

Another issue is that NPC Followers are not being recognized properly.

I am using NFF, and while there were no problems in 4.0, in 5.0 only, it does not recognize that I have a followers, so quests that require all followersto progress are not working. For example, the process where Bellamy enslaves a followers.

Posted
On 12/14/2025 at 3:11 PM, balerion999 said:

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

Probably Microsoft vs ElevenLabs

Posted

Just installed last version and have missed Slaverun_reloaded_comments.esp.

Is it ok? Is it included or not? Can i use it from 4.1 version or it is useless now?

Posted
48 minutes ago, crococat said:

Just installed last version and have missed Slaverun_reloaded_comments.esp.

Is it ok? Is it included or not? Can i use it from 4.1 version or it is useless now?


There should be a checkbox during installation for it.  Did you leave it unchecked?

Posted
On 3/15/2026 at 4:03 PM, Kenjoki said:

Maybe I found now the root problem why for me all NPC follow as I want, but for some users they don't

 

Papyrus Utility is absolute mandatory with its support of Actor Packages

 

Papyrus Util  for Actor Package Support

https://www.nexusmods.com/skyrimspecialedition/mods/13048

 

I added it now to the hard requirements

 

On 3/16/2026 at 12:00 PM, bigbasi said:

I have installed this Util too. But it didnt changed anything for me.

I just wanted to say, that I tried the mod on a clean install with nearly no mods at all, and it worked like it should. So it must be something in my Modlist which causes the trouble. Since other have this Problem too, it must be a common mod.
I allready tried and disabled True Directional Movement, with no luck.

Sadly enough other mods which use the travel Package for the PC work fine... and I played a couple of those, never had an issue, with my modlist.

So I am kinda lost right now. I would love to play the mod - but atm  its unplayable. During my testing I noticed how many lines I missed, and I dont want to spoil the experience for me. so If anybody has an Idea, which mods I could try to disable... Very much appreciated.

 

EDIT: Another thing I noted: I set the following in the DisplayTweaks.ini:

[Papyrus]

OSDWarnVMOverstressed = true

 

As soon as a scene starts it say VM Overstressed and wont go down.

So, something is triggering a hefty Papyrus Load and it is definetly this Mod triggering it.


 

 

I’m also having the same problem. I already had PapyrysUtil installed, but I’m still experiencing this issue with the NPCs. I also have a bunch of mods, so I think it might be another mod causing a conflict. The problem is that I have no idea which mod it could be.

Posted (edited)
On 3/19/2026 at 2:18 AM, brewmasterhal said:


There should be a checkbox during installation for it.  Did you leave it unchecked?

Had no option for comments, deleted and reinstalled to ensure. I use MO.

And now checked downloaded file, no comments there.

P.S. Also checked previous 4.1 and there also no comments esp. But i have it in MO in this mod folder

Maybe had placed it there myself and forgot. So no problem maybe

Edited by crococat
Posted

@Kenjoki Possible bug.  I suspect that at the least this is unintended behavior, and results in odd story structure.

As I was testing getting enslaved as the Dragonborn and then getting Balgruuf to grant freedom, I talked to Pike enough to start the slave training quest.  So after the timeout period, Balgruuf ends the slavery on the player, but the training quest and all of the Ivana/Diamond stuff has started.  Since this quest is distinct from the quest that handles Ivana/Diamond for the free/slaver perspective, and from the quest that allows a slaver to undergo slave training, the quest is forced to proceed from the slave perspective.  If the story were going to proceed in the expected way, then the slave training quest would need to terminate and the other quests would need to be started and advanced to the same part of the quest story.

The fact that the mod now allows a player to swap between the slave/free/slaver statuses relatively easily, it becomes increasingly difficult to account for not only being able to complete each quest in three different ways, but also to allow shifting from one perspective to another between every pair of stages in every quest.

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