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Slaverun Reloaded 5.2 30 05 2026


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Posted

Hi!
Is the gladiator training quest impossible to start if you're playing as a female slaver? I talked to Gustus, he said I need to build some devices, and then... nothing. Conversation just drops. I have to use SetStage to bypass this part.

Posted

@Kenjoki

 

just a small QOL request/Idea

but having the option to choose which City/ Village is selected for a quest

PC- Master Pike about the cities?

Pike- Which one?

PC- "About Markarth" (starts Markarth Slavery Quest)
        "About Dawnstar" (starts Dawnstar)

etc, I know you werent a fan of the older system you used, but I think this could be a good Quality of life change.

 

 

Im making slow progress running through V.5, but so far in ways of Bugs I've found

Rorikstead cannot be completed once you reach the Talk to Eric step if he's minor Quest has been previously completed.

 

Whilst doing the Slave Trainer Questline, My Slave (Lydia) kept trying to return to the Slave Run Dungeon after some scenes ( There were a few out the front with Bellamy, but also during her certificate show)

Loving the mod and glad to have you back!

Posted (edited)

non of the devious devices show up on my character  for example  the ones belethor or lucan  try to equip to the player  and yes i built them in in bodyside when i use the console  the command to add them  it works also the mcm  menu doesn't add them either 

Edited by mr wolf
Posted (edited)

 

This is probably the only mod I'm simply tired of. Almost no quest is complete without constantly hitting movetoplayer, tai, enable, disable, etc. I've said this before, and I'll say it again. The mod is overloaded with unnecessary scripts. All slaves automatically flee to the dungeon, which means interactions need to happen there too. All those pikes and Marias need to be sent there. As far as I can remember, only one quest has passed certification without bugs. One! The easiest way is to remove the dragonreach location from this mod so that nothing happens in it. 

Regarding the ending variations, I would like to avoid the Bad End scenario, that is, the slave owners won, established slavery everywhere, but the main character would not be sentenced to death. But it's certainly a good mod.

I also have the quest "Bring freedom to Skyrim." The problem is, this quest is nowhere to be found, and SLV_Abolitionism End Slavery (EQ) SLV_Mainquest2 Free Skyrim They're clearly not suitable. I just want to close it. By the way, it would be nice to clean up the Miscellaneous category too.

 

 

P.S. While completing the Mainfamily quest, I realized I shouldn't have chosen to play the mod as a Dunmer; it turns out my family is Nord... fucked up.

Edited by bark1313
Posted

Still has a ways to go.

There still isn't a dedicated dominant male story path.

A lot of the text needs rewriting for grammar.

Can't keep followers exclusive to PC without losing the additional features of the mod.

Posted
On 3/21/2026 at 7:25 AM, bark1313 said:

 

This is probably the only mod I'm simply tired of. Almost no quest is complete without constantly hitting movetoplayer, tai, enable, disable, etc. I've said this before, and I'll say it again. The mod is overloaded with unnecessary scripts. All slaves automatically flee to the dungeon, which means interactions need to happen there too. All those pikes and Marias need to be sent there. As far as I can remember, only one quest has passed certification without bugs. One! The easiest way is to remove the dragonreach location from this mod so that nothing happens in it. 

Regarding the ending variations, I would like to avoid the Bad End scenario, that is, the slave owners won, established slavery everywhere, but the main character would not be sentenced to death. But it's certainly a good mod.

I also have the quest "Bring freedom to Skyrim." The problem is, this quest is nowhere to be found, and SLV_Abolitionism End Slavery (EQ) SLV_Mainquest2 Free Skyrim They're clearly not suitable. I just want to close it. By the way, it would be nice to clean up the Miscellaneous category too.

 

 

P.S. While completing the Mainfamily quest, I realized I shouldn't have chosen to play the mod as a Dunmer; it turns out my family is Nord... fucked up.

@KenjokiI’m also having this problem with the NPCs. They keep disappearing from the quest location—either going to the main gate of Slaverun or to the dungeon. This is really annoying and makes it practically impossible to play the mod. I’m tired of having to use the “moveto player” command during quests. At some point there are just too many NPCs to teleport to you, and that ended up discouraging me from continuing to play this otherwise great mod.

 

Posted

I last tried Slaverun on a modern setup hortly before the author's return.  I gave up due to the following issue:


 

Quote

 

I know this is an old janky mod, but I'm trying it again for the first time in years with the updated Enforcer and a pre-patched version of the mod.

 

I simply cannot get the mod to recognize slave followers.  I have one with me:  I recruited an Immersive Wench, then enslaved her.  She shows as being enslaved in the MCM.  But as a slaver none of the dialogue will recognize her as being present and ready for abuse, blocking progress in the Slaver (Female) quests.  I got as far as Markarth by just volunteering myself, but Markarth has no such option.  How can I proceed?  Better yet, how can I fix the issue?

 

 

I'd love to try the new versions, but has this issue ever been resolved?  

Posted (edited)

There is so much potential here but sadly too many scripts fail, NPCs wonder off to dungeon instead of staying together which breaks too many scenes. Agree with above comments too much enableplayercontrols is needed to get through the mod it becomes frustrating and breaks the flow of things so have had to give up playing it for now as too little of it works properly.

 

I do have 'Papyrus Utility' installed so that doesn't seem to be the root of the issues I guess maybe there is something else the mod author has in there setup that means they don't see the issue others of us are having.

Edited by mattlincoln3
Posted
14 hours ago, mattlincoln3 said:

There is so much potential here but sadly too many scripts fail, NPCs wonder off to dungeon instead of staying together which breaks too many scenes. Agree with above comments too much enableplayercontrols is needed to get through the mod it becomes frustrating and breaks the flow of things so have had to give up playing it for now as too little of it works properly.

 

I do have 'Papyrus Utility' installed so that doesn't seem to be the root of the issues I guess maybe there is something else the mod author has in there setup that means they don't see the issue others of us are having.

Papyrus has nothing to do with it; it always installs without errors. I played the old version of this mod, even the legendary version. Everything was the same.

Posted

Official word from Kaxat, who wrote the Standalone Slaverun Enforcer from the SES2 thread:

 

Quote

@toynbeeidea I would enjoy teaming up with Kenjoki if he wants help integrating ASF into the Reloaded Enforcer. You could replace a huge chunk of code from that mod with a few simple calls to ASF. Which would make maintaining that mod a lot easier going forward.

 

I also think Kenjoki might find SOC to be helpful. Once again could be easily integrated if he wants to make extensive outfit customizations and variety possible for slaves.

 

Kenjoki may not be interested though. I have mentioned some of this previously to him. There is a chance he never saw my response. It is also possible Kenjoki looked into ASF and did not like that it requires Skyrim SE or newer. He lists LE as untested on his mod so perhaps he wished to continue supporting that version.

 

C'mon, @Kenjoki, talk to the guy, yeah?  I think we, collectively, love the ideas you've put together here, but the backend can't handle them properly.  Kaxat is pretty versed in modern Skyrim builds and systems.

 

Posted

@toynbeeidea I hope my comment did not mislead you. No one is ignoring anyone. 

 

Kenjoki commented on my Slaverun Enforcer Standasalone mod, which took over maintaining the Enforcer while Kenjoka was gone. He was appreciative of my efforts and told me how I might support his recent changes. Then five months later I responded. I was on my own hiatus. I came back to a welcome surprise. Kenjoki returned!

 

Outside of that brief offer of help nothing else has been said.

 

I enjoy your enthusiasm for ASF. I share it and also think it would be a perfect framework for this mod. But there are plenty of valid reasons to stick with the systems you already have in place. Especially if you know them intimately.

Posted
23 hours ago, bark1313 said:

Papyrus has nothing to do with it; it always installs without errors. I played the old version of this mod, even the legendary version. Everything was the same.

huh thats weird, I had the old version on LE, played through it multiple times, and I never had any quests break, NPC's wandering off, I dont recall ever encountering bugs playing the LE edition mod.

Posted
On 3/24/2026 at 7:20 PM, tommorowneverdies said:

huh thats weird, I had the old version on LE, played through it multiple times, and I never had any quests break, NPC's wandering off, I dont recall ever encountering bugs playing the LE edition mod.

Maybe you didn't have that many mods.

Posted
22 hours ago, bark1313 said:

Maybe you didn't have that many mods.

still have it installed lmao, only moved to SSE maybe 7 months ago, I had 123 active plugins, probably not alot compared to most people here now that I think about it.

Posted
3 hours ago, tommorowneverdies said:

still have it installed lmao, only moved to SSE maybe 7 months ago, I had 123 active plugins, probably not alot compared to most people here now that I think about it.

You're lucky, I've never had less than 300.😆

Posted

Is the newest patch compatible with slaverun enforcer mod, This mod is a must for me so far at it current state it has too many unnecessary process, scene and dialogues but the enforcer gameplay is too bare bone and buggy. I love the mod author comming back and look forward to new version but i hope the mod cut back on the scripts, the process, the length and more on polishing. God even the prequest is so damn long, everything must wait for this npc to be here and there, take them here and there, wait for them to do this and that to you to other just to complete 1/10 of the current quest, too many steps too many chances for thing to go wrong.

Posted
2 hours ago, _sanada_ said:

Is the newest patch compatible with slaverun enforcer mod, This mod is a must for me so far at it current state it has too many unnecessary process, scene and dialogues but the enforcer gameplay is too bare bone and buggy. I love the mod author comming back and look forward to new version but i hope the mod cut back on the scripts, the process, the length and more on polishing. God even the prequest is so damn long, everything must wait for this npc to be here and there, take them here and there, wait for them to do this and that to you to other just to complete 1/10 of the current quest, too many steps too many chances for thing to go wrong.

I also have the same question , Is the newest patch compatible with slaverun enforcer mod ?

Posted

@Kenjoki

Hello! I remember playing 3.0 quite a while ago and really enjoying it. I wanted to ask if you've considered integrating anub's animation packs into the story? I've looked at the animations in it, and they're really good, but I don't think I remember any mods using them. Thank you for your work!

Posted
8 hours ago, _sanada_ said:

Is the newest patch compatible with slaverun enforcer mod, This mod is a must for me

 

5 hours ago, Shadichero3276 said:

I also have the same question , Is the newest patch compatible with slaverun enforcer mod ?

 

As far as I can tell, SES1 has been incompatible for all versions after 3.0 due to a rework of the city progress detection.

However, SES2 and the ASF framework don't seem to have any inherent compatibility issues. Although, SES2 doesn't check for city progress, so it's not as immersive on default settings. You can customize the SPID files pretty easily to not automatically enslave anyone, though. 

I haven't tested yet, whether you can use SES2 and SPID for redressing (using SLV factions or locations etc.) to completely replace the current enforcer functions. It's probably doable by selectively distributing factions/keywords and outifts. 

Posted (edited)

  

13 hours ago, dfhbi said:

As far as I can tell, SES1 has been incompatible for all versions after 3.0 due to a rework of the city progress detection.

However, SES2 and the ASF framework don't seem to have any inherent compatibility issues. Although, SES2 doesn't check for city progress, so it's not as immersive on default settings. You can customize the SPID files pretty easily to not automatically enslave anyone, though. 

I haven't tested yet, whether you can use SES2 and SPID for redressing (using SLV factions or locations etc.) to completely replace the current enforcer functions. It's probably doable by selectively distributing factions/keywords and outifts. 

 

I suspect there are multiple things in SES1 that broke. SES1 overrode the MCM, Locations, and a few other scripts. Its plugin overrides are certainly out of date. A seasoned modder could go in there and patch it in a couple of days. Unfortunately I do not have time. Hence why I put SES1 up for adoption. The locations are part of the problem but likely a small part. And each release to Reloaded will break SES1. Requiring SES1 also get a matching update. The changes it makes are best integrated into the main mod or abandoned.

 

Unfortunately the PeriodicCheck file is not an easy one to understand. That is where most of the Enforcer logic resides. It uses a lot of global state. Often you have to understand the entire file from top to bottom before you can safely modify a few lines. SES1 inherited this problem. I tried to clean it up as much as I could. Make it easier to follow. But then I added a couple of caching systems on top of it for performance. It is still difficult to understand and still uses a decent amount of global state.

 

ASF was the rewrite the PeriodicCheck needed to be easy to understand and maintain. If you want to use ASF alongside Reloaded I am not surprised that it mostly works. I would use SPID to make all males able to initiate sex:

 

Keyword = ASF_Initiator_Included|NONE|NONE|NONE|M

 

I would then copy the SES2_ASF_DeviousDevices_KID.ini KID file from SES2 and put that in your load order. That file makes anyone wearing a bondage device from DD or ZAP a recipient.  

 

Then you can mostly have city progression. Just be sure that Reloaded gives out at least one collar or cuff when stripping. As it does that actors will be marked as ASF recipients. Men are already marked as initiators by SPID. If you enable the Random Sex feature it will randomly pair the two.

 

The biggest issue with this simplistic strategy is that if you or a follower wears slave clothing outside of an enforced city, people will still want to have sex with you. 

 

In my opinion the best solution is to rewrite PeriodicCheck to rely on ASF. Unfortunately that will scrap LE support. But it will bring a wealth of bug fixes and improvements to everyone else. Best of all it would not take much to rewrite PeriodicCheck. With that you can avoid ticking Random Sex in ASF. Instead Reloaded can trigger sex when and where it feels is appropriate. Kenjoki may or may not be interested in this. I have PM'd him. Will wait to hear back. It is very understandable if this option does not interest him.

Edited by kaxat
Posted
6 hours ago, kaxat said:

  

 

I suspect there are multiple things in SES1 that broke. SES1 overrode the MCM, Locations, and a few other scripts. Its plugin overrides are certainly out of date. A seasoned modder could go in there and patch it in a couple of days. Unfortunately I do not have time. Hence why I put SES1 up for adoption. The locations are part of the problem but likely a small part. And each release to Reloaded will break SES1. Requiring SES1 also get a matching update. The changes it makes are best integrated into the main mod or abandoned.

 

Unfortunately the PeriodicCheck file is not an easy one to understand. That is where most of the Enforcer logic resides. It uses a lot of global state. Often you have to understand the entire file from top to bottom before you can safely modify a few lines. SES1 inherited this problem. I tried to clean it up as much as I could. Make it easier to follow. But then I added a couple of caching systems on top of it for performance. It is still difficult to understand and still uses a decent amount of global state.

 

ASF was the rewrite the PeriodicCheck needed to be easy to understand and maintain. If you want to use ASF alongside Reloaded I am not surprised that it mostly works. I would use SPID to make all males able to initiate sex:

 

Keyword = ASF_Initiator_Included|NONE|NONE|NONE|M

 

I would then copy the SES2_ASF_DeviousDevices_KID.ini KID file from SES2 and put that in your load order. That file makes anyone wearing a bondage device from DD or ZAP a recipient.  

 

Then you can mostly have city progression. Just be sure that Reloaded gives out at least one collar or cuff when stripping. As it does that actors will be marked as ASF recipients. Men are already marked as initiators by SPID. If you enable the Random Sex feature it will randomly pair the two.

 

The biggest issue with this simplistic strategy is that if you or a follower wears slave clothing outside of an enforced city, people will still want to have sex with you. 

 

In my opinion the best solution is to rewrite PeriodicCheck to rely on ASF. Unfortunately that will scrap LE support. But it will bring a wealth of bug fixes and improvements to everyone else. Best of all it would not take much to rewrite PeriodicCheck. With that you can avoid ticking Random Sex in ASF. Instead Reloaded can trigger sex when and where it feels is appropriate. Kenjoki may or may not be interested in this. I have PM'd him. Will wait to hear back. It is very understandable if this option does not interest him.

 

Thank you for your reply! I'm a fan of your approach to modding frameworks and always appreciate when authors provide insights to their mods. 

I had already forgotten about how much SES1 did, and could only remember the most instantly noticeable script conflict. 

I do remember the SES1 periodic check working quite well in 3.0 in terms of performance, and the auto-enslavement was great for immersion. In part, because the player doesn't need to personally enslave everyone, and particularly since the minor quest to enslave free women is broken in the later versions of reloaded. 

Moreover, I have a suspicion that reloaded's periodic check script keeps increasing the total object count in save files, whereas the lighter weight one from SES1 didn't. I'm an amateur, so I can't say if that matters at all, it's just something I observed happening in my games. 

I did something similar to your recommendations in my SES2 SPID files. Kudos to you for making them so accessible to the end user! I suppose with this simplistic approach it's always possible to exclude player party in the MCM when visiting other towns, if for instance, the follower keeps getting stuck in animations. I don't think the Reloaded's enforcer by default gives zaz devices to free women, so that's still a small blindspot. I wonder if it would work to distribute SOC outfits to all characters in SLV_StrippedNPC faction? It would probably be easier to just add some zaz cuffs to one of the free outfits in xedit. 

I agree that a rewrite of the periodic check would be nice for performance and tweaks. I'm not very picky, so either a patched SES1 or an ASF-based solution would be a nice change. I hope that ASF-integration happens, as it would be good for both mods. I also like the auto-enslavement logic in the SES2 distributions, and would like to see something like that in reloaded. 

 

 

Posted (edited)
On 3/24/2026 at 3:58 AM, kaxat said:

@toynbeeidea I hope my comment did not mislead you. No one is ignoring anyone. 

 

Kenjoki commented on my Slaverun Enforcer Standasalone mod, which took over maintaining the Enforcer while Kenjoka was gone. He was appreciative of my efforts and told me how I might support his recent changes. Then five months later I responded. I was on my own hiatus. I came back to a welcome surprise. Kenjoki returned!

 

Outside of that brief offer of help nothing else has been said.

 

I enjoy your enthusiasm for ASF. I share it and also think it would be a perfect framework for this mod. But there are plenty of valid reasons to stick with the systems you already have in place. Especially if you know them intimately.

 

 

I just logged in here in LL to the give a little bit of status update.

 

But first I will get in contact with @kaxat and see how we can get a support/integration/fix/whatever for the Slaverun Enforcer Standasalone mod , (but probably not for the next 5.2 version)

 

What I have done the last weeks

- added a village quest for Dragon Bridge (100%, but not ful tested)

- added a village quest for Karthwasten  (100%, but not ful tested)

- added a SLV_WhiteWedding4 quest to continue your family story  (100%, but not ful tested)

- added a SLV_WhiteWedding5 quest (only 5% done) maybe disabled for 5.2

- changed the FreeRiften quest from slavery (only about 20% done)

- added some options/variants in the prequest to get some little surprises (testing right now 😉 )

- added as a big reward, a horse and getting Breezehome (done)

- some NPC suddenly got a trainer licence and can teach you skill like speachcraft (done)

- added a quest based new 'package' logic for NPC to follow you (this will probably fix not all problems for everyone, but should improve it a little bit)

 

 

 

And I forgot, I have a new volunteer, who want to correct my bad english texts 😉

 

 

Edited by Kenjoki
Posted
6 minutes ago, Kenjoki said:

 

 

I just logged in here in LL to the give a little bit of status update.

 

But first I will get in contact with @kaxat and see how we can get a support/integration/fix/whatever for the Slaverun Enforcer Standasalone mod , (but probably not for the next 5.2 version)

 

What I have done the last weeks

- added a village quest for Dragon Bridge (100%, but not ful tested)

- added a village quest for Karthwasten  (100%, but not ful tested)

- added a SLV_WhiteWedding4 quest to continue your family story  (100%, but not ful tested)

- added a SLV_WhiteWedding5 quest (only 5% done) maybe disabled for 5.2

- changed the FreeRiften quest from slavery (only about 20% done)

- added some options/variants in the prequest to get some little surprises (testing right now 😉 )

- added as a big reward, a horse and getting Breezehome (done)

- some NPC suddenly got a trainer licence and can teach you skill like speachcraft (done)

- added a quest based new 'package' logic for NPC to follow you (this will probably fix not all problems for everyone, but should improve it a little bit)

 

 

 

And I forgot, I have a new volunteer, who want to correct my bad english texts 😉

 

 

 

Looking forward to 5.2 :D 

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