jasdffdsafads Posted April 19 Posted April 19 1 hour ago, Kenjoki said: new version 5.1 uploaded 😉 see the changelog Changelog V5.1 - added a village quest for Dragon Bridge - added a village quest for Karthwasten - added a SLV_WhiteWedding4 quest to continue your family story (SLV_WhiteWedding5 will be in the next release) - tested and changed a little bit the city slavery quests (Riverwood, Dawnstar, Riften, Solitude, Markarth) - tested city slavery quest for Windhelm and pushed it to Release 5.2 as it will be changed a bit more 😉 - implemented the free city for Riften and Markarth - added some options/variants in the prequest to get some little surprises - added as a big reward, a horse and the 5 possible player houses (if the city is enslaved) - some Slaverun NPC suddenly got a trainer licence and can train your skills - added a quest based new 'package' logic for NPC to follow you (can be also used in MCM cheats tab) this new logic is currently only used in < 5% or the quests (will be 100% in rel 5.2) Looking forward to testing it. What immediately caught my attention, however, was that when adjusting "#tasks to enable more quests" the message "Failed to update SLV_WhiterunMaxTaskvalue for quest" appeared. It’s a brief pop-up message in the upper-left corner, that is visible for a shorter time than other messages.
Skelletoncz Posted April 20 Posted April 20 Kenjoki: Would it be possible to provide links to the mod add-ons that you are currently using for the Skyrim SE game? There are links to the Skyrim LE pages on the home page. I would also like to know what animation package you are currently using for slave training. What version of the amputator you used in Skyrim SE. I really enjoy your mod. But I can't get everything to work properly. Especially when it comes to training with Dromeda. And then activating the PSQ mode. Anyway, thank you very much for the work you do here. I'm having a good time. I just think that the conditions for releasing a slave or raising him should depend on how much the PC is Dominant or Submissive. What's the point of releasing a slave who has maximum Submissiveness? As soon as he meets a guard, he will be enslaved again. Just like that, a too submissive free citizen cannot be a good slave owner... 1
jasdffdsafads Posted April 20 Posted April 20 Okay, I’ve done a bit of testing and found some things: - In the Dragon Bridge quest, there’s currently only a submissive path for females, with no option for a dominant female slaver. That doesn’t quite fit with the rest. - Once activated, the comments can’t be turned off. - I couldn’t spot any differences in the "Solitude" quest. Are the changes only minor? - I found a difference in the prequest. Interesting. I liked it. I’ll keep testing
lPalpatinel Posted April 21 Posted April 21 @Kenjoki would be possible add as rewards many type of animals / insects to be followers and have sex with them ? i was thinking for example, once you finish a quest for windhelm could get bear, mortal would get chaurus and so on. This would make easier for having sex with them and also would be cool as follower for combat. 1
belegost Posted April 21 Posted April 21 (edited) On 4/14/2026 at 3:08 AM, Aceforwin said: How can i disable the comments of the npcs please? i've seen a option in the mcm but i can't turn it off Same question. It was fun for about an hour or so, but the fact that every single NPC, including females, slaves, unique NPCs and even that fucking half-bred mutt Barbas comments as if the PC was a slave, even though she isn't, is getting on my nerves. Not to mention the voices are completely off. Once the quest started it seems like the MCM option can't be toggled off. Is there a console command to turn it off? Pretty please. Edited April 21 by belegost 1
100percentnotabot Posted April 21 Posted April 21 Great to see Slaverun is being developed again. Had a quick play with 5.1 free player: Did the slave training quest and It feels like by the end of the quest, a free player should probably be enslaved or given alternative dialogue. They seem pretty into it by act 8. slavery: Not super keen on how easy it is to escape slavery via the rewards system. It's not particularly oppressive - you can just walk away at most points. It expects the player will continue to speak to pike for further tasks. Not great for needs mod users. I think some inspiration could be taken from SL Survival. Guards can notice you going missing for extended periods, and curfews send players either to the inn or kennel. This could also trap slaves into a gameplay loop of speaking to a npc and taking on work to leave and also allow some food items to be placed in the cell. general: Main tasks feel a little odd. I feel like slavers should be able to pick from all 3 categories, free women: easy tasks & slave tasks, and slaves: the slave tasks and escort tasks - Pike should probably force tasks on free and slaves. Probably thinking far too deeply into the economy of a medieval sex mod this but should slaves be 'free' to fuck if the goal is to raise funds? I think it'd be interesting to leverage a mod like proteus to allow slaves to play through slaver content vicariously through finn or another slaver, with the pc acting as a follower. I think it'd need a lot of duct tape and magic to implement cleanly. 2
aslab Posted April 23 Posted April 23 (edited) I got to try out a portion of this mod over the last few days and I thought I would write a little bit about my experience. First off, I love what you did with the intro quest. At first, I tried the route of being a slave, and the quest stalled right when the PC entered Whiterun for the walk of shame, the first scene never started, maybe a crucial actor was missing. I didn't investigate the issue much, as I re-loaded a save, and chose to try the slaver route next. The intro quest was new and fun, yet I was able to play extremely submissive only stopping short of actually agreeing to be enslaved. I reached the lowest possible submissive level, and kept doing super submissive things, and never got enslaved. The only way I saw for the PC to actually get enslaved, was through agreeing to be enslaved with an enforcer. For the most part, the quests worked well, I did run into an issue with some special jobs where apparently, I needed to have a slave with me to complete the quest, (specifically when dealing with animals attacking the farmers, and I believe the other one was a breeding quest) and I didn’t see any option to bring a slave along or do the job myself. I may have missed an option originally to bring a slave along; it would be good if all the quests can be optionally completed through the slaver being submissive. Although in some of the later quests I did have an option for the slaver doing the job themselves, such as satisfying the carriage drivers, and satisfying the army camps. The next problem I ran into is that even after checking the checkbox that slavers must follow the slavery rules, the PC was able to run around clothed without any consequences, and wearing clothing didn’t stop the PC from getting raped. I was able to talk to enforcers and they were completely oblivious to the PC wearing clothing. It’s possible this last bug had something to do with my set up but I did get a message the top right-hand corner of the screen saying that I was breaking the slavery laws. The next point that I plan to bring up is not so much a bug, but may be would be good if there was a slight change to the current logic. With the current logic one can set the slaver to be immune from rapes or not. Also, one can set the probability that a call, will call the slaver. The problem about this logic is that it’s all or nothing. I haven’t moved in and out of slavery as I haven’t played the slave role in this play through, but once I set the options to let the slaver get raped, she was constantly getting raped, no matter if I set the probability to low or high, although setting the probabilities to high caused events to happen a little more, and prevented the rapes in areas where there were lots of slaves. So, in reality the quality of life doesn’t seem to change much whether the player is a slaver or a slave. It would be good if there was a more dynamic criteria that would decide the PC’s eligibility of being raped. The simplest would be whether the PC is dressed or not. Like this, if a person gets tired of all the rapes and wants to start adventuring again, there would be a game play mechanism to start playing the strong character again, until the player falls into a vulnerable state again. Overall, this is a pretty well-written mod, personally I would cut back on some of the gore, and rely more on psychological control over brute force. There is already a submissive score and a willpower score. It seems like the mod was warning me about the submissive score but never actually did anything about it, furthermore a low submissive score and low willpower should affect the response that the PC can give. If the PC has no willpower, they may not be able to refuse a request to enslave them. Of course, there would have to be a way to regain the willpower, maybe by sleeping or having consensual sex, or enslaving others, or getting released from slavery, all of which can reset, or increase the willpower. It would be nice if there were more integrated game play mechanisms that can change the players predicament for when one wants to play other quests for a bit while having this mod changes the world space. In those cases, it would be nice if the world will actually react differently to the character when the character is in different predicaments. Although I would probably leave the carriage drivers always abusive, and the slavers always trying to put the PC in her place. I can also install licenses if I want to get some kind of licensing system in place, but the license mods is not integrated into this mod. I love that you let one choose how many tasks they could fail before getting punished, and I’m completely fine with the slaver being referred to as a slave in most conversations. One can even integrate The slaver being referred to as a slave early on by having Pike telling the slaver that even though she is a slaver the men will refer to her as a slave because they view all women as slaves. Edited April 23 by aslab
Raven 54 Posted April 23 Posted April 23 I am going to install the latest update and play again, Thanks @Kenjoki for the update. The last time I played this mod helped when I needed an npc to be at a certain spot, if one uses moveto player they just walk away, this mod keeps them following you, nthe only thing that interupts that command is sex so after sex shout them again to keep them following. https://www.nexusmods.com/skyrimspecialedition/mods/101319 Make any woman follow you Shout by @shadowman2777 Give it a try as it works on males and females, critters too.
100percentnotabot Posted April 23 Posted April 23 (edited) 9 hours ago, aslab said: ... So, in reality the quality of life doesn’t seem to change much whether the player is a slaver or a slave. It would be good if there was a more dynamic criteria that would decide the PC’s eligibility of being raped. The simplest would be whether the PC is dressed or not. Like this, if a person gets tired of all the rapes and wants to start adventuring again, there would be a game play mechanism to start playing the strong character again, until the player falls into a vulnerable state again. Overall, this is a pretty well-written mod, personally I would cut back on some of the gore, and rely more on psychological control over brute force. There is already a submissive score and a willpower score. It seems like the mod was warning me about the submissive score but never actually did anything about it, furthermore a low submissive score and low willpower should affect the response that the PC can give. If the PC has no willpower, they may not be able to refuse a request to enslave them. Of course, there would have to be a way to regain the willpower, maybe by sleeping or having consensual sex, or enslaving others, or getting released from slavery, all of which can reset, or increase the willpower. It would be nice if there were more integrated game play mechanisms that can change the players predicament for when one wants to play other quests for a bit while having this mod changes the world space. In those cases, it would be nice if the world will actually react differently to the character when the character is in different predicaments. Although I would probably leave the carriage drivers always abusive, and the slavers always trying to put the PC in her place. I can also install licenses if I want to get some kind of licensing system in place, but the license mods is not integrated into this mod. ... This is an interesting point, and something I thought about during my own playthrough. Other than the occasional altered dialogue, the 3 states play out largely the same. I think part of the issue comes from the fact that free was purgatory, waiting to enter either of the other states until SR4. I think it could be interesting to link slave training arcs to perceived psychological damage, each act is supposed to have a 'lesson'. This could prevent the player from refusing certain requests, or change how they speak to their colleagues. There is already some light integration with enforcer sex and slave training milestones. This could also feed into the slaver paths SLV_UseSlaverAsSlave dialogue variants. The submissive auto enslave system definitely feels like it's missing some depth. The current implementation makes it very easy to gain submissiveness, but particularly punishing to lose it. It doesn't really facilitate the player saying the right words, just to make the interaction end. From a psychological perspective, there is probably an argument that saying submissive things eventually makes you more submissive but conversely, pledging allegiance to a flag doesn't necessarily indoctrinate the youth into patriotism. Perhaps submissiveness should decay to neutral over time? This could be further modified by devices worn and training experienced. The use of factions to evaluate slavery is missed potential, for regular NPCs I think it would make more sense to evaluate if player is slave based on outward appearance, as it seems unlikely regular NPCs would have inherent knowledge regarding recent acquisitions. This would also add additional weight to device punishments for none slaves. I particularly like Maria Eden 2.5.1's slightly draconian approach, any npc which sees you wearing a collar will get added to a KnowsPlayerIsSlave faction which then modifies how they speak to the player in general then on, even if the player is no longer dressed like a slave. During the introduction to slavery, Bell could give the player a ID certificate which could be used as a device to get out of slave checks and, enable another route to slavery should it be lost/damaged and the player unable to afford a replacement. Edited April 23 by 100percentnotabot 2
aslab Posted April 24 Posted April 24 (edited) 12 hours ago, 100percentnotabot said: From a psychological perspective, there is probably an argument that saying submissive things eventually makes you more submissive but conversely, pledging allegiance to a flag doesn't necessarily indoctrinate the youth into patriotism. Agreed, yet saying submissive things while orgasming might. All seriousness aside. maybe we will have to accept the mod for what it is, which is a great story mod. Kenjoki is extremely gifted at writing a stories but seems less interested in writing scripts. Maybe if Kenjoki teams up with Kaxat, and possibly others, we will get more game play mechanism mixed in. As Kaxat seems to like writing scripts and Kenjoki can write stories like no other. Now that I’m thinking about it, I’m wondering if the willpower stats are coming from this mod or another mod. The two values together, can make for a dynamic gaming system that can be fun and challenging to play. I’m thinking having low willpower will stop the PC from being able to resist some advances, or maybe make them more susceptible to gaining submissive levels when saying and doing submissive things, and having low submissive score will cause more submissive advances from the other slavers. So, even a dominant player who has a low willpower score at the moment may no be able to resist the per-gates guard sex advances. The guard that strips the [player whether or not the player is wearing clothing. On the other hand a submissive player with sufficient willpower should still be able to resist advances. Integrating the licensing mod into this mod can also create more dynamic game play, as there are already a freedom license and a bunch of other licenses, in the licensing mod that may be able to be slightly reconfigured that different factions have different pricing. Or could be integrated slightly different where a slave can’t own any licenses, and the slaver may only need armor, and clothing license. While a free person may need the freedom license as well. Then for the casual interactions, at least the free sex mechanism, can be based on the players current outer appearance. So if a slaver is caught wearing clothing without a license they can get punished, on the other hand wearing clothing can stop the player from being freely used by any horny man, whether they are a slave or free person. I’m not sure if you have seen any actual difference, game play wise when the player is considered submissive, as either way the enforcer will approached the player, and the player can choose however they want to respond no matter what their submissive level is. Yet, I never played the middle path, and only got partially through the mod before I hit a critical non-slaverun mod bug that made me lose an hour or two worth of game play, which means I may have had my share of playing for now, or maybe I will continue to play and try another path next time. Edited April 24 by aslab 1
Raven 54 Posted April 24 Posted April 24 Well I for one wish he would update the requirements needed with links, I tried for several hours to get this to run properly and could not. Specify which are LE and which are SE/AE compatible, I use SE, and the file download page should be cleaned up to the files needed, not guess and grab. I see he did not assign a keybind to the enableplayercontrol, that would have made life so much better! I just uninstalled this, instead of adding to it it should be fixed first, adding to a broken mod is just compounding the issues. Good luck! 2
aslab Posted April 24 Posted April 24 (edited) As, I lost a couple of hours of gameplay as the slaver’s role, I decided to see what would happen if I submit to the enforcer. The PC got enslaved, and then in the dragonsreach scene, Bellamy wandered off and broke the scene. I installed a mod called “follow me” so I could just make any NPC follow. The thing is, the “follow me” mod uses a spell to make an NPC follow, and if the player’s hands are bound, it can be hard to use the spell. Anyways if anybody else uses of external follow mod, they should probably use one that uses the MCM option to make a random NPC follow, so they can make someone follow regardless of their predicament. After making Bellamy follow, the dragonsreach scene played out, and the PC was once again sent to whiteruns main gate to initialize her training. The story proceeded well, and then when it came time to do the walk of shame, I once again made all involved actors followers, but the scene once again broke after entering whiterun. Sometime later I restarted the game thinking that I’ll counsel command the stage further, but for some reason the walk proceeded without any further issues on the new load. After the walk of shame bug, everything playing out fine, until the second walk of shame, which according to the set stage seems to be just an extension of the first walk. After entering whiterun, with a partially broken PC, the scene broke once again after entering the gate, and I couldn’t figure out how to get the scene to proceed. Anyways this is where I stopped playing as I think I had enough. From a previous test years ago, I know the mod played better when I did not have the long story mode option in the MCM selected, but I guess part of me wanted to see the long story, yet on the other hand the long story can becoming very overwhelming. So aside from fixing bugs it may be smart if the training gets broken up into different sections where player can decide if they want to go through all the trainings at once, or possibly do other tasks in between trainings. I’m thinking if one wants to break up the training, you can set the mod that instead of fully enslaving the player in one shot, the player can either voluntarily ask for training, or get sent to training as a punishment. The mod can keep track of what trainings the player has done and the more trainings the player has done the deeper they get into the enslavement, and the more they would be forced to do submissive acts. So, say after the first walk of shame when the players back in Dragonsreach, the player may have an option to continue the training or to pledge allegiance and start working for Pike again. If the player is in debt for whatever reason they may have to do some jobs to earn back the money before they can get complete freedom. If the player volunteers again, or is in need of another punishment, or get sent to pike through another slavery method, they may have to go through the next training. I won’t go into more detail because nobody has to listen to me, yet I figured I’ll give my two cents, as others may want to play the full story mode, but find it overwhelming to take it all in at once. Either way the full story mode still seems a little too bugged to fully play, Maybe I will test some more in a few months. Good luck with whatever you decide to do. Edited April 24 by aslab 1
Raven 54 Posted April 25 Posted April 25 10 hours ago, aslab said: As, I lost a couple of hours of gameplay as the slaver’s role, I decided to see what would happen if I submit to the enforcer. The PC got enslaved, and then in the dragonsreach scene, Bellamy wandered off and broke the scene. I installed a mod called “follow me” so I could just make any NPC follow. The thing is, the “follow me” mod uses a spell to make an NPC follow, and if the player’s hands are bound, it can be hard to use the spell. Anyways if anybody else uses of external follow mod, they should probably use one that uses the MCM option to make a random NPC follow, so they can make someone follow regardless of their predicament. After making Bellamy follow, the dragonsreach scene played out, and the PC was once again sent to whiteruns main gate to initialize her training. This one works as a shout, which is the bar on a controller, works great. https://www.nexusmods.com/skyrimspecialedition/mods/101319
jasdffdsafads Posted April 25 Posted April 25 I’ve now tested some more. Most things went well, but I ran into big problems with Main Quest 2, aka Free Skyrim. I couldn’t start the quest naturally, and even using console commands, it failed at first. After that, things went reasonably well up until the Black Widow quest. That quest is completely broken for me. Astrid didn’t show up at all. After I brought her into the game via the console, I was able to talk to her, but she has no dialogue to advance the quest. And even after I moved on to the next step with setstage, a conversation with Pike isn’t possible either, since Pike also has no dialogue to advance this specific quest. I hope this can be fixed, since the quest setup is pretty cool. I also noticed that there can be two SEFRU quests active at the same time. I have no idea how that happened or how it works. I also noticed that, after completing a single quest, I somehow received multiple armor upgrades. This resulted in me getting the Daedric armor multiple times. I’m already looking forward to the next update. Just an idea: How about adding a counter for dominant / abusive behavior, as well as settings/dialog options to reduce fame - because as far as I know, you can currently only gain submissive fame, but not reduce it. 1
crococat Posted April 25 Posted April 25 All is running pretty good. Just one thing. I have dialog with most mens similiar as "you appears to be a slaver or work for slavemaster" before any slavery comes in skyrim. 1
tommorowneverdies Posted April 25 Posted April 25 Hey Kenjo, just attempted the Dragon Bridge enslavement quest, was sent to talk to the guard in charge and it happened to be Commander Maro ( I think thats his name) sadly he had uh died in my playthrough during the Brotherhood Questline. he still had a quest marker hanging out over his body though ( I could of swore his body had despawned, not sure if you had some script that bought back his corpse for the sake of the quest) any chance we can just get a substitute put in his place if Brother hood questline has been done? (I know you've made variations in the past for these sort of circumstances, such as the arch mage of winterhold) 1
Mushikisai Posted April 25 Posted April 25 Is the enslave follower being removed from the starting scene? My follower remained free when my PC already entered whiterun after being enslaved.
albyznts Posted April 26 Posted April 26 (edited) In the few recent versions, I can't seem to get murphy to appear no matter what choices I make. He's needed on some events and they get buggy when he isn't there. I'm always willing to accept user error, this mod could interact poorly with anything I may have, but I've tried this mod in a pretty empty load order just in case. The older versions (4.x) work better for me. I should also say that some of the starting options bug the mod "forever". If you submit to the "stranger" in riverwood's sleeping giant inn during the pre-quest, you get enslaved but Pike, Murphy and Bellamy will never spawn, making "any" of the quests unplayable. I've also been able to bug myself in many ways due to characters not spawning. Spawning them manually with commands doesnt work, as they won't participate in the scripted scenes, will fail to give/take missions, etc. Generally, the decision to make the characters appear later than usual has bugged many quests. I also don't seem to be able to naturally make some things happen (without commands), such as: bellamy marriage quest, rank advance (I understand this is known, since the commands are mentioned beforehand). Maybe all of these are known. Since this sounds negative I will say I enjoyed the new takes on the "remake" of the pre-quest involving the Whiterun steward, etc. Also thanks for continuing the Bellamy marriage quest. Maybe it's my own opinion but I think fixing the main way to access the mod should be more important. There are all these potential quests that people could be seeing but if becoming a slave, the enslaving scenes or the characters don't spawn, then the players simply cannot see the quests that you made through the years. Edited April 26 by albyznts 4
xxx65 Posted April 27 Posted April 27 When the Blake part of the SERFU quest happens she ends up walking into the dungeon and Bellamy and all the others leave for the front gate. 1
Psipress Posted April 28 Posted April 28 My 1st real playthrough of the Mod and after some tweaks to my settings i'm loving it :} So when i try to bring slavery to Rorikstead and blackmail the mayor Rorik i talk him into accepting slavery and then i get failed to convert Rorikstead message and quest log also shows no slavery in the the village of Rorikstead. I even reloaded that conversation and tried 3 times. I'm going to head back to slaverun and see how it plays out maybe after some time it will right itself in the city and village list Just a heads up also the cross or whatever seems to be missing outside the gates of whiterun over by the horse but the whipping animation still plays ok as it stays in the kneeling position Once agian loving it
nufndash Posted May 1 Posted May 1 I'm not sure what MS voices and EL voice files are...do we need both? And is this in addition to the lip files? Sorry if this is obvious, this is my first time trying this mod and I want to make sure I get everything right to begin.
xxx65 Posted May 1 Posted May 1 Maybe some of you have an idea how to fix an issue I am having. Everything was running fine with the mod, but now when I start a new game and get to the part where you let Avenicci decide the complete quest and see Bellamy at the gate scrolls and then it immediately crashes to desktop.
Rosenstolz Posted May 2 Posted May 2 Pike, Bellamy und einige männliche Chars verändern ihre Größe drastisch und so bleiben diese dann auch weiterhin. Kennt jemand den Grund und eine Lösung?
Mynote Posted May 2 Posted May 2 (edited) Pike and Bellamy don't spawn in when i use the "enslave skyrim but stay free" option in the problems section of the MCM. i have not tested going through the quest normally or getting sold to slaverun via Simple slavery++ though, so i will test and update with the results. Edit: going through the quest normally does spawn Bellamy and Pike normally, but i'm having a different issue with the questline, i'll post about it below. Edited May 3 by Mynote
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