Donuts4me Posted November 27, 2025 Author Posted November 27, 2025 (edited) 10 hours ago, killer905 said: I didn't write “all” quests, and it all depends on where you place the new content. Let's say you placed the new content after the fourth quest, but at that point, people won't want to play the first four quests to get to the new content, or they'll run into NPCs to interrupt their dialogue. Or, worse, they will use console commands to skip quests, which in itself invites save game errors. I made a setup where the player can jump to five different quest points: Spoiler Upon arriving in the dungeon and being greeted by Gron, the player can say "We've already done this! [Skip Chapters]". This will quickly end BPQ02 and then you can talk to Aeris to jump to a future chapter. 1) Skip the initiations and be at the part where it is time to take the tour and fuck the first few bandits. (BPQ03 0) 2) Skip up to the part where the player has already pleasured a few bandits and it is now time to decide whether or not you do anything with animals. (BPQ03 65) 3) Skip to chapter where you already passed up creature action and now it is time to have fun upstairs with Kane/Eleia/Raselle/Feradel. (BPQ04B 150) 4) Skip to when you have already pleased all the animals and now it is time to meet Kane/Eleia/Levana/Aeris for the upstairs action. (BPQ08 50) 5) Skip to when you have already done all the cave action and it is time for the final party with Kane/Gron/Levana. (BPQ09 0) I'll probably also add another one between 3 and 4 where you skip to the getting your first set of clothes after pleasuring the fish. (BPQ06 0) 10 hours ago, killer905 said: Personally, I don't see the fort as overcrowded. There are two possible solutions. 1) Elisif's doppelganger would not be physically present in the fort during the first quest, but would only appear after the PC is shown around the upper floors by a slave and then the lower floors by another slave. 2) Elisif's doppelganger appears after the PC's first public sex scene outside, and it would be enough to have two new NPCs (only for this scane) or two others for this one scene only, who comment, “The bitch looks like Elisif.” Normally, she could then arrive with the master upstairs, and not with the other slaves, precisely because of this. I've noticed over time that the more NPCs I have, the more likely they will act weird (even if I'm not going over the 20 or 30 limit). That's why I had to stop making more. It also creates problems when it is time for fighting. Spoiler If you decide to avoid pulling the trap on Gron and go right down the stairs, ALL the usual bandits will be around and that causes problems for me where they don't fight. They just run around with weapons in their hands but never attack. I don't know if it something only I see or what? I tried downloading mods that would increase NPC limits and allow bigger battles, but they didn't seem to help. Now I figure best to just avoid overpopulation. The player is supposed to be the new slave in this quest. I wouldn't bring in any more. I'd prefer to wait for the cave before seeing new faces. Maybe JUST before the uprising at the earliest. Edited November 27, 2025 by Donuts4me
Donuts4me Posted November 27, 2025 Author Posted November 27, 2025 1 hour ago, 43deadwood said: As soon as I read about this mod I wanted to play it - but my current setup has my player as a weak girl so not really mercenary material. Obviously you are pursuing the Simple Slavery route but until that's available I tried a few experiments. First was to simply use the console to start the mod - I used setstage BPQ01 30. This placed my player in the castle but it didn't seem to work properly. Then I tried a start with my player as a customer of the Bee & Barb - using setstage BPQ01 0 resulted in Gron being spawned and then everything followed OK. But I wanted to see if I could use a workround for Simple Slavery so I set all SS outcomes to zero, set my player to SS and when she got deposited outside the North Gate of Riften used the console to enter SetStage BPQ01 0, SetStage BPQ01 10 and SetStage BPQ01 20. Then travelled round to outside of Riften to meet Gron and all went OK from there. Can't seem to find any food but that's probably because I'm using 'Poverty - you hunger reborn' - but I can always get her to beg for food using Sexlab Survival. I've got Autonomous Sex Framework installed and that seems to be causing a lot of 'activity'! Great mod - thanks for all the hard work in producing it. I've been doing some updates and my next version should be SS compatible. I should have it up this weekend. I'll reach out to Hex Bolt soon. 1
killer905 Posted November 27, 2025 Posted November 27, 2025 28 minutes ago, Donuts4me said: I made a setup where the player can jump to five different quest points: Reveal hidden contents Upon arriving in the dungeon and being greeted by Gron, the player can say "We've already done this! [Skip Chapters]". This will quickly end BPQ02 and then you can talk to Aeris to jump to a future chapter. 1) Skip the initiations and be at the part where it is time to take the tour and fuck the first few bandits. (BPQ03 0) 2) Skip up to the part where the player has already pleasured a few bandits and it is now time to decide whether or not you do anything with animals. (BPQ03 65) 3) Skip to chapter where you already passed up creature action and now it is time to have fun upstairs with Kane/Eleia/Raselle/Feradel. (BPQ04B 150) 4) Skip to when you have already pleased all the animals and now it is time to meet Kane/Eleia/Levana/Aeris for the upstairs action. (BPQ08 50) 5) Skip to when you have already done all the cave action and it is time for the final party with Kane/Gron/Levana. (BPQ09 0) I'll probably also add another one between 3 and 4 where you skip to the getting your first set of clothes after pleasuring the fish. (BPQ06 0) I've noticed over time that the more NPCs I have, the more likely they will act weird (even if I'm not going over the 20 or 30 limit). That's why I had to stop making more. It also creates problems when it is time for fighting. Hide contents If you decide to avoid pulling the trap on Gron and go right down the stairs, ALL the usual bandits will be around and that causes problems for me where they don't fight. They just run around with weapons in their hands but never attack. I don't know if it something only I see or what? I tried downloading mods that would increase NPC limits and allow bigger battles, but they didn't seem to help. Now I figure best to just avoid overpopulation. The player is supposed to be the new slave in this quest. I wouldn't bring in any more. I'd prefer to wait for the cave before seeing new faces. Maybe JUST before the uprising at the earliest. That's why I suggested that the new female slave should stay mainly with the masters upstairs. That way, she doesn't have to go downstairs to the tavern. Once I went downstairs, and everyone attacked the PC (bandits/customers) without any problems.
Donuts4me Posted November 27, 2025 Author Posted November 27, 2025 (edited) On 11/24/2025 at 1:33 AM, Bane Master said: You need to have different dismiss/recruit/wait scripts for each of the Follower Frameworks you support (plus vanilla). To support multiple frameworks you need a script that detects the active framework and then issues commands appropriate to the installed framework. Where a framework doesn't use the vanilla follower interface (AFT and NFF in my case) the actual commands are contained in a separate Global scripts as that avoids having the Follower Frameworks as masters. The controller script is fsm_followereventscript.psc On game load it sets a state that corresponds to the framework installed so that any commands passed to it are sent to the correct framework/global. It defaults to vanilla commands for no framework installed. EFF uses ModEvents for control so those are in the EFF state in this script. The Global Scripts for the other frameworks are: fsm_aftglobal.psc fsm_nffglobal.psc Yep - that's how I do it I've made some progress and have gotten followers to wait on the vanilla system. Now I'm trying to figure out what to do if the player has NFF or anything else. I put in DialogueFollowerScript Property DialogFoll Auto into my properties and set it to DialogueFollower. Now I can use the following commands on my quest stages: Stage 0 (first arrives): DialogFoll.FollowerWait() Stage 10 (escape time): DialogFoll.FollowerFollow() Those commands make my follower wait and sandbox in the cell until the end just like I want them to. Only thing is this only works if I have NFF disabled. Having it enabled prevents the wait/follow commands from going through. I have been studying your fsm_followereventscript.psc and am still trying to figure it out (I'm not as experienced as you). Near the beginning of that doc I see you have: Spoiler Function OnGameLoad() DialogueFollower = Quest.GetQuest("DialogueFollower") UnRegisterForModEvent("XFL_System_PluginEvent") If Game.GetModByName("EFFCore.esm") < 255 StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "Extensible Follower Framework") RegisterForModEvent("XFL_System_PluginEvent", "OnEFF_Event") GoToState("EFF") ElseIf Game.GetModByName("nwsFollowerFramework.esp") < 255 StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "Nether's Follower Framework") GoToState("NFF") ElseIf Game.GetModByName("AmazingFollowerTweaks.esp") < 255 StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "Amazing Follower Tweaks") GoToState("AFT") Else StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "None") GoToState("") EndIf EndFunction I figure I need to go in and change some things like replace your fsm_FollowerMod with something of my own? Also, since I have DialogFoll, in my list of properties, should I be changing any of your DialogueFollower to DialogFoll? What is fsm_FollowerMod referencing? I don't see it anywhere in script properties or quest aliases? I'm learning as I go here since this is my first mod. So, any advice you could give me would be greatly appreciated. My next version that I am finishing is all ready for SS++. I made an update that will disable all the mercenary flyers when the player arrives at the fortress so there is no way the player can start the first/prologue chapter if they already started chapter 2 through SS. If the player does NOT use any extra frameworks and only has one follower, that should be fine. They can read the flyer and come to the fortress with this one follower. If the player DOES have any extra frameworks and followers, I should definitely continue suggesting having no followers when reading the flyers. If they get sent there through SS, I should definitely list your FSM as a hard requirement. Thanks for all the advice! Edited November 27, 2025 by Donuts4me
killer905 Posted November 27, 2025 Posted November 27, 2025 23 minutes ago, Donuts4me said: I've made some progress and have gotten followers to wait on the vanilla system. Now I'm trying to figure out what to do if the player has NFF or anything else. I put in DialogueFollowerScript Property DialogFoll Auto into my properties and set it to DialogueFollower. Now I can use the following commands on my quest stages: Stage 0 (first arrives): DialogFoll.FollowerWait() Stage 10 (escape time): DialogFoll.FollowerFollow() Those commands make my follower wait and sandbox in the cell until the end just like I want them to. Only thing is this only works if I have NFF disabled. Having it enabled prevents the wait/follow commands from going through. I have been studying your fsm_followereventscript.psc and am still trying to figure it out (I'm not as experienced as you). Near the beginning of that doc I see you have: Reveal hidden contents Function OnGameLoad() DialogueFollower = Quest.GetQuest("DialogueFollower") UnRegisterForModEvent("XFL_System_PluginEvent") If Game.GetModByName("EFFCore.esm") < 255 StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "Extensible Follower Framework") RegisterForModEvent("XFL_System_PluginEvent", "OnEFF_Event") GoToState("EFF") ElseIf Game.GetModByName("nwsFollowerFramework.esp") < 255 StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "Nether's Follower Framework") GoToState("NFF") ElseIf Game.GetModByName("AmazingFollowerTweaks.esp") < 255 StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "Amazing Follower Tweaks") GoToState("AFT") Else StorageUtil.SetStringValue(Self,"fsm_FollowerMod", "None") GoToState("") EndIf EndFunction I figure I need to go in and change some things like replace your fsm_FollowerMod with something of my own? Also, since I have DialogFoll, in my list of properties, should I be changing any of your DialogueFollower to DialogFoll? What is fsm_FollowerMod referencing? I don't see it anywhere in script properties or quest aliases? I'm learning as I go here since this is my first mod. So, any advice you could give me would be greatly appreciated. My next version that I am finishing is all ready for SS++. I made an update that will disable all the mercenary flyers when the player arrives at the fortress so there is no way the player can start the first/prologue chapter if they already started chapter 2 through SS. If the player does NOT use any extra frameworks and only has one follower, that should be fine. They can read the flyer and come to the fortress with this one follower. If the player DOES have any extra frameworks and followers, I should definitely continue suggesting having no followers when reading the flyers. If they get sent there through SS, I should definitely list your FSM as a hard requirement. Thanks for all the advice! Wouldn't it be better to force the follower to get dismiss instead of wait? Personally, I think that the fewer requirements other mods have, the better, but you can then require “supports ONLY one follower.” You can add a spell that allows the PC to mark a custom follower, e.g., Rigmor, Tirwin, Ambriel, etc., as the current follower.
Bane Master Posted November 28, 2025 Posted November 28, 2025 (edited) 12 hours ago, Donuts4me said: replace your fsm_FollowerMod This is a StorageUtil string variable - "fsm_FollowerMod" is the key (or name) of the variable, changing won't make it work differently but will make it easier for you to remember what you are storing (and where) and also remove the risk overwriting another mods variable (although as this particular variable is stored on Self, which is the quest the script is attached to, you shouldn't have that problem). 12 hours ago, Donuts4me said: since I have DialogFoll, in my list of properties, should I be changing any of your DialogueFollower to DialogFoll? I avoided using a property by storing the DialogFollowerQuest object in a module level variable what gets refreshed on each game load, your method is fine too but yes, you need to replace DialogueFollower with DialogFoll (and you can comment out DialogueFollower = Quest.GetQuest("DialogueFollower") ) Edited November 28, 2025 by Bane Master 1
imahappy Posted November 29, 2025 Posted November 29, 2025 hello, i had trouble. so, when Gron ask Aeris to punish pc, the Aeris told pc to get into torture pole, should i wait until my chara move there on its own, or do i have to move and click the torture pole? because after i tried to move my character to the pole, it immediately release itself. same as when i had to get punish in the pillory.
killer905 Posted November 29, 2025 Posted November 29, 2025 7 hours ago, imahappy said: hello, i had trouble. so, when Gron ask Aeris to punish pc, the Aeris told pc to get into torture pole, should i wait until my chara move there on its own, or do i have to move and click the torture pole? because after i tried to move my character to the pole, it immediately release itself. same as when i had to get punish in the pillory. Your character should use Pole and then X-Cross on their own, but sometimes this is unreliable. It's best not to use any keys unless the PC gets stuck, in which case it's worth using “epc”.
killer905 Posted November 29, 2025 Posted November 29, 2025 2 hours ago, Shmomo123 said: So i have one problem. For some reason the beast threesome animations are not playing. Particularly the horse and husky ones. I havent got farther than this yet. The solo animations are playing but when other slaves want to join it doesnt play. I downloaded the two recommended packs anubs and billys their recent files on both links. Am i missing a pack or something? The only thing I can think of is that you don't have FFC/FMC animations installed/registered. Debug Mode in SexLab would show the reason why the animation is not running in the console.
Donuts4me Posted November 29, 2025 Author Posted November 29, 2025 6 hours ago, imahappy said: hello, i had trouble. so, when Gron ask Aeris to punish pc, the Aeris told pc to get into torture pole, should i wait until my chara move there on its own, or do i have to move and click the torture pole? because after i tried to move my character to the pole, it immediately release itself. same as when i had to get punish in the pillory. Your character should move there on their own. Your controls are mostly disabled. You shouldn't be able to move or do anything when you are in one of these scenes. When you are in the pole/cross/pillory, moving should make your character pop out but then immediately go back in. You should only try moving if you are in the device but at a weird angle. Moving should make you go back in at a better angle. 2 hours ago, Shmomo123 said: So i have one problem. For some reason the beast threesome animations are not playing. Particularly the horse and husky ones. I havent got farther than this yet. The solo animations are playing but when other slaves want to join it doesnt play. I downloaded the two recommended packs anubs and billys their recent files on both links. Am i missing a pack or something? Anub and Billyy have FFC animations for these. Are you sure you have those animations enabled/registered in SL Anim Loader? For canines I know Anub, and Billyy each have one. For horses Anub has a few and Billyy has one.
noctred Posted November 30, 2025 Posted November 30, 2025 Unfortunate that this isn't/can't be repeatable. There are probably ways to mess around with the story to make repeats make sense - maybe an option to escape without killing anyone with consequent re-entries via Simple Slavery or something. Hopefully you reconsider, but no pressure. Great mod otherwise. 1
killer905 Posted November 30, 2025 Posted November 30, 2025 1 hour ago, noctred said: Unfortunate that this isn't/can't be repeatable. There are probably ways to mess around with the story to make repeats make sense - maybe an option to escape without killing anyone with consequent re-entries via Simple Slavery or something. Hopefully you reconsider, but no pressure. Great mod otherwise. The mod was not designed to be repeatable. The option to escape without killing is available in this version. Simple Slavery after escaping the PC would still make sense, but it would require slight changes to the dialogues, but it would probably be possible. 1
killer905 Posted November 30, 2025 Posted November 30, 2025 1 hour ago, noctred said: Unfortunate that this isn't/can't be repeatable. There are probably ways to mess around with the story to make repeats make sense - maybe an option to escape without killing anyone with consequent re-entries via Simple Slavery or something. Hopefully you reconsider, but no pressure. Great mod otherwise. The mod was not designed to be repeatable. The option to escape without killing is available in this version. Simple Slavery after escaping the PC would still make sense, but it would require slight changes to the dialogues, but it would probably be possible.
Polyleritae Posted November 30, 2025 Posted November 30, 2025 This mod looks excellent - it's always nice to see someone take the time to craft a mod that balances storytelling with eroticism. I have not downloaded this myself, as the potential DD incompatibility gives me pause (my PC is rarely confined, but she does use a collar for another mod), but I'll definitely be keeping an eye on this one. 1
killer905 Posted November 30, 2025 Posted November 30, 2025 4 hours ago, Polyleritae said: This mod looks excellent - it's always nice to see someone take the time to craft a mod that balances storytelling with eroticism. I have not downloaded this myself, as the potential DD incompatibility gives me pause (my PC is rarely confined, but she does use a collar for another mod), but I'll definitely be keeping an eye on this one. Play mod with DD and no problems. Also mod have patch for DD with you prefer DD collar not ZaZ 1
Donuts4me Posted November 30, 2025 Author Posted November 30, 2025 9 hours ago, noctred said: Unfortunate that this isn't/can't be repeatable. There are probably ways to mess around with the story to make repeats make sense - maybe an option to escape without killing anyone with consequent re-entries via Simple Slavery or something. Hopefully you reconsider, but no pressure. Great mod otherwise. 8 hours ago, killer905 said: The mod was not designed to be repeatable. The option to escape without killing is available in this version. Simple Slavery after escaping the PC would still make sense, but it would require slight changes to the dialogues, but it would probably be possible. Right now, if the player escapes without killing the bandits, slavery here ends because the secret has been compromised. All the slaves will disappear and all the bandits will be hostile if you ever come back. I am thinking of creating two alternate endings that involve the player being allowed to leave and come back without making the bandits hostile: 1) When making the quick escape (got the key without completing the quests), you can challenge the captain to a duel. Winning this duel will allow the player to leave without having to kill anyone. The slaves will not be freed and the player will pretty much become a bandit themselves. 2) After pleasuring the captain in his quarters and when it is time to look for the key, the player can rat on Aeris and the others about the plan. This will result in Aeris/Levana/Eleia being stripped and imprisoned in the dungeon cells. You will become a hero to the bandits for not letting Paradise fall and you will be released and allowed to come and go as you please. They trust you to keep the secret. I'll make other bandit ladies take Aeris' and Levana's places as the Punisher and Beastmaster. I figure I'll even let bandits start hooking up with the animals (if the player did). These options do not make the quest totally repeatable, but they will at least make it so that you do not lose all the bandits and the activities. I'm not sure how to make this repeatable for Simple Slavery? I don't know if there can be more than one option for which quest stage SS sends the player? Again, if the player escaped instead of getting released, there is no going back because the secret is compromised. If the player gets sent back after getting released, I would need a whole new quest chapter. Not sure if SS++ can detect if the earlier chapters were completed and now it is time to send the player to the alternate one? I would have to ask Hex Bolt. I've only ever seen SS send the player to the same spot/chapter each time for every other mod. Most of those mods are repeatable. The ones that are not can only be a SS option once and only if the quests were never even started. I think mine would have to be the same. Still no repeats. 2
BigOnes69 Posted December 1, 2025 Posted December 1, 2025 12 hours ago, Donuts4me said: Right now, if the player escapes without killing the bandits, slavery here ends because the secret has been compromised. All the slaves will disappear and all the bandits will be hostile if you ever come back. I am thinking of creating two alternate endings that involve the player being allowed to leave and come back without making the bandits hostile: 1) When making the quick escape (got the key without completing the quests), you can challenge the captain to a duel. Winning this duel will allow the player to leave without having to kill anyone. The slaves will not be freed and the player will pretty much become a bandit themselves. 2) After pleasuring the captain in his quarters and when it is time to look for the key, the player can rat on Aeris and the others about the plan. This will result in Aeris/Levana/Eleia being stripped and imprisoned in the dungeon cells. You will become a hero to the bandits for not letting Paradise fall and you will be released and allowed to come and go as you please. They trust you to keep the secret. I'll make other bandit ladies take Aeris' and Levana's places as the Punisher and Beastmaster. I figure I'll even let bandits start hooking up with the animals (if the player did). These options do not make the quest totally repeatable, but they will at least make it so that you do not lose all the bandits and the activities. I'm not sure how to make this repeatable for Simple Slavery? I don't know if there can be more than one option for which quest stage SS sends the player? Again, if the player escaped instead of getting released, there is no going back because the secret is compromised. If the player gets sent back after getting released, I would need a whole new quest chapter. Not sure if SS++ can detect if the earlier chapters were completed and now it is time to send the player to the alternate one? I would have to ask Hex Bolt. I've only ever seen SS send the player to the same spot/chapter each time for every other mod. Most of those mods are repeatable. The ones that are not can only be a SS option once and only if the quests were never even started. I think mine would have to be the same. Still no repeats. You could always have scenario in which player is permanent trusted slave that is given missions outside that allows the player some time to run around doing other things but having to return at some point or time. Lending out to other thief organizations, or corrupting officials in the various holds. etc...
Donuts4me Posted December 2, 2025 Author Posted December 2, 2025 19 hours ago, BigOnes69 said: You could always have scenario in which player is permanent trusted slave that is given missions outside that allows the player some time to run around doing other things but having to return at some point or time. Lending out to other thief organizations, or corrupting officials in the various holds. etc... Maybe some day...? But definitely not any time soon. I prefer my quest not interacting with any vanilla locations or characters for compatibility sake. 1
Network Posted December 2, 2025 Posted December 2, 2025 This is a banger mod. Super high quality and definetly one of the best LL quest mods for Skyrim. I've been waiting on a mod like this ever since Thief, and I'm really glad that you took the time and effort to bring this project to release. Thanks for the great mod and if you have other planned projects I'm definetly looking forward to them 3
Donuts4me Posted December 3, 2025 Author Posted December 3, 2025 (edited) New version 1.1.0 is up folks! Update has the following changes: -Some minor dialogue adjustments. -Fixed some minor bugs. -Made Simple Slavery compatible. Bandit Paradise will be included in the next SS++ update. -Put ONE follower in extra prison cell. Free them when it is time to escape. Needs to be vanilla follower that is a part of CurrentFollower or CurrentHireling factions. Special followers like Serana or other mod-added followers that are not part of those factions will not work. If one uses NFF or any other extra follower frameworks, the player needs to talk to the follower in the cell and dismiss them with my special BP dialogue. Special followers can be manually ordered to wait in the cell if necessary. -New option to skip chapters when you first arrive at the fortress. Tell Gron you have already been through this when you first arrive at the dungeon. Get new quest to talk to Aeris. Tell her how far you want to go forward. Quest still cannot be repeated. So, only do this with extra saves for fun. Spoilers: Only read these updates if you have completed the quest. Spoiler -Extended optional Kane WW scene and added dialogue to have repeated sex. Scene now lasts 600 seconds. Can talk to WW to end it sooner. Dialogue becomes available after having first WW party and is available until you make the decision it is time to escape. -Gave Aeris dialogue that will allow her to punish the player in the pillory outside (need to be outside with her to see this dialogue). -Set up animal parties with all the beast-lovers both outside and in the cave after quest is completed. Use repeatable scenes that can be started by any beast-lover NPC where all will gather outside or in the cave for 20 minutes to watch or engage in action. Talk to any slave to end the scene and everyone goes back to usual schedules. Becomes available after you get back to Skyrim (complete BPQ09 450). NOTE: I have been having an issue where this scene doesn't work just with certain characters of mine? If the all the NPCs don't go where you tell them to go, try doing it with a different character/save. You might have to create a whole new character to see this scene. I have no idea why? Best to load a save from before you ever had the last version of BP installed just to be safe. Edited December 3, 2025 by Donuts4me 5
Billyy Posted December 4, 2025 Posted December 4, 2025 Nice. I don’t exactly get to play Skyrim as usually if there’s time for that, there’s time to make more animations. I do like to try and speedrun through mods though to of course test inclusion in my own game, but also to see what’s going on in the mods. Like what kind of themes/vibes/animations are getting used and maybe get some inspiration. Overall, it was enjoyable indeed. As a fellow busy mod author, I can appreciate a mod that ‘just works’, and not forcing me to look through troubleshooting mod pages. It was a good call as other suggested to make it Simple slavery compatible. It’s definitely a mod I’d like to just have in any game as a solid Simple Slavery outcome experience. I did the creature side, naturally, and aside from ‘quality’ Skyrim pathing a few times the only real hangup I encountered was when I was anti cinema and attacked Kane before he was ready, and the dialogue from my ally’s never got to fire. Which seemingly got me soft locked. Nothing a simple reload couldn’t fix though. Only real thing that bothered me was out of your control as it was just me experiencing how few animations some pairings have. I might be out-of-date on the current SLAL mods, but man, there aren’t many FFC animations. Like even with the dogo and werewolf I only had 2. Also, the lesbian 4ps that came up a few times and again, only 2 anims. What a crime. If only they weren’t so awful to make, lol. Also, I only did creature side and didn’t really engage in any of the optional stuff, but I didn’t see any FFMM anims get utilized. I think that pairing has like 3 whole anims, waaaow. I quite liked how sexing the boss-man was done in that you had control to build the scene as you wanted, specifically being able to extend it to your liking, and also get others included. It feels like a lot of mods would build up this hype up of pleasing some important king/bossman, only for it to be like a quick animation or two and then be over. Anyway, looking forward to see what else you add to this, or whatever future works you may have planned. Good jobu 5
mhgm Posted December 4, 2025 Posted December 4, 2025 On 12/2/2025 at 8:32 PM, Network said: This is a banger mod. Super high quality and definetly one of the best LL quest mods for Skyrim. I've been waiting on a mod like this ever since Thief, and I'm really glad that you took the time and effort to bring this project to release. Thanks for the great mod and if you have other planned projects I'm definetly looking forward to them Same opinion! Thank you for this great mod, @Donuts4me!!! 1
Donuts4me Posted December 4, 2025 Author Posted December 4, 2025 (edited) 5 hours ago, Billyy said: Nice. I don’t exactly get to play Skyrim as usually if there’s time for that, there’s time to make more animations. I do like to try and speedrun through mods though to of course test inclusion in my own game, but also to see what’s going on in the mods. Like what kind of themes/vibes/animations are getting used and maybe get some inspiration. Thanks! I'm glad you enjoyed it. I know what you mean about not having the time to actually play the game anymore. All I have been doing for the last year and a half is testing other people's mods and working on this. I need a break soon... I still haven't played the new Oblivion yet even though I bought it the day it was released! 5 hours ago, Billyy said: Overall, it was enjoyable indeed. As a fellow busy mod author, I can appreciate a mod that ‘just works’, and not forcing me to look through troubleshooting mod pages. It was a good call as other suggested to make it Simple slavery compatible. It’s definitely a mod I’d like to just have in any game as a solid Simple Slavery outcome experience. Definitely! Simple Slavery is what made me want to make this quest in the first place. There are lots of options relating to cults, crooked government or being bought and used by the common people you do quests for... but no bandits/gangs/criminals? I felt we needed this. 5 hours ago, Billyy said: Only real thing that bothered me was out of your control as it was just me experiencing how few animations some pairings have. I might be out-of-date on the current SLAL mods, but man, there aren’t many FFC animations. Like even with the dogo and werewolf I only had 2. Agreed. You might remember me making requests on your SubscribeStar page in recent months? Thanks for answering my requests for the Chaurus Reaper and Troll FFCs! You are the only one with a Reaper FFC. Anub already had a couple Troll FFCs but I'm glad you have one now as well (folks who don't subscribe to you of course don't have that yet). Keep them coming! Boar (without a rider), Sabre cat, Large Spider and Chaurus Hunter are the only ones featured in my quest that still do not have a single FFC animation from anyone! 5 hours ago, Billyy said: Also, the lesbian 4ps that came up a few times and again, only 2 anims. What a crime. If only they weren’t so awful to make, lol. Totally! I would love more of them! I made the request a while back on SubscribeStar for an FFFF with one wizard F casting spells or using magic dildos on the other three. I would love to have my wizard Aeris casting some spells on the player and two others. 5 hours ago, Billyy said: I only did creature side and didn’t really engage in any of the optional stuff, but I didn’t see any FFMM anims get utilized. I think that pairing has like 3 whole anims, waaaow. There should be two opportunities for that. One on the beast side and another when avoiding the beasts. When you have to put on a show with Feradel before hooking up with the bear, there should be one FFMM round with the player, Feradel, Flint and Arix. You didn't see that FFMM? Also, if you avoid the animal action (which you did not do), there is a FFMM scene at one point. 5 hours ago, Billyy said: I quite liked how sexing the boss-man was done in that you had control to build the scene as you wanted, specifically being able to extend it to your liking, and also get others included. It feels like a lot of mods would build up this hype up of pleasing some important king/bossman, only for it to be like a quick animation or two and then be over. Speaking of that one, I know you already have CCF, CCCF and CCCCF animations for werewolves. Ever thought of doing FFFC or FFFFC animations? Now is your chance! 5 hours ago, Billyy said: Anyway, looking forward to see what else you add to this, or whatever future works you may have planned. Good jobu Thanks! That means a lot coming from you because I probably never would have done this if you and certain others did not make such great animations and really make SL worth using! I'm always looking forward to your future works as well! Edited December 4, 2025 by Donuts4me 1
Billyy Posted December 4, 2025 Posted December 4, 2025 4 hours ago, Donuts4me said: Agreed. You might remember me making requests on your SubscribeStar page in recent months? Thanks for answering my requests for the Chaurus Reaper and Troll FFCs! You are the only one with a Reaper FFC. Anub already had a couple Troll FFCs but I'm glad you have one now as well (folks who don't subscribe to you of course don't have that yet). Keep them coming! Boar (without a rider), Sabre cat, Large Spider and Chaurus Hunter are the only ones featured in my quest that still do not have a single FFC animation from anyone! Haha, of course I recognized you. I saw your name on a new mod posting and thought “the mad man actually did it”. I have an idea for FFC hunter. Boar seems cool. No promise for poor spider and catbros though, haha. 4 hours ago, Donuts4me said: Totally! I would love more of them! I made the request a while back on SubscribeStar for an FFFF with one wizard F casting spells or using magic dildos on the other three. I would love to have my wizard Aeris casting some spells on the player and two others. Oh, ya. I recall that. I’d want to make more normal FFFFs first. I got a surprising amount of push back for wizardy stuff. Well, I used to anyway as I’ve not done anything like that in a while, lol. I have at least 1 idea for a FFFF kind of ready, but man do I hate working on anything with multi-females, so I’ve procrastinated on it a lot. 4 hours ago, Donuts4me said: There should be two opportunities for that. One on the beast side and another when avoiding the beasts. When you have to put on a show with Feradel before hooking up with the bear, there should be one FFMM round with the player, Feradel, Flint and Arix. You didn't see that FFMM? Also, if you avoid the animal action (which you did not do), there is a FFMM scene at one point. Oh, ya I remember seeing that scenario and thinking ‘oh it’s going to be a FFMM anim’, but then it didn’t happen. Maybe I didn’t have them registered or some other Toddfuckery. Thought same thing for scene with Kane and Orc dude, unless I missed that text option for it. I did kind of suspect that I should have seen them though. Either way, good to know they at least should be coming up for people, lol. 4 hours ago, Donuts4me said: Speaking of that one, I know you already have CCF, CCCF and CCCCF animations for werewolves. Ever thought of doing FFFC or FFFFC animations? Now is your chance! You get out of here with your crazy ideas. I still need more human FFFM/FFFFMs. I don’t have any plans for FFFC+s currently, except that werewolfs are like a maybe as seem like the only creature with the potential to make good use of it from a gameplay/lore perspective. 4 hours ago, Donuts4me said: Thanks! That means a lot coming from you because I probably never would have done this if you and certain others did not make such great animations and really make SL worth using! I'm always looking forward to your future works as well! Haha, good to hear. Part of my reason for making animations is for modders to make use of them directly or maybe for inspiration to make cool shit. 3
Donuts4me Posted December 4, 2025 Author Posted December 4, 2025 10 hours ago, Billyy said: Haha, of course I recognized you. I saw your name on a new mod posting and thought “the mad man actually did it”. I have an idea for FFC hunter. Boar seems cool. No promise for poor spider and catbros though, haha. Oh, ya. I recall that. I’d want to make more normal FFFFs first. I got a surprising amount of push back for wizardy stuff. Well, I used to anyway as I’ve not done anything like that in a while, lol. I have at least 1 idea for a FFFF kind of ready, but man do I hate working on anything with multi-females, so I’ve procrastinated on it a lot. Understood. 10 hours ago, Billyy said: You get out of here with your crazy ideas. I still need more human FFFM/FFFFMs. I don’t have any plans for FFFC+s currently, except that werewolfs are like a maybe as seem like the only creature with the potential to make good use of it from a gameplay/lore perspective. I get it. It was worth a shot. LOL. 10 hours ago, Billyy said: Haha, good to hear. Part of my reason for making animations is for modders to make use of them directly or maybe for inspiration to make cool shit. It's working!
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