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Posted

This could definitely be a bug caused by another mod that I have, but for whatever reason all of the NPCs from this mod get the follower dialogue option "You're a slave too [put in cell]). There are no problems as long as I don't actually choose the dialogue option. Honestly if I have to guess it's probably another mod that lets sex improve relationship status that is causing this, but I just figured I'd report it, since I've never seen the game treat an NPC that is normally not a follower as if they are one.

Posted
4 hours ago, 2004 Toyota Camry SE V6 said:

This could definitely be a bug caused by another mod that I have, but for whatever reason all of the NPCs from this mod get the follower dialogue option "You're a slave too [put in cell]). There are no problems as long as I don't actually choose the dialogue option. Honestly if I have to guess it's probably another mod that lets sex improve relationship status that is causing this, but I just figured I'd report it, since I've never seen the game treat an NPC that is normally not a follower as if they are one.

 

Yeah. Any NPC that has a positive relationship with the player will have that dialogue. It is meant to detect followers that are not a part of the vanilla follower faction.

 

Fellow slaves do not increase relationship rank until the story is over and bandits are never supposed to increase relationship rank. Other mods increasing the relationships will cause that issue. The dialogue will go away once the quest is finished.

Posted

In order to make it repeatable, is it possible that the bandits have a method, rune or spell to induce amnesia about the prison's location so that'd make it a repeatable experience. (Hello MIB flash pen..)   Of course that would have to involve the player escaping without killing the guards in the prison.  If the DB escapes the prison, the rune on her person activates and erases all memory of where the prison is if he/she is sufficiently far away enough.

Or make the prison a "black site that floats around Skyrim"  or make it a very hard to find island like Skull Island in the King Kong movies.  Or they have tacit protection from a corrupt Jarl nearby. 

 

Posted
5 hours ago, Celedhring said:

In order to make it repeatable, is it possible that the bandits have a method, rune or spell to induce amnesia about the prison's location so that'd make it a repeatable experience. (Hello MIB flash pen..)   Of course that would have to involve the player escaping without killing the guards in the prison.  If the DB escapes the prison, the rune on her person activates and erases all memory of where the prison is if he/she is sufficiently far away enough.

Or make the prison a "black site that floats around Skyrim"  or make it a very hard to find island like Skull Island in the King Kong movies.  Or they have tacit protection from a corrupt Jarl nearby. 

 

 

Sorry. It's never going to be repeatable. All the slaves being gone and the bandits being permanently hostile is a consequence to abandoning the quest and leaving all the other slaves behind.

 

Also, whenever I do updates, players need to load saves from before the quest was ever started or else there will be bugs. Making it repeatable would probably lead to more bugs.

 

If you want to play it again, just make sure you have extra saves from before starting it. Eventually I will make alternate endings that will allow the player to leave without freeing the slaves or killing the bandits. That way the player can always come back and keep enjoying the activities. But the story itself will never repeat.

 

Your ideas sound interesting, but there is not much magic in my story. Also, creating new locations (especially a whole island) sounds like too much work.

 

 

 

Posted

Absolutely love this mod, you're a really good writer ^^ Very satisfying ending, the characters surprisingly deep and I got attached to all of them lol

 

On my first pt I only encountered only one big glitch. It was with the initiation but not the same one others have been talking about. The whipping went through okay, and then Kane had sex with my PC, but after that the quest went silent and never progressed. I 'fixed' it by just going back to the start of the quest entirely and asking to skip the initiation. After that I did the beast route and didn't see another bug the whole time which was impressive tbh. 

 

The only other issue is minor and it's that the bandits don't react if I steal anything. Food, gold, the key, they just watch me take it.

 

I'm on my second pt now and the bug I have is a little harder to deal with. I spoke to Maeva about avoiding the animals everything progressed normally until I finished the warm up show and everything has just stopped. There is a quest marker pointing to Gron and the journal says to speak to him, but the only dialogue I have is to sleep with him. I tried that and it didn't work. I also disable/enabled him, waited in game, waited irl and left the area to sleep in a bed and come back then reloaded the save. Probably need to shunt it forward with a console command but I can't work out which stage I'm at

 

 

Posted
4 hours ago, Addershade said:

Absolutely love this mod, you're a really good writer ^^ Very satisfying ending, the characters surprisingly deep and I got attached to all of them lol

 

On my first pt I only encountered only one big glitch. It was with the initiation but not the same one others have been talking about. The whipping went through okay, and then Kane had sex with my PC, but after that the quest went silent and never progressed. I 'fixed' it by just going back to the start of the quest entirely and asking to skip the initiation. After that I did the beast route and didn't see another bug the whole time which was impressive tbh. 

 

The only other issue is minor and it's that the bandits don't react if I steal anything. Food, gold, the key, they just watch me take it.

 

I'm on my second pt now and the bug I have is a little harder to deal with. I spoke to Maeva about avoiding the animals everything progressed normally until I finished the warm up show and everything has just stopped. There is a quest marker pointing to Gron and the journal says to speak to him, but the only dialogue I have is to sleep with him. I tried that and it didn't work. I also disable/enabled him, waited in game, waited irl and left the area to sleep in a bed and come back then reloaded the save. Probably need to shunt it forward with a console command but I can't work out which stage I'm at

 

 

 

It sounds like you are on chapter 04A. Try the ~ command sqv bpq04a and you should see the current stage.

 

Thanks for the love!

Posted

Why DD patch requires DD For Him? Should be optional, not required. DD For Him is optional for even DD. Why not the same case for this mod's DD patch?

Posted (edited)
36 minutes ago, Hello539 said:

Why DD patch requires DD For Him? Should be optional, not required. DD For Him is optional for even DD. Why not the same case for this mod's DD patch?

 

I do not use DD but I would assume because both female and male slaves are put in devices, i.e. collared, etc... by this mod.

Edited by eflat01
Posted
3 hours ago, Hello539 said:

Why DD patch requires DD For Him? Should be optional, not required. DD For Him is optional for even DD. Why not the same case for this mod's DD patch?

 

I don't use DD myself. That patch was made by @killer905. They would have to answer your question.

Posted
3 hours ago, Hello539 said:

Why DD patch requires DD For Him? Should be optional, not required. DD For Him is optional for even DD. Why not the same case for this mod's DD patch?

It requires it because it uses DD files for the male Collar version as well. Otherwise,will be a naked male slave without a collar. This is the only reason why Devious Devices For Him.esp is required, as well as other DD ESP files.

 

You can remove the requirement by using SSEEDIT and selecting “Clean masters,” but I'm warning you now: you'll end up with a bunch of red exclamation marks because there will be references to files that don't exist.

 

Anyway, what kind of slave doesn’t have a collar? Only an obedient one, and there isn’t a male slave in the mod who was as well-behaved as Elenea :3

 

3 hours ago, eflat01 said:

 

I do not use DD but I would assume because both female and male slaves are put in devices, i.e. collared, etc... by this mod.

That's correct.

 

46 minutes ago, Donuts4me said:

 

I don't use DD myself. That patch was made by @killer905. They would have to answer your question.

eflat01 has basically already answered his question.

Posted
4 hours ago, killer905 said:

It requires it because it uses DD files for the male Collar version as well. Otherwise,will be a naked male slave without a collar. This is the only reason why Devious Devices For Him.esp is required, as well as other DD ESP files.

 

You can remove the requirement by using SSEEDIT and selecting “Clean masters,” but I'm warning you now: you'll end up with a bunch of red exclamation marks because there will be references to files that don't exist.

 

Anyway, what kind of slave doesn’t have a collar? Only an obedient one, and there isn’t a male slave in the mod who was as well-behaved as Elenea :3

 

That's correct.

 

eflat01 has basically already answered his question.

I see. Thanks for clarifying.

Posted

Could you post a list of what animation packs you reccomend. I downloaded Billyys and Anub like you reccomend in the description page. When installing i selected all the animations to install and my FNIS could not handle it and said too many animations so I paired it down and just selected a few and it still said too many animations. I then upgraded to FNIS XXL and ever since ive been getting the T Pose character even if I start a new game so I'm not sure how to fix this. I was playing the mod just find until I got to the first horse show and the animation never started that's when I realized I didn't have the correct animation packs downloaded. Since my FNIS is having trouble loading that much I was hoping you could list what options I need to check when installing both Billyy and Anub's mod just to be able to complete all the animal shows. 

 

Thank you

Posted (edited)
32 minutes ago, sarahdaniels13 said:

Could you post a list of what animation packs you reccomend. I downloaded Billyys and Anub like you reccomend in the description page. When installing i selected all the animations to install and my FNIS could not handle it and said too many animations so I paired it down and just selected a few and it still said too many animations. I then upgraded to FNIS XXL and ever since ive been getting the T Pose character even if I start a new game so I'm not sure how to fix this. I was playing the mod just find until I got to the first horse show and the animation never started that's when I realized I didn't have the correct animation packs downloaded. Since my FNIS is having trouble loading that much I was hoping you could list what options I need to check when installing both Billyy and Anub's mod just to be able to complete all the animal shows. 

 

Thank you

 

Billyy and Anub should be enough to cover everything that goes on in this adventure. Also, they are the top two when it comes to quality.

 

T pose probably means FNIS did not regenerate after you installed XXL. Always make sure you update your FNIS behavior after installing new things relating to animations.

 

Spoiler

image.png.81fe3a9b24619f3b5324701fc710026c.png

 

These are all the things you probably already have (including primary file). You should have seen all these on the FNIS Nexus page.

 

Spoiler

 

image.png.279fc8f722b9be5470d751af92673163.png

 

Things you also need to go along with XXL.

 

Once you have all those things installed, update the FNIS behavior and everything should work.

 

Edited by Donuts4me
Posted (edited)
On 1/4/2026 at 1:13 PM, H Bof said:

@Donuts4meFinished the mod yesterday and great work! I played it with MCO knowing the potential issues but I thought I'd share how I got around them in case other people in the future are using it and struggling to get through whipping scenes:

 

  Hide contents

First install this mod, it's a bit outdated for the current zaz so the animation conditions will have to be adjusted once in game.

 

Once in game, open OAR's condition menu and find the folder for the mod linked above. By default it's priority 3000021 in the Legacy drop down menu of OAR. Then all you need to do is enter User Mode and update the ID of zaz's whipping crop in the Conditions section. The default ID is outdated and should be changed to the ID highlighted in red in my screenshot:
 

20260104140241_1.thumb.jpg.41a1c493aeadd8a809f38e27b6646ae1.jpg

 

That's it! Just make sure to press the Save submod config (User) button too to save your changes! Now all light attacks with the crop should now keep the person with the whip stationary so they're not jumping around due to MCO attacks. The only exception is when they heavy attack, then they'll still charge forward and need to walk back into position before attacking again, which they reliably did each time in my experience.

 

The punishment scenes can still go a bit long even with this fix, but I didn't get stuck a single time using it. Hopefully this helps anyone else who might not want to remove MCO!

This didn't really change anything for me over the base install of the MCO patch, it still uses mco anims.  Any way to just have them stand there and wail away?

Edited by no_way
Posted
6 hours ago, Triberzis said:

@Donuts4me Is this intended for captured PC slave gameplay only, or can one be a slave master?

 

Captured PC slave only.

 

Eventually I might make an alternate ending where the player becomes the captain/master of the fort and owns the slaves. But that is a long ways off.

Posted (edited)

Version 1.5.0 is up.

 

Changes:

 

-Added new opportunities to get punished or get other slaves punished in the non-creature route (could only do this before in the creature route).
-Added opportunity to rat on fellow slave near end of BPQ04A. Starts new chapter BPQ04AB where you work as an informant for the bandits and can get more slaves punished!

-Added new ZAZ items down in the dungeon.
-Give Aeris dialogue to place all slaves that have been in trouble into dungeon ZAZ furniture for up to 30 minute scene. Works for both the creature and non-creature routes. Which slaves show up depends on who you have ratted on or who got punished because of your own defiance throughout the story.
-Gave Aeris and Eleia dialogue to set the player up with outside creatures in case Levana isn't around. Also, Levana and Eleia can now set the player up with cave creatures, not just Aeris.
-Minor adjustments and bug fixes.

-Can now take a particular bandit prisoner during the uprising and make him YOUR slave when story is completed. (See spoiler below only if you have completed the quest before and want to know who.)

Spoiler

You can take the captain as your slave if you make him surrender in the final confrontation during the uprising. He will stay naked in the dungeon from that point on. If you completed the creature chapters, he will turn into a werewolf whenever you ask and fuck both you and any friend you bring down there.

 

Edited by Donuts4me
Posted
3 hours ago, unknownguyzzz said:

After enslaving the "particular bandit" and the scene fade to somewhere, its keeps crashing

 

The only thing that happens there is he gets stripped of his clothes, get's the slave collar put on him (just like all the other slaves) and he has to sit/kneel on the ground. The player doesn't move and you will still be in the same room. The marker where he kneels on the ground is a zbf/zaz marker. That is probably the cause.

 

Still strange that you get the crash only as he is about to do it? The marker is already there before the scene even starts. Also, I think it is the same kind of marker that Jax/Arlya use in the cave.

Posted
1 hour ago, Donuts4me said:

 

The only thing that happens there is he gets stripped of his clothes, get's the slave collar put on him (just like all the other slaves) and he has to sit/kneel on the ground. The player doesn't move and you will still be in the same room. The marker where he kneels on the ground is a zbf/zaz marker. That is probably the cause.

 

Still strange that you get the crash only as he is about to do it? The marker is already there before the scene even starts. Also, I think it is the same kind of marker that Jax/Arlya use in the cave.

I tried a few times but so far same thing. All I can say is once he surrenders, the quest then says to talk to Aeris. However once everything goes black and the boxed quotes appears and I pass through that everything crashes. So All I can say is that I dont even see him move to strip down before the crash. 

If it help I havent have any other problem with this mod before this new update. And I always do it on a Load file that haven't started on the quest

Posted (edited)
1 hour ago, unknownguyzzz said:

I tried a few times but so far same thing. All I can say is once he surrenders, the quest then says to talk to Aeris. However once everything goes black and the boxed quotes appears and I pass through that everything crashes. So All I can say is that I dont even see him move to strip down before the crash. 

If it help I havent have any other problem with this mod before this new update. And I always do it on a Load file that haven't started on the quest

 

I don't think it has anything to do with the zaz marker. I just checked and it is the same kind Jax/Arlya use in the cave. If it worked there, it should work here.

 

Are you doing the beast chapters or no? If you were having beast action, try doing the non-beast chapters and see if it works there. It's got the same setup, but maybe one of the files is somehow corrupted but not the other?

 

Spoiler

Utility.Wait(1.5)
FadeToBlackImod.Apply()
Utility.Wait(2.0)
FadeToBlackImod.PopTo(FadeToBlackHoldImod)

 

Debug.MessageBox("You force Kane to strip, bind his hands and feet and lock a collar on him. The tables have turned!")

 

Kane.RemoveAllItems()

 

Kane.SetOutfit(SlaveOutfit)

 

Kane.EvaluatePackage()

 

Utility.Wait(2.0)
FadeToBlackHoldImod.PopTo(FadeToBlackBackImod)
FadeToBlackHoldImod.Remove()
Utility.Wait(0.5)

 

Seems like something might be going wrong when he is supposed to be getting his items removed or his outfit changed. If the script itself is not corrupted, maybe those commands are somehow overloading your game?

 

There is something else you can try (spoilers):

Spoiler

There are three ways to confront the captain:

 

1) Just immediately go back to him after getting your inventory and fighting him on your own. He will not surrender here.

 

2) Carry out the cave ambush plans and fight him along with Jax and Arlya.

 

3) Don't do the ambush. You can go around to the front gate after jumping off the tower and go in and start the battle outside in the court yard. If you do this, Jax and Arlya will not be freed and Aeris and Gorty will be the ones to go with you to fight the captain upstairs.

 

2 and 3 have options to make the captain surrender. If you did 2, try doing 3 and see if the same thing happens. Maybe the other could work? If not, there is something about those commands that your computer doesn't seem to like...

 

 

Edited by Donuts4me
Posted

Personally, I didn't have any trouble with “particular bandit,” but

 

Spoiler

I see an inconsistency, because there are three people who know the captain's secret. It also seems strange that those three NPCs didn't mention that secret.

 

Posted
7 hours ago, Donuts4me said:

 

I don't think it has anything to do with the zaz marker. I just checked and it is the same kind Jax/Arlya use in the cave. If it worked there, it should work here.

 

Are you doing the beast chapters or no? If you were having beast action, try doing the non-beast chapters and see if it works there. It's got the same setup, but maybe one of the files is somehow corrupted but not the other?

 

  Reveal hidden contents

Utility.Wait(1.5)
FadeToBlackImod.Apply()
Utility.Wait(2.0)
FadeToBlackImod.PopTo(FadeToBlackHoldImod)

 

Debug.MessageBox("You force Kane to strip, bind his hands and feet and lock a collar on him. The tables have turned!")

 

Kane.RemoveAllItems()

 

Kane.SetOutfit(SlaveOutfit)

 

Kane.EvaluatePackage()

 

Utility.Wait(2.0)
FadeToBlackHoldImod.PopTo(FadeToBlackBackImod)
FadeToBlackHoldImod.Remove()
Utility.Wait(0.5)

 

Seems like something might be going wrong when he is supposed to be getting his items removed or his outfit changed. If the script itself is not corrupted, maybe those commands are somehow overloading your game?

 

There is something else you can try (spoilers):

  Hide contents

There are three ways to confront the captain:

 

1) Just immediately go back to him after getting your inventory and fighting him on your own. He will not surrender here.

 

2) Carry out the cave ambush plans and fight him along with Jax and Arlya.

 

3) Don't do the ambush. You can go around to the front gate after jumping off the tower and go in and start the battle outside in the court yard. If you do this, Jax and Arlya will not be freed and Aeris and Gorty will be the ones to go with you to fight the captain upstairs.

 

2 and 3 have options to make the captain surrender. If you did 2, try doing 3 and see if the same thing happens. Maybe the other could work? If not, there is something about those commands that your computer doesn't seem to like...

 

 

Just tried the other options but still same results, I'll keep testing to see what could be causing it tho

Posted
On 5/24/2026 at 12:26 AM, no_way said:

This didn't really change anything for me over the base install of the MCO patch, it still uses mco anims.  Any way to just have them stand there and wail away?

 

The only thing I could think of is if they somehow have a different whip equipped so it's not registering them to use the conditional animations. Have you selected them in console then checked in OAR that all the conditions are being met for them? If yes, try to adjust the priority value of the animations (higher numbers take priority, so something could be overwriting it). If they don't meet the conditions, use the showinventory command on the NPC and find the ID for the whip they're using and put that in the OAR conditions with an OR condition.

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