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Posted (edited)

I got Bandit paradise to work with a reorganization of zaz, no more CTD. But if I am defiant the punishment scene won't trigger in the intro dungeon, I get soft locked.

 

(I sent via simple slavery)

 

The courtyard initiation scene broke several times because of wandering underling bandits getting in the way with the captain. Comming up to me and messing with me in the pillory. I had to use console commands to get through the scene. "Kill worked" amd the wandering bandit was either essential or protected.

 

I also had a problem volunteering for punishment after I bugged my way through the Initiation. The guards who rotate on a schedule would come in and bother the punishment session. Just like in the courtyard. 

 

Eleia is also broken she wont show me to my new bed after my initiation and I can only ask 1 slave her story. I can send the bandits to a cell because they are potential followers for some reason?

 

I have no "bandit paradise" dialog option with 99% of npc. Only "Sexlab dialogues" and DOM/PAH dialog. The bandits if they have a "bandit paradise" option will normally be the second option. The bandits also have dialogue to recruit them as followers. I do not have NFF (it is incompatible with Convenient Horses) only 1 follower. Uthgerd was sent to FSM before I went to the slave market in riften. However when I got to the Bandit paradise Katana from the Katana in the shadows mod was imprisoned in the cell on the right hand side. Closest to the exit of the cell area.  I have not spoken to Katana in my playthrough and have not recruited her from Solitude yet... but yet she was transported to the bandit hideout.

 

I reloaded a save and went back to the slave market, disabled this mod in the SS+ options. Maby I recuit Katana and try agian using the non SS+ route. See if its less buggy.

 

Other than fixing scripting and bugs. I have a few recommendations. 

 

1) both punishment areas should be in their own cells without guards who are on their radiant routine. If they are not scripted to sit down and behave while im being punished they shouldn't be there. The tourture gear and the cells (and a slaver bed) should be in their own loading screen cell and the guards with radiant schedules should stay on the other side of the loading screen.

 

2) there should always be "bandit paradise" dialog options for both slaves and slavers. So I don't have to guess if it is bugged out or not.

 

3) always an active quest with an objective. Like talk to your fellow slaves should be marked out in the journal and local map. Then it ponts you to various routes through the mod (even if those routes are failures. )

 

4) for more defiant players should have an arena to have fights in. You could use the vanilla skyrim brawl system. And pick if you want to fight men women or both. It would work for a straight, Gay, lesbian, and Bi play styles. Losers get fucked in the ring. Then sent to a "victim room" for highest bidder.

 

5) make the slave coller a devious device and make the mod compatible with Deviously helpless.... but only if you can block the addition of new devices. Alternatively if permissions from the OG mod dev are available. You could make it so Bandit paradise has its own standalone "Deviously helpless " script, this way devious devices and devious helpless are not requirements, and there is no risk of the mod stacking 20 devices on the player. I know that is super annoying during devious Cidhna. 

Edited by Burensc
Posted (edited)
5 hours ago, Burensc said:

I got Bandit paradise to work with a reorganization of zaz, no more CTD. But if I am defiant the punishment scene won't trigger in the intro dungeon, I get soft locked.

 

(I sent via simple slavery)

 

Simple Slavery is the cause of the problem. The start of my quest disables player controls and SS ends after my quest is already started. When the SS message pops up for you to enjoy your new owners, player controls are enabled again since your controls were already disabled during the auction. They have to be disabled in order for my scene to work.

 

I could ask Hex Bolt to change this so that SS really ends before the outcome quest starts, but I just attached another command to disable player controls right before the scene starts just in case the player did arrive through SS. It should work when I release the next update.

 

5 hours ago, Burensc said:

The courtyard initiation scene broke several times because of wandering underling bandits getting in the way with the captain. Comming up to me and messing with me in the pillory. I had to use console commands to get through the scene. "Kill worked" amd the wandering bandit was either essential or protected.

 

I also had a problem volunteering for punishment after I bugged my way through the Initiation. The guards who rotate on a schedule would come in and bother the punishment session. Just like in the courtyard. 

 

Eleia is also broken she wont show me to my new bed after my initiation and I can only ask 1 slave her story. I can send the bandits to a cell because they are potential followers for some reason?

 

I have no "bandit paradise" dialog option with 99% of npc. Only "Sexlab dialogues" and DOM/PAH dialog. The bandits if they have a "bandit paradise" option will normally be the second option. The bandits also have dialogue to recruit them as followers. I do not have NFF (it is incompatible with Convenient Horses) only 1 follower. Uthgerd was sent to FSM before I went to the slave market in riften. However when I got to the Bandit paradise Katana from the Katana in the shadows mod was imprisoned in the cell on the right hand side. Closest to the exit of the cell area.  I have not spoken to Katana in my playthrough and have not recruited her from Solitude yet... but yet she was transported to the bandit hideout.

 

I reloaded a save and went back to the slave market, disabled this mod in the SS+ options. Maby I recuit Katana and try agian using the non SS+ route. See if its less buggy.

 

 

All those interruptions sounds like you use Sexy Adventures or other mods that cause lots of random sex/rapes. You should turn those off or just change the settings so that nudity doesn't prompt random rapes. I listed that as a known conflict on my description page. There is nothing I can do to stop those mods from doing their thing.

 

All the slaves already have dialogue from the start. Bandits will get permanent dialogue to ask for sex after you complete a quest to pleasure your first three customers. That should happen after Eleia, Raselle and Feradel show you around. Your Eleia bug is probably caused by your random sex acts mods that are causing most of the other problems.

 

Only current followers should have dialogue to be sent to the prison cell. There are a few occupants in the fort that can become followers later, but only when their relationship status to the player increases. This should not happen until the quest is totally completed. If you are already friends with them and can ask them to follow, it sounds like you used another mod like SLEN to increase your relationship with them.

 

I have increased the priority of all my important quest dialogues to 100 for my next update. I won't be able to go any higher than that. Those other mod dialogues have their priorities set way too high if they are always at the top of your lists and are not even important quest dialogues. Those mod authors should change that.

 

Only those who are a part of the CurrentFollower or CurrentHireling factions should be sent to the prison cell. CurrentFollower seriously means CURRENT follower and being in that faction is what makes that NPC follow the player around. If your Katana character is being sent here, she must have a weird setup.

Edited by Donuts4me
Posted (edited)

If it doesn't already, I think this mod could use some forcegreets.  Gron says "if anyone comes up to you and demands service..."   ...but no one ever has, that I have noticed.  I have my Sexy Adventures' Proximity Rape disabled so as to not interfere with the plot, but there's a distinct lack of forced encounters that I was kinda looking forward to.  

 

On a similar note, there should be random sexlab scenes in the background between customers & slaves, and masters & slaves.  Maybe slaves and slaves too occasionally.   Right now the player is the only one doing any work, not counting the dancing stations.

 

Also (heh, sorry), before the escape plots start happening, and maybe even before being given the choice to "work with" animals or not, there's no times where you're told to go service X number of clients, with the possibility of not doing enough.  There's the "first three" quest, but then everything starts moving towards ranking up and starting the escape plan.  There's no enforced work periods during which you are trying to get enough clients to avoid punishment.   If you choose to avoid the initial punishment when you first arrive, it seems like you avoid it altogether?  

Edited by Naps-On-Dirt
Posted (edited)
15 hours ago, Donuts4me said:

 

Simple Slavery is the cause of the problem. The start of my quest disables player controls and SS ends after my quest is already started. When the SS message pops up for you to enjoy your new owners, player controls are enabled again since your controls were already disabled during the auction. They have to be disabled in order for my scene to work.

 

I could ask Hex Bolt to change this so that SS really ends before the outcome quest starts, but I just attached another command to disable player controls right before the scene starts just in case the player did arrive through SS. It should work when I release the next update.

 

 

All those interruptions sounds like you use Sexy Adventures or other mods that cause lots of random sex/rapes. You should turn those off or just change the settings so that nudity doesn't prompt random rapes. I listed that as a known conflict on my description page. There is nothing I can do to stop those mods from doing their thing.

 

All the slaves already have dialogue from the start. Bandits will get permanent dialogue to ask for sex after you complete a quest to pleasure your first three customers. That should happen after Eleia, Raselle and Feradel show you around. Your Eleia bug is probably caused by your random sex acts mods that are causing most of the other problems.

 

Only current followers should have dialogue to be sent to the prison cell. There are a few occupants in the fort that can become followers later, but only when their relationship status to the player increases. This should not happen until the quest is totally completed. If you are already friends with them and can ask them to follow, it sounds like you used another mod like SLEN to increase your relationship with them.

 

I have increased the priority of all my important quest dialogues to 100 for my next update. I won't be able to go any higher than that. Those other mod dialogues have their priorities set way too high if they are always at the top of your lists and are not even important quest dialogues. Those mod authors should change that.

 

Only those who are a part of the CurrentFollower or CurrentHireling factions should be sent to the prison cell. CurrentFollower seriously means CURRENT follower and being in that faction is what makes that NPC follow the player around. If your Katana character is being sent here, she must have a weird setup.

I don't have sexy adventures but do have Babo Dialogues, sexlab Aroused (baka version), and Horrible harassment... when I get home I will need to look up if I have SLEN (i forget what it is exactly but sounds like something I would keep in my sandbox and burry in my mod list somewhere ). I know I had it at one point. The NPCs mainly mess with me when im in the ZAZ furniture and no other time, so it might just be the fact they have a schedule and ZAZ is an activity that's available. 

 

It would be nice if I didn't need to up end my sand box just for this mod, Devious Cidhna works wonders with  very similar setups, 6 captivity quests and no redesigning my sandbox. I think you could make it alot more compatible just simply redesigning the dungeon (load cell) have the guards wait outside the load zone. Redesign the dungeon to be a bit larger simpler and only scripted NPCs allowed in. Similarly have a "war room/officers mess" for the bandits to initiate new slaves instead of doing it in the courtyard. Anywhere the mod makes use of ZAZ should be in it's own load zone. That would increase compatibility. I don't plan on uninstalling any mods on this playthrough just for this one mod's scenario to play out. Last time I uninstalled some mods mid playthrough I needed to rebuild the mod list and start a new playthrough. 

 

Katana has some convenient teleport to player spells she uses, but yeah its probably that mod not yours.

 

I forget what SLEN does I might have it as a dependancy for another mod or several mods. You think it makes your bandits my potential followers without me doing your quests properly?  I think you need to prioritize making your mod play nice with others and maximizing compatibility. If im doing a 300 hour playthrough or more with NSFW mods installed I want my whole sandbox. Im not doing a playthrough that is simply to play your mod and call it a day.

 

If Simple slavery dev isnt forthcoming with changing the way SS+ handles the send off, you could split the intro quest into two different quests.

Edited by Burensc
Posted
3 hours ago, Naps-On-Dirt said:

If it doesn't already, I think this mod could use some forcegreets.  Gron says "if anyone comes up to you and demands service..."   ...but no one ever has, that I have noticed.  I have my Sexy Adventures' Proximity Rape disabled so as to not interfere with the plot, but there's a distinct lack of forced encounters that I was kinda looking forward to.  

 

On a similar note, there should be random sexlab scenes in the background between customers & slaves, and masters & slaves.  Maybe slaves and slaves too occasionally.   Right now the player is the only one doing any work, not counting the dancing stations.

 

I have just finished doing all that (except slave-on-slave action). There will be much more action happening all around the fort in my next version for both the player and the NPC slaves.

 

3 hours ago, Naps-On-Dirt said:

Also (heh, sorry), before the escape plots start happening, and maybe even before being given the choice to "work with" animals or not, there's no times where you're told to go service X number of clients, with the possibility of not doing enough.  There's the "first three" quest, but then everything starts moving towards ranking up and starting the escape plan. 

 

The satisfying three customers happens right before making the animal decision. Doing it again immediately does not make sense. If I do that again, I should probably do it right before the player has to go to the Captain's Quarters for the final entertainment before escaping.

 

3 hours ago, Naps-On-Dirt said:

There's no enforced work periods during which you are trying to get enough clients to avoid punishment.   If you choose to avoid the initial punishment when you first arrive, it seems like you avoid it altogether?  

 

You get punished whenever you are rude with your masters. If you have not seen any more since the initiation, it sounds like you have been nothing but polite or slutty with your masters.

 

The next version will have force-greets. Rejecting those advances will usually result in punishments.

 

Just doing testing right now. I'll have it uploaded hopefully by tomorrow if I don't find too many bugs. Maybe end of the year at the latest.

Posted
41 minutes ago, Burensc said:

I don't have sexy adventures but do have Babo Dialogues... when I get home I will need to look up if I have SLEN (i forget what it is exactly but sounds like something I would keep in my sandbox and burry in my mod list somewhere ). I know I had it at one point. The NPCs mainly mess with me when im in the ZAZ furniture and no other time, so it might just be the fact they have a schedule and ZAZ is an activity that's available. 

 

It would be nice if I didn't need to up end my sand box just for this mod, Devious Cidhna works wonders with  very similar setups, 6 captivity quests and no redesigning my sandbox. I think you could make it alot more compatible just simply redesigning the dungeon (load cell) have the guards wait outside the load zone. Redesign the dungeon to be a bit larger simpler and only scripted NPCs allowed in. Similarly have a "war room/officers mess" for the bandits to initiate new slaves instead of doing it in the courtyard. Anywhere the mod makes use of ZAZ should be in it's own load zone. That would increase compatibility. I don't plan on uninstalling any mods on this playthrough just for this one mod's scenario to play out. Last time I uninstalled some mods mid playthrough I needed to rebuild the mod list and start a new playthrough. 

 

Katana has some convenient teleport to player spells she uses, but yeah its probably that mod not yours.

 

I forget what SLEN does I might have it as a dependancy for another mod or several mods. You think it makes your bandits my potential followers without me doing your quests properly?  I think you need to prioritize making your mod play nice with others and maximizing compatibility. If im doing a 300 hour playthrough or more with NSFW mods installed I want my whole sandbox. Im not doing a playthrough that is simply to play your mod and call it a day.

 

If Simple slavery dev isnt forthcoming with changing the way SS+ handles the send off, you could split the intro quest into two different quests.

 

Sexlab Eager NPCs (SLEN) is one of the oldest and most popular SL mods around here. It allows you to hook up with pretty much any NPC either through seduction or paying them. You should see (SLEN) dialogue options when talking to ANY NPC. Doing these activities has a chance to raise their relationship rank with you. If you don't know what it is, you must not use it. It does not ever cause random sex scenes, only what you start yourself.

 

There are only three bandits who can become potential followers and it only happens if their relationship rank with you goes up:

 

Spoiler

Aeris, Levana and Gorty

 

All but three of the slaves can become potential followers as well once you raise your rank with them. Again, this should only ever happen when my quest ends. Using another mod to raise their relationships will cause the problems you are seeing. Or, maybe you are using a mod that makes it possible to make someone your follower without even increasing their relationship rank?

 

 

I'm not going to change my fortress to make ZAZ tools more private. These are supposed to be SHOWS with audiences around and guards standing watch. Moving these shows to a private cell would not change anything because there would still be an audience watching and wanting to pounce on the naked player. Not to mention it would be WAAAAAAYYY too much work for me.

 

I don't know what mod of yours is causing all this, but you do not always need to uninstall mods to make them stop interfering for a bit. I use Sexy Adventures and SL Nights which do interfere with the scenes, but they both have MCM menus and can be quickly disabled and re-enabled anytime. Hopefully whatever you are using can do the same. If not, you should tell whoever made it to make an MCM option to turn it off/on at any time.

 

Also, instead of completely uninstalling something, you could just go into the creations list, uncheck/disable the mod that is causing the interferences, complete my quest and then enable again when you are ready. I do that all the time and have been playing with the same character for the last two years.

 

Again, I'm not changing my fortress or the shows. That would take me countless hours whereas you could just take a few seconds to change some settings before starting the quest and then taking another few seconds just to switch things back when the quest is complete.

 

Posted
2 hours ago, Donuts4me said:

You get punished whenever you are rude with your masters. If you have not seen any more since the initiation, it sounds like you have been nothing but polite or slutty with your masters.

I finally did mouth off to the wrong person and got some dungeon time.  ;)  

 

Looking forward to the new version, I'll try to play through it when it comes out. 

Posted (edited)
9 hours ago, Donuts4me said:

I'm not going to change my fortress to make ZAZ tools more private. These are supposed to be SHOWS with audiences around and guards standing watch. Moving these shows to a private cell would not change anything because there would still be an audience watching and wanting to pounce on the naked player. Not to mention it would be WAAAAAAYYY too much work for me.

So to be clear in the court yard when I get initiated there are like 10-15 bandits who sit down and behave themselves and bid on my characters ass. Its the few underling bandits who are wandering around the yard on a schedule not part of the Bidding process. They wander over from the forge or picknick tables from their daily routine. All the leadership bandits bidding on my initiation behave themselves, all you would need to do is copy and paste the event into a new cell, or make a new courtyard and transform the old one into an officers mess. The bandits in the semi circle are all working properly, its the randos that need removed from the scene. SO YES having a private cell for "Shows" would ABSOLUTELY solve the problem, Because all the bandits who are scripted to be part of the show behave themselves. 

 

after checking I don't have SLEN, but its probably Sexlab match maker which is bugging out my scenes first of all has 3 or 4 different mod systems that require it and no mcm. So yeah to turn it off for your mod means risking my whole playthrough to disable it, hours of gameplay down the drain, and for what? To play 1 mod? At the expense of my sandbox for a whole playthrough? 

 

Please do yourself and everyone a favor and work to make your mod as compatible as possible with people's 1000-2000 mod lists, I think it would be much easier then you think.

 

9 hours ago, Donuts4me said:

Again, I'm not changing my fortress or the shows. That would take me countless hours whereas you could just take a few seconds to change some settings before starting the quest and then taking another few seconds just to switch things back when the quest is complete.

 

 

Im not asking you to change the show, I like the show (when it doesn't bug out). The show in the dungeon simply needs the guards on their daily routine to not be in the load cell, make them stand outside the door on the other side on the load screen and just keep the torture chick in there with the prisoners to carry out the scripted events.

 

You seem like your still building more features and events into the mod and planning on adding new content a small tweak like only the torture chick in the dungeon doesn't seem like too big of a change.

 

The courtyard might be a bit more difficult because you already put  bunch of effort into a big load cell and the scripted event. But if you think and plan it would probably be done rather quickly and would have a massive payoff. The thing you don't seem to be understanding about my criticism is that... THE INITATION SCENE IN THE COURTYARD WORKS!!! All the NPCs that are supposed to be in the semi circle and part of the show work and behave properly, its the other random NPCs in the courtyard on their daily routine that interrupte everything.  If I use console commands I can get through the scene by getting rid of the randos for a few minutes. The randos are either protected or essential so the "kill" command works great.

 

One thing I thought of was make a fence, a high fence, with a gate... a fence that we the player can see through the bars/pickets of, but the sandbox NPCs can't because they see a mesh. Lock it during the event. That might work too. Just an Idea to save you time.

 

I think the solution for this court yard event and possibly dozens of other events you have cooked up in your head is to plan on load cells with a purpose.

 

So the tavern cell would be a sandbox cell, where the NPCs would be on their daily routine and harass the player based on whatever sandbox arousal and approach system people have installed. The lead slave in the tavern would then send you to other loading cells where "shows" (repeatable events) get put on. Very simple, one load cell has a scripted event, the other cell handles people's sandboxs.  Add a few more bedrooms off the side of the tavern area for SL privacy and your off to the races. 

 

Similar situation with the dungeon. Have a defiant player be force to talk to the dungeon master chick to get food (for survival mode), and advance the story. The dungeon master chick sends the defiant player to either a scripted load cell or a sandbox load cell. It would be very easy to do this for any and all future events.

 

So A defiant player would be kept at home in a scripted load cell (the dungeon), and sent out by the dungeon master chick to other scripted or sandbox cells.

 

And a submissive player would get sent out to different tasks from the lead bar wench slave.

 

This way you could still have your scripted events included alot more in the works I hope... but people could still keep their SL nights, Horrible harassment, SL aroused,  and SL match maker. 

 

Since your still building and adding to the mod you could just plan these event cells in the future, and update the older cells as time permits 

 

Making you mod compatible with other people's skyrim sandboxs no matter what people are using is what will get your mod alot of fans.

 

I don't think its too much to ask that your mod be compatible with people's sandboxs especially considering most other player slavery mods are compatible. I also don't think it would take hours of Time as you think, as you could take your time updating old stuff and simply plan the compatibility for new events with future updates. 

 

By the way I love your work and where the mod is headed, you clearly put alot of work into it and just needs some bug tweaks to be perfect and seemless. Keep up the good work. I don't want you to feel defensive about my critique, I really like where your mod is going.

 

 

Edited by Burensc
Posted

Hello. I'm interested in two things: 1) If I play as a male character, can I refuse sex? Or are the sex scenes scripted and start automatically? 2) If my character is captured through the Simple Slavery ++ auction and simply escapes, will they be able to be captured again if they appear at the auction again, or is this only possible once? I'm looking for a mod that will allow my male character to be enslaved through the auction house, with the option to repeat this event, and prevent them from being forced to rape him through the automatically starting sex scenes.

Posted

Sorry for the noob question I just started skyrim today:

 

Based on recommednations I downloaded a very small collection that I intemnd to build on with LL mods.

But it was centered on OSTIM?

 

Am I screwed with nice qeust mods like this one or will OSTIM just take over for Sexlab requirment automatically like ECO does for AWCKR in Fallout 4?

Or do I need a bridge to or?

 

Sorry for the ignorance.

Posted

Fianlly got it to work without instant CTD, had to do a reinstall of ZAZ8+. 

But now I have 0 sex scenes.

Gron on arrival, spoke to him. Instantly done, no scene

 

Kane whipping I had to use the console command to finish because he wondered off (I do use a few combat related mods)

 

Lilliana instant complete, no scene 


Gorty Instant complete, no scene.

I assume there are meant to be actual scenes?

Im using Sexlab, with Ostim converter and it worked fine for the masturbation scene, triggered the quest just fine. 

What am I missing? 

Posted
40 minutes ago, katrina.balanchuk said:

Sorry for the noob question I just started skyrim today:

 

Based on recommednations I downloaded a very small collection that I intemnd to build on with LL mods.

But it was centered on OSTIM?

 

Am I screwed with nice qeust mods like this one or will OSTIM just take over for Sexlab requirment automatically like ECO does for AWCKR in Fallout 4?

Or do I need a bridge to or?

 

Sorry for the ignorance.

Im not the dev of this thread, and I don't currently have Ostim. There is a bridge between Ostim and Sexlab available. It hasn't been updated in a while so maby Ostim handles everything now. 

 

Flower girls, Sexlab, and Ostim are all their own separate frameworks but could all work side by side. Flower girls isnt available on nexus anymore and I believe but dont hold me. Ostim handles all Flower girls mods now. Maby it also has a built in Sexlab support too. This is the wrong thread to ask tho.

 

Assuming Ostim can handle Sexlab via bridge or other. You will need to get ZAZ working properly (bondage furniture) there should be a link to a guide a page back in this thread.

Posted (edited)
8 hours ago, Adolis2019 said:

Hello. I'm interested in two things: 1) If I play as a male character, can I refuse sex? Or are the sex scenes scripted and start automatically? 2) If my character is captured through the Simple Slavery ++ auction and simply escapes, will they be able to be captured again if they appear at the auction again, or is this only possible once? I'm looking for a mod that will allow my male character to be enslaved through the auction house, with the option to repeat this event, and prevent them from being forced to rape him through the automatically starting sex scenes.

 

1) There is no refusing either men or women. You are going to get used by both regardless of what your gender is. You wouldn't be much of a slave if you actually had a choice in anything.

 

2) The quest is not repeatable and can only be started once either through SS or my prologue quest. Escaping without completing the quest will make all bandits permanently hostile and all the slaves you could have freed will disappear.

 

7 hours ago, katrina.balanchuk said:

Sorry for the noob question I just started skyrim today:

 

Based on recommednations I downloaded a very small collection that I intemnd to build on with LL mods.

But it was centered on OSTIM?

 

Am I screwed with nice qeust mods like this one or will OSTIM just take over for Sexlab requirment automatically like ECO does for AWCKR in Fallout 4?

Or do I need a bridge to or?

 

Sorry for the ignorance.

 

I don't use OStim myself, but I hear it does not work with SL Framework and animations. I've seen animation packs on nexus that were apparently conversions of SL animations to Ostim.

 

Also, I hear OStim does not handle creature animations. Creature action is optional in my quest, but it all still runs on the same SL framework.

 

Someone who has actually used OStim would probably know more.

 

 

7 hours ago, morstream said:

Fianlly got it to work without instant CTD, had to do a reinstall of ZAZ8+. 

But now I have 0 sex scenes.

Gron on arrival, spoke to him. Instantly done, no scene

 

Kane whipping I had to use the console command to finish because he wondered off (I do use a few combat related mods)

 

Lilliana instant complete, no scene 


Gorty Instant complete, no scene.

I assume there are meant to be actual scenes?

Im using Sexlab, with Ostim converter and it worked fine for the masturbation scene, triggered the quest just fine. 

What am I missing? 

 

The masturbation scene uses the same script framework as the others, just with only one actor. If that worked, so should the others. Unless Ostim only changes things when there is more than one actor? Again, someone who actually uses OStim (I don't) would know more. This was meant to be an SL mod.

 

Edited by Donuts4me
Posted

Version 1.2.0 is up folks!

 

Updates:

 

-Fixed minor bugs.

-Dialogue additions and minor changes.

-Added extra weapons and armor in final room for players that came unprepared.

-NPC slaves now have random sex with bandits at certain times of day and certain quest stages.

-Added force-greets after pleasuring first three customers that can come from either masters or customers. Happens at particular quest stages and mostly for female PCs. They demand sex on counters, chairs, tables and walls. So, have InvisFurn animations ready. Refusing demands will start punishments (usually). Sometimes you can talk your way out of the activities.

-Gave Aeris and Gron dialogue to set up extra  scenes where bandits gather outside for a show. Becomes available after reporting to Gron about satisfying first three customers (BPQ03 60). Scene-only dialogue will be available to set up solo shows, threesomes, foursomes and even fivesomes outside that are not quest-related. Talk to Eleia or Aeris to have FFMM action (or MMMF if PC is male) with chosen bandits. Talk to Gron or Aeris to set up the rest. Tell Gron or Aeris when you are finished. Scene ends automatically after 20 minutes. Can be repeated any time.

-Set up scenes for extra beast shows in front of the bandits anytime. Make available after completing BPQ03. More beast-lovers will come outside for these as they are recruited. Talk to Gron, Aeris, Eleia or Levana to start or end. Lasts 20 minutes before automatically ending.

-Added more dialogue to make beast-lover friends have FFC animations with each other (akSpeaker/Actor). EVERY beast-lover can now share an animal together while the player watches.

 

 

SPOILERS: Only read if you have already completed the quest before.

 

Spoiler

-Set up parties with fellow freed slaves outside near the pillory after quest is completed. Can talk to NPCs to set up all sorts of combinations for threesomes, foursomes and fivesomes. The player can be involved or just watch.

-MFCs with male slaves only become available after the animal chapters are completed, the slaves are free and the scene that gathers all allies near the animals is active. Talk to the men to set up these MFCs.

-There can now be up to three animations happening at a time (including player). NPCs having threeways with Husky/Horse will be on the left while NPCs with Bear/Troll will be on the right. For NPC MFC action, Husky will always be on the left and the horse will always be on the right. All player-involved activities and NPC solo FC activities will still always be in the middle.

-In first werewolf scene, allow Eleia, Aeris and Levana to have FFCs with each other. The player and the other F will have fun on the bed at the same time.

 

 

Posted
5 hours ago, Obre43n said:

Hello, Is it safe to update a mod on an existing save?

 

With this mod, you should be ok as long as you haven't started the quest yet. Like update before you have read the note or before Simple Slavery has sent you here.

 

Updating while in the middle of the quest is not a good idea.

 

Updating after the quest has already been completed should be ok, but you might not be able to use optional post-quest activities added in the latest update.

Posted
42 minutes ago, Donuts4me said:

Updating after the quest has already been completed should be ok, but you might not be able to use optional post-quest activities added in the latest update.

I think they are available.  At least some are.  I loaded a game where I had recently finished and went back and I was able to see the various orgy options, and I set one up just to try.   I'll go back to my new game and get myself sent to SS++ soon so I can check out the new features.  :)

Posted

Thank you for this quest mod, I enjoyed it a lot! I recently completed a run of version 1.1.1 and only had a single problem when satisfying Captain Kane. Even after exhausting all options, I couldn't end the party. I had to use as suggested in a post in this thread to come over in this problem:

setstage bpq04b 195

Maybe it is resolved in version 1.2.0 - just wanted to say that this issue was still there, but otherwise: great mod!

 

see: https://www.loverslab.com/topic/259771-bandit-paradise/page/6/#findComment-7183955

Posted (edited)
14 hours ago, Naps-On-Dirt said:

I think they are available.  At least some are.  I loaded a game where I had recently finished and went back and I was able to see the various orgy options, and I set one up just to try.   I'll go back to my new game and get myself sent to SS++ soon so I can check out the new features.  :)

 

 Which one(s) did you do? The slaves gathering for animal shows after quest completion was already there on the prior version. There are three new scenes:

 

1) Slaves gathering by the pillory after quest completion.

2) Bandits gathering by the pillory after player pleasures first three bandits.

3) Bandits gathering by the animal circle after player has first experience with husky.

 

In my tests, I can always see the dialogue. The issue is sometimes the NPCs don't take their positions. The scene is definitely active because there are the dialogue options to end the scene or start the activities. But for some reason ALL the NPCs (not just one or a few) will continue with their usual routines and will not head to their assigned positions.

 

I usually need to load to an earlier save from before I ever started the quest to make sure everything will work. That is why I say you should always have at least one save from before reading the flyer or getting sent through SS++ so you can really start the quest from the beginning. Otherwise you will need to start a whole new character.

 

 

9 hours ago, Malarama said:

Thank you for this quest mod, I enjoyed it a lot! I recently completed a run of version 1.1.1 and only had a single problem when satisfying Captain Kane. Even after exhausting all options, I couldn't end the party. I had to use as suggested in a post in this thread to come over in this problem:

setstage bpq04b 195

Maybe it is resolved in version 1.2.0 - just wanted to say that this issue was still there, but otherwise: great mod!

 

see: https://www.loverslab.com/topic/259771-bandit-paradise/page/6/#findComment-7183955

 

I take it you are playing with mouse and keyboard? For some reason the mouse can only scroll down so far. You need to hit the down arrow key to get all the way to the bottom.

 

I usually play with a controller, so I never knew about it until others started reporting it.

 

EDIT: I just uploaded 1.2.1 which adds a [More] dialogue option that moves the last few options to a second list of dialogue choices. This should spread the whole list out and keep the last options from being hidden (including the quest-progressor).

 

I did this for BPQ08 WW action too since that list was a little too long as well.

Edited by Donuts4me
Posted (edited)
On 11/15/2025 at 6:50 PM, Donuts4me said:

AS OF VERSION 1.2.0 YOU NEED INVISFURN ANIMATIONS FOR CHAIRS, COUNTERS, TABLES AND WALLS!

@Donuts4me

It is a pet peve of mine when a mod is required but Not linked in the modpage!  :confounded:

 

Can anyone help me find this mod?    I did a type search but google zero's in on animations and that is pages and pages of returns.

 

Thanks  :cool:

Edited by Caveman 74
Posted (edited)
21 minutes ago, Caveman 74 said:

@Donuts4me

It is a pet peve of mine when a mod is required but Not linked in the modpage!  :confounded:

 

Can anyone help me find this mod?    I did a type search but google zero's in on animations and that is pages and pages of returns.

 

Thanks  :cool:

 

It's not a mod. It's a type of animation included in most animation packs. You just need to make sure they are enabled/registered in your animations lists. Also make sure when you install animation packs you check the boxes for InvisFurn animations.

 

If you have the Billyy and Anubs animation packs and checked the boxes for InvisFurn when you downloaded/installed them, you have the requirements. Again, just make sure they are enabled/registered like all your other animations. I'll try to be more clear on that on my description page.

Edited by Donuts4me

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