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Posted
8 hours ago, killer905 said:

Literally, this model is from MNC, because I checked it on my setup.

 

I've had both MNC and the update since I started playing on PC. Hard to remember... I figured it wasn't anything related to adult mods since Alduin is not doing anything sexual there.

 

I do remember Horny Creatures of Skyrim had it's own sexual dragons main menu. But I didn't like it and got rid of it.

 

 

5 hours ago, bigbasi said:

I guess, there are a lot of new lines? Should I update the voicepack?

 

It's up to you. But yes, there are LOTS of new lines and line adjustments. Your old pack is definitely outdated now.

Posted
17 minutes ago, Donuts4me said:

I've had both MNC and the update since I started playing on PC. Hard to remember... I figured it wasn't anything related to adult mods since Alduin is not doing anything sexual there.

 

I do remember Horny Creatures of Skyrim had it's own sexual dragons main menu. But I didn't like it and got rid of it.

Classic Main Menu are better ❤️

Posted
1 hour ago, Donuts4me said:

It's up to you. But yes, there are LOTS of new lines and line adjustments. Your old pack is definitely outdated now.

Holy Cow, You have been busy!
Total new lines: 7648
Total lines found in cache: 8633

thats gonna take a while 😉
Might be worth to play your mod for a 4th or 5th time? 😉

I create new voice files! 

Posted (edited)
4 hours ago, bigbasi said:

Holy Cow, You have been busy!
Total new lines: 7648
Total lines found in cache: 8633

thats gonna take a while 😉
Might be worth to play your mod for a 4th or 5th time? 😉

I create new voice files! 

 

OH YEAH! It has been busy. This new quest chapter is bigger than all except the finale chapters. Although those were only so big because there are so many different ways to play through them.

 

I wanted to make sure all the slaves and all the bandits that got action in the beast chapters but not the non-beast chapter in earlier versions actually got action this time. Pretty sure I got everyone.

 

Also, before there was no mandatory group activities if players avoided the creature chapters. Now there is in this new chapter! Be ready for MMMMFs or FFFFMs.

 

And both male and female PCs will get different dialogues and activities!

 

Once again, the player has many dialogue choices that decide what kinds of activities they will see. You can only see them all if you play through at least twice.

Edited by Donuts4me
Posted
On 2/12/2026 at 9:04 PM, killer905 said:

The dragon in the Main Menu is from More Nasty Critters. You need to delete one file there, but unfortunately I don't remember which one.

Did you select “DD patch” during installation? If you have the patch, disable it and check, but you probably don't have Devious Devices For Him, otherwise the game will CTD in the Main Menu, or even literally in the Bethesda logo, because it can't find the required file.

 

No, I don't have Devious Devices for Him or the patch installed.  I don't have any missing master errors in Mod Organizer 2.

Posted

Hi Im not sure if this have been discussed yet but are there any plans in the future ( near or far) to have a truly submissive playthrough/ending? Like you willingly remain in the paradise forever never to return to Skyrim? This is so far what I seen (i haven't downloaded the mod yet) shaping up to be really nice dlc/expansion size mod! :)

Posted
9 hours ago, ekw070 said:

 

No, I don't have Devious Devices for Him or the patch installed.  I don't have any missing master errors in Mod Organizer 2.

Huh, I would sense some conflict. I would leave Bandit Paradise and its dependencies enabled, disable everything else, and then enable other mods until you get a CTD in the menu. Otherwise, it will be difficult to find the problem.

Posted
14 hours ago, Fox-Captain26 said:

Hi Im not sure if this have been discussed yet but are there any plans in the future ( near or far) to have a truly submissive playthrough/ending? Like you willingly remain in the paradise forever never to return to Skyrim? This is so far what I seen (i haven't downloaded the mod yet) shaping up to be really nice dlc/expansion size mod! :)

 

It has been discussed.

 

You can already stay forever if you want. You only escape when you tell certain other slaves that you want to. Then you can all come up with a plan. You can enjoy all the fort activities endlessly until you do that.

 

When I think of 'submissive ending', I'm thinking that the player gets out by sabotaging the other slaves' escape attempts and this makes the bandits happy enough to set the player free (or at least let them out of the fortress). Then the player can come back anytime to enjoy fun with their new bandit friends when not doing other quests. I haven't done that yet, but probably will eventually.

 

Some have suggested the bandits sending the loyal player out into Skyrim to help lead more victims into traps to become enslaved. Maybe I can do that eventually? But I need to do the alternate endings first. I probably won't be doing those anytime soon since I am ready for a break.

Posted

Hey folks,

 

I gotta ask... Is anyone else able to fast travel out of the valley before the quest is even over?

 

I have a DefaultNoFastTravelTrigger box around the whole fort that keeps the player from fast traveling out of the valley. It gets disabled when the player completes the quest.

 

I thought it was working fine, but I only really tested it before the quest starts or in later stages when the player no longer has a collar. Now I tried it when the quest is active and the player is a prisoner with a collar and I was able to just leave... Not good for a prison mod!

 

I thought the quests being active was the problem, but there are no issues during BPQ01. It starts with BPQ02 and now I realize it ends as soon as the player gets their collar removed in BPQ08 (or BPQ04B). The collar is somehow the cause of the problem. Dropping it does not fix it. It needs to be removed through script.

 

Not sure if folks who use DD and the patch to swap collars would have the same experience?

 

Is it just me...? If not, I may need to put things back the way they were where fast travel is never possible in my valley. I have no idea why this is happening or how to fix it...? Maybe someone with more knowledge of ZAZ would know? Slaves need their collars!

Posted
On 2/12/2026 at 10:07 PM, Donuts4me said:

I myself could never get ZaZ and DD to work together. I always got crashes with DD. So, I just stuck with ZaZ. Although it has been a couple years since I tried.

 

I've used ZAP 8+ and DD + DD NG together for years.

 

Generally, you'll only run into problems if you try to make objects from both interact with each other. e.g.: Equipping a ZaZ collar and trying to use DD collar interactions, and the other way round. SLTR is a pretty good example of how to make them play nice, and you can poke around in the CK if you want to see how Hex Bolt does it. Nymra does it too, with Naked Defeat.

Posted
27 minutes ago, Donuts4me said:

Hey folks,

 

I gotta ask... Is anyone else able to fast travel out of the valley before the quest is even over?

 

I have no idea how that happens, but the obvious solution if you can't figure it out would be to have the fast travel point be in a separate cell that transitions into the valley.

Posted
44 minutes ago, SkyAddiction said:

 

I have no idea how that happens, but the obvious solution if you can't figure it out would be to have the fast travel point be in a separate cell that transitions into the valley.

 

There technically already is one of those. The Hidden Valley Entrance back in Skyrim. So, there are two fast travel points to get here.

 

Fast travel point only relates to fast travelling TO the valley, not FROM. I'm trying to keep the player from leaving the valley through fast travel when they are not supposed to. That involves the fast travel points at every other location in Skyrim.

 

I already had that taken care of before by just making fast travel impossible in this worldspace. Just some folks requested making it possible to fast travel out of the valley after the quest has been completed. I thought I found the answer... and it would work if this collar somehow did not make the player immune to the box!

 

The obvious/simplest solution is for me to just switch things back to the way they were. Forget the trigger box and just recheck the Worldspace box for 'Can't Fast Travel From Here'. Players won't ever be able to just fast travel out of the valley but thankfully it only takes like 20 seconds to run to the cave back to Skyrim anyways. So... not a huge loss.

 

Again players can always fast travel TO the valley after they have escaped from it. I'd say that's the most important part.

 

 

Posted
12 hours ago, Donuts4me said:

Not sure if folks who use DD and the patch to swap collars would have the same experience?

I would have to check, but the patch only changes the link to the NIF file from ZaZ to DD, nothing else. So theoretically, someone with DD could experience something similar to what you did without DD and the patch.

Posted
22 hours ago, Donuts4me said:

I thought the quests being active was the problem, but there are no issues during BPQ01. It starts with BPQ02 and now I realize it ends as soon as the player gets their collar removed in BPQ08 (or BPQ04B). The collar is somehow the cause of the problem. Dropping it does not fix it. It needs to be removed through script.

I confirm that I can already move BPQ02 outside the fort. Alternatively, we need to see if it is possible to change the ‘small word’ and ‘can travel’ flags with a script.

Posted

What do I need to do to progress after the first show with the husky. Every time I talk to someone about doing the next show they say it's to early to do the show  for Kane but  can do a small show. Also after the show with the husky there are no quest markers when you do any of the other shows like gang bangs.

 

After posting this I started playing again and I noticed the first parts of the mod, Mercenary for Hire, The Initiation and The start of a new career show up as completed quests but ther is no current quest for this mod.

Posted
48 minutes ago, Tripper said:

What do I need to do to progress after the first show with the husky. Every time I talk to someone about doing the next show they say it's to early to do the show  for Kane but  can do a small show. Also after the show with the husky there are no quest markers when you do any of the other shows like gang bangs.

 

After posting this I started playing again and I noticed the first parts of the mod, Mercenary for Hire, The Initiation and The start of a new career show up as completed quests but ther is no current quest for this mod.

 

It sounds like you finished BPQ03 and BPQ04 did not start. 

 

Try entering the command:

 

setstage bpq04 0

 

If that does not start it, the quest file is somehow corrupted. This usually only happens when a player updates the mod while any of the quests are already active.

 

Things also could have gone wrong during mod installation. You can uninstall and reinstall it and see what happens.

 

For best results you should load a save from before you ever got sent to the fortress. If you read the note to start the quest instead of getting sent here through Simple Slavery, load a save from before you did that.

 

You can skip chapters at the very beginning when you are talking to Gron and Aeris in the dungeon for the first time. Tell Aeris you are deciding whether or not you will hook up with the animals. You will have to redo the warmup show and the dog show, but hopefully the next chapter (BPQ04) will actually start this time.

Posted (edited)

@Donuts4me

 

Hmm, I had a theory that maybe if you turn off the ‘no fast travel’ trigger and then turn it back on, it would reset, but unfortunately it doesn't work that way. 

 

The second thing is that in the first quest, when you leave the tavern and enter the fort, but then re-enter the tavern, the trigger box no longer works, so the next time you leave tavern, the trigger box doesn't work.

 

The third thing is that when you start the game and load save where the trigger box was not working, it magically starts working until you enter the tavern and return.

 

It would be worth checking Survival Mode for SE/AE (theoretically, the script should also work on LE) to see which script is responsible for this, because when you leave the tavern, there is a small window that allows for fast travel, but after a while it gets blocked. But from what I can see, there are no source files for scripts in Survival Mode.

 

Another option is to block the key responsible for the open world map.

Edited by killer905
Posted (edited)

I enjoyed playing though Bandit Paradise a second time with version 1.3.1 and its related voice pack.

 

As a very satisfied customer, I feel obligated to spend a few minutes to report one minor glitch:

 

In the epilog, when the Dragonborn is invited back to Paradise, Levana is sitting outside the fortress walls but inside a tree.  Furthermore, she will return to that spot even if she is pulled away.  Thus, all you need to do is move her sitting spot a few feet away from that tree.

 

I should mention another bizarre bug:

 

When first caged, a character named Lorzub was placed in the cell next to mine (where followers are presumably placed).  However, I never recruited Lorzab as he is a character in the mod Bjorn (which was in my load order but not fully started).  Thus, how your code chose Lorzub as my follower and tossed him in the jail cell is baffling.  Furthermore, Bandit Paradise ended but he is still there.

 

Paradise is a fabulous mod.  I look forward to future enhancements.

Edited by Maidenslayer
Added clarifying statements.
Posted (edited)
5 hours ago, killer905 said:

@Donuts4me

 

Hmm, I had a theory that maybe if you turn off the ‘no fast travel’ trigger and then turn it back on, it would reset, but unfortunately it doesn't work that way. 

 

 

I tried that myself. I made the box start as disabled and then enabled it with a script at the start of BPQ02 AFTER the player has gotten the collar. That didn't work...

 

5 hours ago, killer905 said:

The second thing is that in the first quest, when you leave the tavern and enter the fort, but then re-enter the tavern, the trigger box no longer works, so the next time you leave tavern, the trigger box doesn't work.

 

The third thing is that when you start the game and load save where the trigger box was not working, it magically starts working until you enter the tavern and return.

 

It would be worth checking Survival Mode for SE/AE (theoretically, the script should also work on LE) to see which script is responsible for this, because when you leave the tavern, there is a small window that allows for fast travel, but after a while it gets blocked. But from what I can see, there are no source files for scripts in Survival Mode.

 

Another option is to block the key responsible for the open world map.

 

I'm just going to go back to the way things were. Just make fast travel never possible here.

 

It only takes less than 30 seconds to run from the fortress gate to the cave. Then the player can immediately fast travel once back in Skyrim. Not a huge deal. No point in stressing out about this.

 

 

1 hour ago, Maidenslayer said:

 

As a very satisfied customer, I feel obligated to spend a few minutes to report one minor glitch:

 

In the epilog, when the Dragonborn is invited back to Paradise, Levana is sitting outside the fortress walls but inside a tree.  Furthermore, she will return to that spot even if she is pulled away.  Thus, all you need to do is move her sitting spot a few feet away from that tree.

 

 

That might just be temporary. I haven't seen Levana do that myself in that spot, but I have seen other NPCs do that in other locations. Like characters that are supposed to be leaning against a wall are INSIDE the wall or leaning against air a few feet away from the wall. Usually, disabling the NPCs and then enabling again will make them go to the right spot.

 

I moved the sitting spot a little away from the tree. Hopefully that will make it less likely for her to go through it.

 

 

1 hour ago, Maidenslayer said:

I should mention another bizarre bug:

 

When first caged, a character named Lorzub was placed in the cell next to mine (where followers are presumably placed).  However, I never recruited Lorzab as he is a character in the mod Bjorn (which was in my load order but not fully started).  Thus, how your code chose Lorzub as my follower and tossed him in the jail cell is baffling.

 

Paradise is a fabulous mod.  I look forward to future enhancements.

 

I saw that happen once with a different mod follower a few months ago. But only once.

 

One or two others have reported seeing stuff like that with other mod followers (ONLY mod-added followers, no vanilla). Only characters that are a part of the CurrentFollower or CurrentHireling factions should go there. Being a part of that faction is what makes NPCs follow you.

 

You say this is your second time playing? So, it did not happen the first time? I have not changed anything with the follower setup in recent updates. I think these are just random bugs and Skyrim not detecting that they are not CurrentFollowers even though they could be in the future.

 

As folks say; "Skyrim being Skyrim."

 

Thanks for playing!

Edited by Donuts4me
  • 2 weeks later...
Posted

would be nice to see a version of this for futa only skyrims to fix dialogue discrepancies (or even just one that only has female npcs with sos pre-set

Posted
5 hours ago, toastyswag said:

would be nice to see a version of this for futa only skyrims to fix dialogue discrepancies (or even just one that only has female npcs with sos pre-set

 

I'm not into futa stuff myself... However, other folks are always welcome to create their own patches and publish them here on LL to accommodate your needs.

  • 2 weeks later...
Posted (edited)

Great mod i'd say! I even completed it with my PSQ Succubus PC and drained Captain Kane to death lol.

 

Spoiler

image.png.fe6ccfe93e7a5fa58521b2677692d6a8.png

 

Edited by Melissa_69
Posted
1 hour ago, Melissa_69 said:

Great mod i'd say! I even completed it with my PSQ Succubus PC and drained Captain Kane to death lol.

 

 

Thanks! But can you please put that image in a spoiler box just in case people who have not completed the quest yet are scrolling through the forum? I'd prefer they not see the rewards they get in the end.

Posted

Hi.  Quick query please. 

 

I'm trying to track down an issue and suddenly realised that one possible cause of at least some of what I am seeing in game may come from here.

 

So, does this mod add the line 'This Furniture looks like fun' - which now appears in purple since updating today to 1.3.2 - when the cursor is rolled over Items from the mod 'Display Manager 3' (DM3)?

 

And if it does, has anyone else using DM3 found that the mod furnitures which have multiple positions in which to pose a placed NPC, eg the Cage etc, also no longer show the pose selection menu?  

 

Any thoughts from anyone would be welcome 

 

DQW

 

 

Posted
1 hour ago, DonQuiWho said:

So, does this mod add the line 'This Furniture looks like fun' - which now appears in purple since updating today to 1.3.2 - when the cursor is rolled over Items from the mod 'Display Manager 3' (DM3)?

 

That line is not from my mod.

 

I have not changed anything relating to furniture since I first released this. So, not sure how updating would have changed anything? What version were you using before?

 

I have never used DM3. So, not sure how it works.

 

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