sinfullsinfull Posted November 16, 2025 Posted November 16, 2025 Glad to see it released man 😁. Will check out later. Good luck collecting feedback. I think your job as modder is only beginning 👍 1
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 17 minutes ago, bark1313 said: Hi, I have a plot-related question right away, spoilers included. I've seen similar mods before, and I'll definitely check out yours. Is there an option to stay with the bandits instead of running away? Simply based on the logic of the narrative, if the Dovahkiin becomes completely submissive, then why escape? You decide when/if you want to escape. If you want to stay there forever, you can. But surely you would get bored of these bandits eventually?
SkyAddiction Posted November 16, 2025 Posted November 16, 2025 1 hour ago, bark1313 said: Are you sure it's the new mod that's interfering? I just had this problem before, with SD+, and I had to give it up. The new game's just doesn't mesh well with what's already in there. Trust me, 427 mods do some shit. I just broke my save because I installed a mod from a clumsy guy," I'm glad you're here" Never install this crap, it's just a nightmare and it's impossible to remove. Removing mods mid-playthrough, especially scripted mods like that one, is all but guaranteed to eventually break your save unless you know how to use ReSaver like a scalpel. 45 minutes ago, Donuts4me said: You decide when/if you want to escape. If you want to stay there forever, you can. But surely you would get bored of these bandits eventually? I think people want to know if they can continue whatever activities exist in the mod after they finish the content, but just don't know how to ask because they haven't played it yet. That said, this is definitely tacked on at the end of my build and waiting to be played. Story mods are rare and always instantly welcome. 1
bark1313 Posted November 16, 2025 Posted November 16, 2025 53 minutes ago, Donuts4me said: You decide when/if you want to escape. If you want to stay there forever, you can. But surely you would get bored of these bandits eventually? Oh I understand, there is no end game content yet? I just thought it was the same idea as Delzaron's "Thing in the Dark" mod. To stay on the Falmer's side and not run away.🙃
bark1313 Posted November 16, 2025 Posted November 16, 2025 1 minute ago, SkyAddiction said: Removing mods mid-playthrough, especially scripted mods like that one, is all but guaranteed to eventually break your save unless you know how to use ReSaver like a scalpel. I think people want to know if they can continue whatever activities exist in the mod after they finish the content, but just don't know how to ask because they haven't played it yet. That said, this is definitely tacked on at the end of my build and waiting to be played. Story mods are rare and always instantly welcome. The problem is that once you install it, you can't delete it. Yes, I have an older build of the game on another PC, but I'm tired of playing with the backporter; 1.6.640 is completely outdated. And yes, Personally, I'm interested in mods that allow you to fully play as a slave. Take slaverun reloading, for example. It's a good idea, but the scripting is a bit of a bummer. I'm working on my own mod, but the creation process is incredibly difficult for me. Writing the script, the dialogue—it's easy, I don't care. I'm currently in the location creation stage, but my idiotic creation club still won't see sexlab on the list.
killer905 Posted November 16, 2025 Posted November 16, 2025 8 hours ago, Donuts4me said: Strange... I use AE as well and I do not have that problem. I also had a couple others help me test it and they did not report that. Are you sure you selected the SE/AE version in the FOMOD and not LE? Are you sure it is my mod? Does disabling my mod fix it? Even if he chose the LE versions on his SE/AE setup, it shouldn't cause CTD after selecting New Game. The only problem would be poorly displayed textures. 1
killer905 Posted November 16, 2025 Posted November 16, 2025 7 hours ago, Donuts4me said: I'll put it on the list of known conflicts. Strange...? I just checked my setup and I have all the required meshes and textures and I assigned the appropriate extra head parts. If regular KS Hairdos works for you, mine should too, Some calp files in ‘hairline’ point to textures\ks hairdo's\hairline\hairline01.dds Files: malescalp.nif malescalpelf.nif scalpHUMAN_MALE.nif straightscalpELVES.nif straightscalpHUMAN.nif
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 1 hour ago, SkyAddiction said: I think people want to know if they can continue whatever activities exist in the mod after they finish the content, but just don't know how to ask because they haven't played it yet. 1 hour ago, bark1313 said: Oh I understand, there is no end game content yet? I just thought it was the same idea as Delzaron's "Thing in the Dark" mod. To stay on the Falmer's side and not run away.🙃 Spoilers: Spoiler There are still activities to enjoy after the quest is over, but they are with your fellow freed slaves that helped you overthrow the bandits. The fortress belongs to you and them once the quest is complete. Also the animals will still always be around for action if you did anything with them during the quest, You can escape without killing the bandits, but if you ever come back they will be hostile and the other slaves will be gone (a consequence for abandoning them). So, there will definitely be no activities to enjoy ever again if you escape like that. I am thinking of eventually creating an alternate ending where the player can complete a challenge that releases them as a prisoner without killing the bandits and the player can come back anytime to have fun with both the bandits and the slaves. Although the player still won't be a slave anymore. They will technically be more of a bandit themselves at that point. No matter what, the player's slave status will always come to an end.
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 43 minutes ago, killer905 said: Some calp files in ‘hairline’ point to textures\ks hairdo's\hairline\hairline01.dds Files: malescalp.nif malescalpelf.nif scalpHUMAN_MALE.nif straightscalpELVES.nif straightscalpHUMAN.nif I see. I never did touch those. I need to fix that. I have the scalps in the folder, just need to change the paths in NifSkope.
Bane Master Posted November 16, 2025 Posted November 16, 2025 (edited) 5 hours ago, Donuts4me said: I was already planning on it! Simple Slavery is what made me want to come up with this idea in the first place. I'm just waiting to see if the mod is working for everybody first. And as an added bonus - if you send the Player to your mod via Simple Slavery then Follower Slavery Mod can automatically take care of all those Pesky Followers for you! Edited November 16, 2025 by Bane Master 3
squart2203 Posted November 16, 2025 Posted November 16, 2025 (edited) player auto-pathing broke the first chance it gets when you're supposed to get punished on the pole. pc just turned around and got stuck indefinitely. please, if you could, add timeout timers for auto-pathing. mood turned sour before the game even got started. never had good experiences for any mods that uses it. edit : found source of problem, outdated True Directional Movement. teach me to keep old skyrim setups. Edited November 16, 2025 by squart2203
killer905 Posted November 16, 2025 Posted November 16, 2025 (edited) @Donuts4me This needs to be corrected (I did not notice it earlier). In BPQzbfCollarSimpleBlack, remove zbfCollarSimpleBlackAA. Make a copy of zbfCollarSimpleBlackAA in ‘ArmorAddon’ and rename it (I set it to BPQzbfCollarSimpleBlackAA). Next, hold down the newly created record BPQzbfCollarSimpleBlackAA (while still having the Armour window open) and drop it onto the marked spot in Armour. It should ultimately look like this: Spoiler Edited November 16, 2025 by killer905
Mushikisai Posted November 16, 2025 Posted November 16, 2025 Finally, another story mod for skyrim😍. 1
Mushikisai Posted November 16, 2025 Posted November 16, 2025 This mod reminds me of the Commonwealth Slavers in FO4. Perhaps in future it will also be possible to interact with NPCs in other regions of Skyrim? (Maybe like bandits invation or what or maybe just go out for prostitution)
bark1313 Posted November 16, 2025 Posted November 16, 2025 6 hours ago, Donuts4me said: Spoilers: Reveal hidden contents There are still activities to enjoy after the quest is over, but they are with your fellow freed slaves that helped you overthrow the bandits. The fortress belongs to you and them once the quest is complete. Also the animals will still always be around for action if you did anything with them during the quest, You can escape without killing the bandits, but if you ever come back they will be hostile and the other slaves will be gone (a consequence for abandoning them). So, there will definitely be no activities to enjoy ever again if you escape like that. I am thinking of eventually creating an alternate ending where the player can complete a challenge that releases them as a prisoner without killing the bandits and the player can come back anytime to have fun with both the bandits and the slaves. Although the player still won't be a slave anymore. They will technically be more of a bandit themselves at that point. No matter what, the player's slave status will always come to an end. a pity, but you're the creator, so I won't argue. I've only just started going through the mod., so I don't see any bugs. If there are any, NVIDIA will help with the recording.
albyznts Posted November 16, 2025 Posted November 16, 2025 (edited) Played the entire thing, I think. The mod is great and I haven't had any significant issues, even on a pretty conflictive load order. I enjoyed a lot the effort you put in dialogues, especially scene dialogue: while you are having all kinds of activities and others around you comment. You don't see too much of that. The dialogues in general are very good, which is a difficult achievement on kinky mods. Very thankful of all the oportunities to let our PC say what she thinks of what's happening. I don't think most of those dialogues have any consequence except when it clearly does, but a lot of us still enjoy the inconsequential dialogue for roleplay purposes. At the end I had this minor issue. Doesn't need to be a mod issue, as I said I tried this on my regular load order that is pretty large at this point. Spoiler After you have been taken by all beasts and your collar is removed, you can visit the Captain to service him. He turns into a WW and a scene happens once, but he never turns back or lets you talk to him in WW dialogue. So essentially you can only service him once. If you are looking to add more content, I enjoyed the opportunity of learning about the personal stories of other characters. You might make quests that let you learn these stories instead of just letting you ask. Since you can be a rat or get ratted during the quests, it almost feels like it belongs in it already. And you could do this with other, less relevant characters or even clients. Especially since you can be pretty submissive in this mod, it stands to reason that you could have some masters/clients that enjoy you while you are submissive (and tell you their stories) while other masters may dislike this and just be rough with you instead of letting their guard down. Feel free to ignore this. I just saw you put so much effort in the dialogue that thought "maybe" my feedback was valuable. Thanks for your hard work. Edited November 16, 2025 by albyznts 1
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 1 hour ago, albyznts said: Played the entire thing, I think. The mod is great and I haven't had any significant issues, even on a pretty conflictive load order. I enjoyed a lot the effort you put in dialogues, especially scene dialogue: while you are having all kinds of activities and others around you comment. You don't see too much of that. The dialogues in general are very good, which is a difficult achievement on kinky mods. Very thankful of all the oportunities to let our PC say what she thinks of what's happening. I don't think most of those dialogues have any consequence except when it clearly does, but a lot of us still enjoy the inconsequential dialogue for roleplay purposes. Thank you! I'm glad it worked well for you and you enjoyed it! 1 hour ago, albyznts said: At the end I had this minor issue. Doesn't need to be a mod issue, as I said I tried this on my regular load order that is pretty large at this point. Spoiler Asking him to have more werewolf fun starts a scene. He is set to stay as a werewolf for 240 seconds (4 minutes). I figured this was a good amount of time to handle longer animations with like 8 or 9 stages. After 240 seconds he growls again, goes back to human form and the scene ends. There is a 2 hour reset time for the dialogue (Skyrim hours, not real world hours). I did this to make sure the player cannot ask again while the scene is still going. So, if you asked him to turn into a werewolf and have sex at 12pm Skyrim time, you won't be able to ask again until 2pm. You cannot have two scenes playing at the same time and I don't know how I can make the scene end simply when the SL animation ends. It is all about the ending growl after 240 seconds. 1 hour ago, albyznts said: If you are looking to add more content, I enjoyed the opportunity of learning about the personal stories of other characters. You might make quests that let you learn these stories instead of just letting you ask. Since you can be a rat or get ratted during the quests, it almost feels like it belongs in it already. And you could do this with other, less relevant characters or even clients. Especially since you can be pretty submissive in this mod, it stands to reason that you could have some masters/clients that enjoy you while you are submissive (and tell you their stories) while other masters may dislike this and just be rough with you instead of letting their guard down. Feel free to ignore this. I just saw you put so much effort in the dialogue that thought "maybe" my feedback was valuable. Thanks for your hard work. I made the slave story dialogues optional because I figure there is already enough dialogue as it is in the quest. A lot of the stories are pretty long (5-10 minutes) and a lot of players might not want to hear it and just want to complete the quests and see the activities. MAYBE I could add stories to key characters like Gron and Kane and not make them viewable until the player has made it all the way to the top of the slave ranks. As for the rest...? I think there are just too many of them. I do plan on adding more content in the future, but they will be more activities, not stories. 1
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 3 hours ago, Mushikisai said: This mod reminds me of the Commonwealth Slavers in FO4. Perhaps in future it will also be possible to interact with NPCs in other regions of Skyrim? (Maybe like bandits invation or what or maybe just go out for prostitution) I don't plan on that. My entire quest takes place here and if the player ever leaves, they definitely are not a slave anymore. My bandits NEVER let slaves leave (at least not alive)! They need to keep this fortress a secret... 1
wHOaMiEH Posted November 16, 2025 Posted November 16, 2025 1 hour ago, Donuts4me said: I don't plan on that. My entire quest takes place here and if the player ever leaves, they definitely are not a slave anymore. My bandits NEVER let slaves leave (at least not alive)! They need to keep this fortress a secret... Somebody here suggested "visiting" bandit/other humanoid hideouts in og Skyrim after quest is complete( via invitation). Is it possible to implement that, and reputation from Paradise following you in og Skyrim/Solestheim?
IcicleInn Posted November 16, 2025 Posted November 16, 2025 (edited) Update: have verified, if I don't have KS Hairdos and KSSMP installed, Aeris has a purple texture issue. When I have them installed it goes away. Edited November 16, 2025 by IcicleInn
killer905 Posted November 16, 2025 Posted November 16, 2025 9 minutes ago, IcicleInn said: Update: have verified, if I don't have KS Hairdos and KSSMP installed, Aeris has a purple texture issue. When I have them installed it goes away. A few posts earlier, I told the author why you have purple texture on Aeris.
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 21 minutes ago, wHOaMiEH said: Somebody here suggested "visiting" bandit/other humanoid hideouts in og Skyrim after quest is complete( via invitation). Is it possible to implement that, and reputation from Paradise following you in og Skyrim/Solestheim? Most likely not. I don't want to mess with any vanilla locations for compatibility purposes and I definitely do not want to put in more work creating another one of my own locations. It was a LOT of work doing this and I am ready for a break. Also, I have other projects in mind that I want to work on. Again, if the player leaves this place, it means they are no longer a slave because they are just done with that kind of life. The quest/story is over. The bandits want you to stay at this one location forever. You decide if you actually want to do that. If you disobey, that is on you and you obviously don't want to be here anymore... 2
Kasane31 Posted November 16, 2025 Posted November 16, 2025 (edited) FINALLY a new skyrim adult mod quest Edited November 16, 2025 by Kasane31 3
Donuts4me Posted November 16, 2025 Author Posted November 16, 2025 12 minutes ago, IcicleInn said: Update: have verified, if I don't have KS Hairdos and KSSMP installed, Aeris has a purple texture issue. When I have them installed it goes away. 3 minutes ago, killer905 said: A few posts earlier, I told the author why you have purple texture on Aeris. Correct. We found the problem. It's the scalp head part still being tied to KS hairdos. I made some adjustments and it should be fixed on the next version.
raeder87 Posted November 16, 2025 Posted November 16, 2025 Will there be more side quests with the girls and the dogs/beasts in the future? Its always nice to push curious girls into more action.
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