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Posted
18 minutes 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.


Thanks for the explanation!

Posted
9 minutes ago, Herowynne said:


Thanks for the explanation!

Yes, I can remove Devious Devices For Him.esp as Master, but that will give users the misleading impression that it is not required. And then ‘Male slave has no collar’. 

Anyway, I guess you have Devious Devices For Him, because otherwise FOMOD shouldn't let you install the patch (Unable to select patch). Unless I forgot to set something in FOMOD. <think>

Posted
56 minutes ago, killer905 said:

Yes, I can remove Devious Devices For Him.esp as Master, but that will give users the misleading impression that it is not required. And then ‘Male slave has no collar’. 

Anyway, I guess you have Devious Devices For Him, because otherwise FOMOD shouldn't let you install the patch (Unable to select patch). Unless I forgot to set something in FOMOD. <think>

 

Yes, I have For Him.

 

When I try a new mod, I always use SSEEdit to Check Errors and Clean Masters. That's how I noticed the issues I reported earlier.

Posted (edited)
Hace 20 horas, Donuts4me dijo:

 

¡Gracias! Me alegra que la gente lo esté disfrutando.

 

 

 

 

El único texto que pienso añadir son historias que Gron y Kane podrían contar una vez que el esclavo haya alcanzado los rangos más altos. No quiero crear historias para que el jugador cuente sobre sí mismo, ya que cada uno juega de forma diferente y quiere imaginar la historia de su propio personaje. Contar una historia como la tuya podría no tener sentido para algunos jugadores (incluso si son del tipo promiscuo).

 

Para los diálogos que dan pie a escenas bastante sexuales, intenté usar diálogos neutrales que podrían ser utilizados tanto por amantes curiosos como por mujeres muy promiscuas. No quiero crear un montón de diálogos diferentes para cada personalidad, porque eso implica muchísimo trabajo de guionización.

 

 

Veré qué puedo hacer.

 

 

 

La versión 1.0.1 corrige un archivo faltante de KS Hairdos y añade un parche para los collares de Devious Devices. Si ya tienes KS Hairdos en tu lista de mods y no usas Devious Devices, no necesitas la versión 1.0.1.

 

Ni siquiera sabía que existía ZAZ 9.0. Creía que la versión más reciente era la 8.0 o superior. Las esposas solo deben estar puestas al llegar o durante las escenas de castigo posteriores. Deberían quitarse por completo, no solo desequiparse, cuando llegue el momento del sexo o cuando el jugador salga de la habitación de Aeris. Si permanecen puestas fuera de la habitación de Aeris, parece que la nueva versión de ZAZ tiene un problema con los collares: no se ven y los objetos no se quitan. Es extraño, ya que obviamente fue ella quien los agregó/equipó.

 

Estaba pensando en algunas ideas a modo de sugerencias, claramente desde una perspectiva personal.

Al alcanzar rangos superiores, se podrían obtener ciertas ventajas, tales como:

 

Permitir al jugador "educar" a potenciales esclavos o seguidores con deseos de escapar o malas actitudes mediante sexo, bestialidad o tortura.

 

Permitir al jugador salir a reclutar más esclavas sexuales dispuestas para el campamento (seguidores), o por la fuerza (evento de caza).

 

Agrega una opción de diálogo para que el jugador pueda eventualmente negarse a usar ropa porque ha llegado a un punto de sumisión en el que prefiere estar desnudo para complacer a sus amos.

 

Sería conveniente tener un medidor de cordura antes de que el jugador sucumba a la sumisión sadomasoquista al ser castigado y violado por otros esclavos, bandidos y bestias, desbloqueando así nuevas opciones de diálogo.

 

Si el jugador quiere escapar, añade un pequeño rompecabezas, como páginas en distintos lugares del mapa que parecen un mapa del tesoro. Podría ser la llave de una puerta: ¿la salida? ¿Un trastero? ¿Tus pertenencias? ¿O quizás te conviertas en comida para una bestia?

 

Ya que estamos hablando de un campamento de bandidos y el líder es un maldito hombre lobo, ¿dónde está la violencia y las ejecuciones? Bueno, me gustan los mods como Dolcett o los mods de ejecuciones, así que necesitaríamos un par de horcas y quizás algunos juegos, como una competencia para ver quién vive a costa de los esclavos que intentan escapar.

 

Another way to start the mod could be by being sold into slavery (Simple Slavery plus plus), or by being defeated by other bandits.

 

 

Parece una broma, pero al principio realmente lo pensé, cuando dijeron: "Bienvenido a tu nuevo hogar". Después de decidir quedarme en el campamento y sucumbir a la depravación, finalmente tendría un hogar, ya fuera en lo más alto de la torre o en alguna cueva anexa al campamento, como el líder del Club de las Bestias o el líder de los esclavos.

Este mod me gustó mucho; Incluso podría considerarse una facción no oficial de Skyrim.

Edited by JamesKrauser8585
Posted
18 hours ago, Caveman 74 said:

@Donuts4me

Got about halfway through.... would you consider making a book to give hints at the escape instructions, I have really bad vision and did not get most of the escape inst.

If not I understand, lots of work for one user... Post in a spoiler on mod page?

Having fun, Thanks!

 

Movie gif. Deadpool gives us some (possibly sarcastic) applause.

 

Just pause the game and look at the quest journal. I tried to place pretty clear instructions in there for people not paying attention to the dialogue.

 

15 hours ago, bark1313 said:

 

That's what I'm talking about, this isn't a one-person job. Thanks for reminding me about the other two options; if you're interested, I can throw in a couple of ideas for them. So, that leaves us with three possible scenarios: total, neutral, and rebelious.

 

For the rebelious variant, you don't need to invent anything, it's most likely BASED Dovahkiin-player who will never bow to anyone unless it's Serana. Has!

A neutral option is to change the story of Aelis, throw out the dark side and leave the minor pranks

 

11 hours ago, azkael said:

First of all, I want to apologize for my English. It's not my native language.

I already finished it once and I thought it was great.

I'll allow myself to give you comments or ideas, but all from the point of view that it's a great mod, and that I'm fascinated by the work you did.

 

3 hours ago, JamesKrauser8585 said:

I was thinking of some ideas as suggestions, clearly from a personal perspective.

By reaching higher ranks, certain advantages could be obtained, such as:

 

Allow the player to "educate" potential slaves or followers with desires to escape or bad attitudes through sex, bestiality, or torture.

 

Allow the player to go out to recruit more willing sex slaves for camp (followers), or by force (hunting event).

 

It adds a dialogue option so that the player can eventually refuse to wear clothes because they have reached a point of submission where they prefer to be naked to please their masters.

 

It would be wise to have a sanity meter before the player succumbs to sadomasochistic submission by being punished and raped by other slaves, bandits, and beasts, thus unlocking new dialogue options.

 

If the player wants to escape, they add a small puzzle, such as pages in different places on the map that look like a treasure map. It could be the key to a door: the exit? A storage room? Your belongings? Or maybe you'll become food for a beast?

 

Since we're talking about a bandit camp and the leader is a werewolf, where's the violence and executions? Well, I like mods like Dolcett or execution mods, so we'd need a couple of pitchforks and maybe some games, like a competition to see who lives at the expense of slaves trying to escape.

 

I don't really want to change any stories or add much dialogue. Every character already has a story I am satisfied with and creating alternate stories to fit different tastes just sounds like too much work. Like you said, it is not a one-person job.

 

The only things I plan on adding relate to activities. Also think I will be making an interior cave tunnel location that the player has to venture through to get back to Skyrim. Right now you immediately arrive back in Skyrim when you enter the valley cave entrance. This cave tunnel will contain more bandits to fight and a couple more slaves to make friends with. Maybe even a few new creatures to have fun with?

 

After I add those things, I will be pretty much done with this mod and have other quest ideas I want to get to work on. I won't say anything about those yet because there is nothing set in stone.

 

 

15 hours ago, Shmomo123 said:

Ok i downloaded this and lets just say i was gooning all night thank you this mod is the type of mods i look for. Its great. Only thing i wish was in it was a golden shower option for punishment as a kinky side thing. 

 

Not my cup of tea. But if anyone else wants to make a patch that adds that kind of stuff to this quest, they have my permission to do so.

 

 

11 hours ago, azkael said:

The only problem I had was when my character wanted to use the punishment equipment. It would start moving and wouldn't align. I suspect it's a problem with my installation; something must be failing when the script is triggered, and I don't think it's a problem with your mod, but I had to mention it.

 

That is a common zaz issue. Your setup is probably fine. I take it this is happening with the X Cross? That is usually the only zaz object I have problems with (sometimes the pillory).

 

Usually when the character enters the x cross they are way too far forward. I have a script provided by Pamatronic that pulls the player back. Sometimes you are pulled to the right spot... and others you get pulled too far back and now the X Cross is poking through your body. To fix this, try to move. You should drop out of the x cross but then get sucked back in at a better position.

 

You might have to do this more than once. But once is usually good enough.

 

3 hours ago, JamesKrauser8585 said:

It seems like a joke, but at first I really thought about it, when they said, "Welcome to your new home." After deciding to stay in the camp and succumb to depravity, I would finally have a home, either at the top of the tower or in some cave attached to the camp, as the leader of the Beast Club or the leader of the slaves.

I really liked this mod; It could even be considered an unofficial faction of Skyrim.

 

It is your home! You might notice that before the quest is completed you cannot pick up most things without it being stealing. Once all the bandits are dead and you say farewell to Eleia, the Tavern belongs to the slave faction (that includes you) and the captains quarters belongs to the player. That is when you should actually grab all the gold and goods that are upstairs. It won't be stealing at that point because it is all yours!

 

I still don't know how to make this a home you can send your family to? However, considering the kinds of activities that go on here... that might be for the best. Kids don't need to see this shit!

 

Posted (edited)
9 hours ago, killer905 said:

If you play as an obedient slave, there is one moment when the PC will be punished in the pillory (as a sign of who he/she is now and whom he/she serves). This is the only moment when the quest may go wrong, but rather, the setstage of this part may solve the problem and you will be able to continue playing.

Thank you for telling me, and one more thing. Supposing to install ZAZ, should I choose CBBE HDT V.8.0+SE2023 or 3BA V.8.0EnderalSE? I am using 3BA.

Edited by DoroLL
Posted
1 hour ago, DoroLL said:

Thank you for telling me, and one more thing. Supposing to install ZAZ, should I choose CBBE HDT V.8.0+SE2023 or 3BA V.8.0EnderalSE? I am using 3BA.

CBBE HDT V.8.0+SE2023 - You need this

V.8.0EnderalSE - is for another mod called Enderal.

Posted

very good and bug free loverslab mod! great to see more of thise type of quest mod! 

i was hoping there be an option to be the fort mistress alongside kane by betraying the slaves, but hey some happy ending for everyone is not that bad either,

thanks! will lookout for your next work!

Posted (edited)

I'm working on allowing followers here, but I have hit a few snags. Hopefully someone with more experience might be able to give me some advice?

 

I have created a side quest that starts when the player gets imprisoned that contains a Quest Alias that makes the current follower sandbox in the extra prison cell. It mostly works. The follower does goes to the cell... However, the follower only stays there as long as I stay down in the dungeon with them.

 

When I enter the tavern or go outside, the follower is either right next me or walking towards me from a distance heading back towards the dungeon. They want to stay there... but something is pulling them back to me? At first I thought it only happens when I enter a new cell. However, now I am noticing that they still repeatedly appear and head for the doors even when I am just moving around in the tavern or outside.

 

Spoiler

image.jpeg.3669cbb1c617f3c97a147d21a7eb03c7.jpeg

image.jpeg.884b6979286717054e9745cd3d6d827e.jpeg

image.jpeg.aac5676bed7512316a9925274504fb69.jpeg

image.jpeg.eb221c064cfbe81e0a9711444174f012.jpeg

image.jpeg.22acba622176ddf60698e5197ecb0449.jpeg

image.jpeg.3cd639e681b6721cae6eb932dffa8f21.jpeg

 

 

I think I need to make it so that they are still followers, but they are set to wait and will not move again until I tell them. Anyone know how to do that? The sandbox package alone obviously isn't enough.

 

Also, I am trying to use commands that will move the follower to the cell and change their outfits. I know how to use MoveTo or SetOutfit on specific Actors. However, this is a ReferenceAlias that is supposed to point to Current Followers/Hirelings. Apparently MoveTo and SetOutift don't work with Reference Aliases like they do with actors?

 

My setup so far:

 

Spoiler

image.png.577319e542f3da79f8441518e2bde6de.png

image.png.6ad5e4f3f4a03ac1a7a7fd234afe116a.png

image.png.c676c09a915dfa32bba7d6fd61190101.png

image.png.fd97b0c0cc3b24d6f1401a6e8011456b.png

image.png.c0fbc5da59a83bf6555ecdadb468f2de.png

Screenshot2025-11-20204053.png.533da89c83b7b08792bdd6e0a441922e.pngScreenshot2025-11-20204042.png.5152a2fc47a688f32124cb369d96a7b2.pngScreenshot2025-11-20204026.png.89f2103882c26b5ed27dbb391e1276f5.pngScreenshot2025-11-20203933.png.2ddc23e30a2b25d204c5d142a2d94b12.pngScreenshot2025-11-20204101.png.40d11e1a1eeb38b07c6fefd64b2f50a6.png

 

 

 

I'm basically looking to input these kinds of scripts:

 

 

Spoiler

;when the player/follower first arrive (Stage 0)

 

Alias_ImprisonedFollower.MoveTo(CellMarker)

 

Alias_ImprisonedFollower().RemoveAllItems(Alias_FollowerChest.GetReference(), true)

 

Alias_ImprisonedFollower.SetOutfit(SlaveOutfit)

 

;when the player frees the follower (Stage 10)

 

Alias_ImprisonedFollower().RemoveItem(SlaveCollar, 1)

Alias_ImprisonedFollower().UnEquipItem(SlaveCollar, true, true)

 

Alias_FollowerChest().RemoveAllItems(Alias_ImprisonedFollower.GetReference(), true)

 

I know they are not set up correctly because the follower alias won't go through. Anyone have any idea on how to do it right?

 

 

Edited by Donuts4me
Posted (edited)
On 11/19/2025 at 6:42 AM, bark1313 said:

Instructions for teapot🤪(joke) Grab the gear, climb up the ladder to the roof, jump into the water, climb out, and go left into the bushes. There's a hatch on the ground. For simplicity, I'll activate first-person mode; I didn't find it right away because there really are a lot of bushes.

Ok... funny person...:lol:  I did not know the escape was guided, I thought one had to have the clues to figure it out, like in older games, spoke too soon.

Edited by Caveman 74
Posted
4 hours ago, nothing2lose said:

very good and bug free loverslab mod! great to see more of thise type of quest mod! 

i was hoping there be an option to be the fort mistress alongside kane by betraying the slaves, but hey some happy ending for everyone is not that bad either,

thanks! will lookout for your next work!

Agree. I wish it would become a mod where orgy sex can be more freely enjoyable. I once made this proposal to SL Aroused Creatures' Sailing Rebel.
(Apologies my english is poor.)

 

My fancy...
Sanguine: Boredom... Hey, let's open the Oblivion gate open like Mehrunes Dagon for us.
Hircine: Whoa, that's just going to be broken by the mortal heroes.
Sanguine: Well, you know, we'll  going to make it Oblivion for us and mortals to enjoy.
Hircine: What are you going to do?
Sanguine: I'll get the bitches, you get the animals and beasts. Then let's have an orgy party.
Hircine: That sounds outrageously enjoyable!

 

Bandit Paradise is close to the mod I want. My only concern is ZAZ. Installing ZAZ prevents many animation packs to FNIS register. I don't think ZAZ is suitable for Bandit Paradise, which needs animals/beasts and foursome/fivesome animations.

Posted
1 hour ago, DoroLL said:

Bandit Paradise is close to the mod I want. My only concern is ZAZ. Installing ZAZ prevents many animation packs to FNIS register. I don't think ZAZ is suitable for Bandit Paradise, which needs animals/beasts and foursome/fivesome animations.

 

Sounds like you are using the wrong version of ZAZ or there is some other conflict with your setup. I've been using ZAZ ever since I started using Sexlab and I have pretty much every animation pack I could find and everything works just fine. Maybe you have hit your limit and need extra tools like Animation Limit Crash Fix or SSE Engine Fixes?

 

ZAZ is totally suitable for this quest because it supplies all the bondage furniture and torture tools! I couldn't have punishment scenes without it. It's either ZAZ or DD and I do not use DD. Other quest mods like Balazar's Bitch use ZAZ together with group sex and creature animations and they work fine. You just need to figure out your setup.

 

Posted
1 hour ago, Donuts4me said:

 

Sounds like you are using the wrong version of ZAZ or there is some other conflict with your setup. I've been using ZAZ ever since I started using Sexlab and I have pretty much every animation pack I could find and everything works just fine. Maybe you have hit your limit and need extra tools like Animation Limit Crash Fix or SSE Engine Fixes?

 

ZAZ is totally suitable for this quest because it supplies all the bondage furniture and torture tools! I couldn't have punishment scenes without it. It's either ZAZ or DD and I do not use DD. Other quest mods like Balazar's Bitch use ZAZ together with group sex and creature animations and they work fine. You just need to figure out your setup.

 

That's not the point, it's that less animation packs can be registered concurrently. For example, if ZAZ is not installed, Billyy, Sailing Rebel, and Nibbles can be FNIS registered concurrently. If ZAZ is installed, the Sailing Rebel and Nibbles animal/creature animations will no longer be FNIS registerable. Anub, FluffyFox, Psyche, NCK30 too. If only ZAZ and Billyy or Anub are FNIS registered then the mod will work, however, the same animation every time gets boring.

Posted
8 hours ago, Donuts4me said:

I'm working on allowing followers here, but I have hit a few snags. Hopefully someone with more experience might be able to give me some advice?

 

I have created a side quest that starts when the player gets imprisoned that contains a Quest Alias that makes the current follower sandbox in the extra prison cell. It mostly works. The follower does goes to the cell... However, the follower only stays there as long as I stay down in the dungeon with them.

 

When I enter the tavern or go outside, the follower is either right next me or walking towards me from a distance heading back towards the dungeon. They want to stay there... but something is pulling them back to me? At first I thought it only happens when I enter a new cell. However, now I am noticing that they still repeatedly appear and head for the doors even when I am just moving around in the tavern or outside.

 

  Reveal hidden contents

image.jpeg.3669cbb1c617f3c97a147d21a7eb03c7.jpeg

image.jpeg.884b6979286717054e9745cd3d6d827e.jpeg

image.jpeg.aac5676bed7512316a9925274504fb69.jpeg

image.jpeg.eb221c064cfbe81e0a9711444174f012.jpeg

image.jpeg.22acba622176ddf60698e5197ecb0449.jpeg

image.jpeg.3cd639e681b6721cae6eb932dffa8f21.jpeg

 

 

I think I need to make it so that they are still followers, but they are set to wait and will not move again until I tell them. Anyone know how to do that? The sandbox package alone obviously isn't enough.

 

Also, I am trying to use commands that will move the follower to the cell and change their outfits. I know how to use MoveTo or SetOutfit on specific Actors. However, this is a ReferenceAlias that is supposed to point to Current Followers/Hirelings. Apparently MoveTo and SetOutift don't work with Reference Aliases like they do with actors?

 

My setup so far:

 

  Reveal hidden contents

image.png.577319e542f3da79f8441518e2bde6de.png

image.png.6ad5e4f3f4a03ac1a7a7fd234afe116a.png

image.png.c676c09a915dfa32bba7d6fd61190101.png

image.png.fd97b0c0cc3b24d6f1401a6e8011456b.png

image.png.c0fbc5da59a83bf6555ecdadb468f2de.png

Screenshot2025-11-20204053.png.533da89c83b7b08792bdd6e0a441922e.pngScreenshot2025-11-20204042.png.5152a2fc47a688f32124cb369d96a7b2.pngScreenshot2025-11-20204026.png.89f2103882c26b5ed27dbb391e1276f5.pngScreenshot2025-11-20203933.png.2ddc23e30a2b25d204c5d142a2d94b12.pngScreenshot2025-11-20204101.png.40d11e1a1eeb38b07c6fefd64b2f50a6.png

 

 

 

I'm basically looking to input these kinds of scripts:

 

 

  Reveal hidden contents

;when the player/follower first arrive (Stage 0)

 

Alias_ImprisonedFollower.MoveTo(CellMarker)

 

Alias_ImprisonedFollower().RemoveAllItems(Alias_FollowerChest.GetReference(), true)

 

Alias_ImprisonedFollower.SetOutfit(SlaveOutfit)

 

;when the player frees the follower (Stage 10)

 

Alias_ImprisonedFollower().RemoveItem(SlaveCollar, 1)

Alias_ImprisonedFollower().UnEquipItem(SlaveCollar, true, true)

 

Alias_FollowerChest().RemoveAllItems(Alias_ImprisonedFollower.GetReference(), true)

 

I know they are not set up correctly because the follower alias won't go through. Anyone have any idea on how to do it right?

 

 

Hmm, the PC follow package will always be a priority. You would have to make it so that the follower is automatically dismissed as soon as the PC is imprisoned. Additionally, it may be problematic if the PC has several followers. Mostly using the vanilla framework, but there are also those who do not use it and have their own package working independently of the vanilla framework or, for example, UFo NFF, etc., such as Rigmor of Bruma/Cyrodill.

Posted
5 hours ago, DoroLL said:

Bandit Paradise is close to the mod I want. My only concern is ZAZ. Installing ZAZ prevents many animation packs to FNIS register. I don't think ZAZ is suitable for Bandit Paradise, which needs animals/beasts and foursome/fivesome animations.

You cannot use ZaZ LE on your SE/AE because it simply will not work (and vice versa, SE on LE). Unless there is something I am unaware of.

Posted (edited)
2 hours ago, DoroLL said:

That's not the point, it's that less animation packs can be registered concurrently. For example, if ZAZ is not installed, Billyy, Sailing Rebel, and Nibbles can be FNIS registered concurrently. If ZAZ is installed, the Sailing Rebel and Nibbles animal/creature animations will no longer be FNIS registerable. Anub, FluffyFox, Psyche, NCK30 too. If only ZAZ and Billyy or Anub are FNIS registered then the mod will work, however, the same animation every time gets boring.

It sounds like you have the standard version of FNIS instead of XXL, which allows you to record up to 32,000 animations. However, without the appropriate mods such as Animation Limit Crash Fix or SSE Engine Fixes, the game will crash when loading saves, etc.

 

On my setup i have over 22k animations with ZaZ and work good.

Edited by killer905
Posted (edited)
1 hour ago, killer905 said:

It sounds like you have the standard version of FNIS instead of XXL, which allows you to record up to 32,000 animations. However, without the appropriate mods such as Animation Limit Crash Fix or SSE Engine Fixes, the game will crash when loading saves, etc.

 

On my setup i have over 22k animations with ZaZ and work good.

Hi. I'm using ZAZ SE version, previous questions were also ZAZ SE versions. Maybe FNIS XXL? I also have 32,000. I have tried before with Nemesis and Pandora, but I had problems registering animal animations, so I continue to using FNIS. Have these problems been resolved now?

Edited by DoroLL
Posted
29 minutes ago, DoroLL said:

Hi. I'm using ZAZ SE version, previous questions were also ZAZ SE versions. Maybe FNIS XXL? I also have 32,000. I have tried before with Nemesis and Pandora, but I had problems registering animal animations, so I continue to using FNIS. Have these problems been resolved now?

I'm sorry, I'm sorry, I'm sorry! I checked MO2, it seems I deleted FNIS XXL without realizing it. I'm sorry, everyone.

Posted
1 hour ago, DoroLL said:

Hi. I'm using ZAZ SE version, previous questions were also ZAZ SE versions. Maybe FNIS XXL? I also have 32,000. I have tried before with Nemesis and Pandora, but I had problems registering animal animations, so I continue to using FNIS. Have these problems been resolved now?

 

1 hour ago, DoroLL said:

I'm sorry, I'm sorry, I'm sorry! I checked MO2, it seems I deleted FNIS XXL without realizing it. I'm sorry, everyone.

Currently, Pandora works much better and supports Creatures, but as far as I remember, it still has problems with ZaZ furniture, but others need to confirm whether this is still the case or whether it has been fixed.

Posted (edited)
6 hours ago, killer905 said:

Hmm, the PC follow package will always be a priority. You would have to make it so that the follower is automatically dismissed as soon as the PC is imprisoned. Additionally, it may be problematic if the PC has several followers. Mostly using the vanilla framework, but there are also those who do not use it and have their own package working independently of the vanilla framework or, for example, UFo NFF, etc., such as Rigmor of Bruma/Cyrodill.

 

Yep. I use NFF and notice that only the follower in the first slot will follow the package. Maybe I should just still recommend having no followers (at least no SPECIAL followers) and if one uses SS++, make sure to have FSM installed?

 

There are so many different kinds of followers (including special vanilla followers like Serana). I notice Tirwin doesn't have the vanilla package either. So, not sure what I could do with either of them? FSM doesn't seem to process them either.

 

 

Edited by Donuts4me
Posted
14 hours ago, Caveman 74 said:

Ok... funny person...:lol:  I did not know the escape was guided, I thought one had to have the clues to figure it out, like in older games, spoke too soon.

you need a second bush

The Elder Scrolls V  Skyrim Special Edition Screenshot 2025.11.22 - 04.02.07.09.png

The Elder Scrolls V  Skyrim Special Edition Screenshot 2025.11.22 - 04.02.31.58.png

Posted
1 hour ago, Donuts4me said:

 

Yep. I use NFF and notice that only the follower in the first slot will follow the package. Maybe I should just still recommend having no followers (at least no SPECIAL followers) and if one uses SS++, make sure to have FSM installed?

 

There are so many different kinds of followers (including special vanilla followers like Serana). I notice Tirwin doesn't have the vanilla package either. So, not sure what I could do with either of them? FSM doesn't seem to process them either.

 

 

It would be better if the mod ‘automatically’ dismissed this follower and placed him in a cell.

As for special followers such as Serana or Tirwin, you can add a spell to mark such a follower as a regular follower so that the mod can move her/him to a cell.

 

Posted

I been around almost as long Sexlab, and its very rare to see a mod of this caliber without the DD and other heavy requirements. Give me rope, iron and steel bindings, leave that fancy latex stuff to the Elves. will be keeping an eye on any future projects you may venture out on, and thanks for creating and sharing this. (Dreaming of Vampires)

Posted

Just finished the quest, taking the non creature stuff route and I am amazed  to say that I didnt encounter a single game crash in my otherwise already polluted unstable list. The ending was so nice!  really felt like an apt closure! 

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