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Posted
16 hours ago, Leonel777 said:

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! 

how do u acces the non creature route? i cant find the correct slave to talk to when the bartender gave u time to consider 

Posted
2 hours ago, nothing2lose said:

how do u acces the non creature route? i cant find the correct slave to talk to when the bartender gave u time to consider 

 

Talk to Maeva (the high elf). She should be sitting on a chair upstairs in Eleia's room during this stage.

Posted
On 11/21/2025 at 1:26 PM, killer905 said:

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

 

 

On 11/17/2025 at 1:49 AM, Bane Master said:

FSM wouldn't be a hard requirement per se - it just adds methods for handling followers without making the player have to dismiss them

 

FSM has an api to handle enslaving followers via Modevents so no dependency required. In addition if FSM is installed it can automatically handle any followers sent to Simple Slavery with the Player.

 

 

 

I've made some progress with the followers. I got the following scripts to go through:

 

Starting Stage:

FollowerAlias.GetReference().MoveTo(CellMarker)

FollowerAlias.GetReference().RemoveAllItems(FollowerChest.GetReference(), true)

FollowerAlias.GetReference().AddItem(SlaveCollar, 1)

 

Ending Stage:

FollowerAlias.GetReference().RemoveItem(SlaveCollar, 1)

FollowerChest.GetReference().RemoveAllItems(FollowerAlias.GetReference(), true)

 

 

All that is left is getting the follower to sit still and possibly change their outfit since removing their inventory does not make them stay naked. Like Lydia always wears steel armor even when she is not carrying it because that is her default outfit.

 

I now know that if a follower is waiting, they will not teleport through the doors. Asking them to wait before leaving the dungeon ensures there should be no issues with them appearing and walking around. Although I don't want the player to have to do that.

 

@Bane Master, I noticed in FSM you manage to make one follower wait without even asking them to. How did you do that? I've been looking through your scripts but have not found it yet. I also saw you were able to alter the follower outfits.

 

I know certain scripts like the following definitely do not work:

 

FollowerAlias.GetReference().FollowerWait()

 

FollowerAlias.GetReference().SetOutfit(SlaveOutfit)

 

Posted
1 hour ago, Donuts4me said:

How did you do that?

I found it was almost impossible to get Followers to behave if they are still recruited as the more complex follower frameworks tend to override any wait package and equipment choices.

 

So my solution is to dismiss the follower and then enslave them - when the follower is freed from enslavement FSM then recruits them again if appropriate.

Posted

Hi. The MOD folder contains facial NIFs and Textures, are these files for male bandits? women slaves? or both? I have Botox, Fresh Women, Bijin, Pandorable's installed, so I want to use these facial data (women). Could you make it selectable in FOMOD?

Posted
3 hours ago, Bane Master said:

I found it was almost impossible to get Followers to behave if they are still recruited as the more complex follower frameworks tend to override any wait package and equipment choices.

 

So my solution is to dismiss the follower and then enslave them - when the follower is freed from enslavement FSM then recruits them again if appropriate.

That's a good idea. If I could bring my favorite NPC to paradise, that would be more good.

Posted
4 hours ago, Bane Master said:

I found it was almost impossible to get Followers to behave if they are still recruited as the more complex follower frameworks tend to override any wait package and equipment choices.

 

So my solution is to dismiss the follower and then enslave them - when the follower is freed from enslavement FSM then recruits them again if appropriate.

Just as I thought. Force dismiss to gain control over the follower via script.

Posted
1 hour ago, DoroLL said:

Hi. The MOD folder contains facial NIFs and Textures, are these files for male bandits? women slaves? or both? I have Botox, Fresh Women, Bijin, Pandorable's installed, so I want to use these facial data (women). Could you make it selectable in FOMOD?

The mod includes NIF files and textures for bandits and slaves of both genders.

 

I understand that you want to make a replacer for them? I think it would be best if you provided your potential replacer as a separate mod. I believe the author will add a link to your replacer without any issues.

 

Note:
Adding your replacer to FOMOD would not be a problem.

Posted

Really solid experience! My PC wouldn't use the word enjoyed but definitely a worthy addition to LL quest mods! No bugs or issues. I do like how the player controls how long their character is stuck at the fort through the choices/observations that they make. I doubt I'm the first to bring this up but if I could offer one suggestion it would be a chance force greet or something from the bandits/customers to the player to add a little more tension because otherwise the player is initiating everything. But other than that, no complaints!

Posted
34 minutes ago, LordofLurking said:

Really solid experience! My PC wouldn't use the word enjoyed but definitely a worthy addition to LL quest mods! No bugs or issues. I do like how the player controls how long their character is stuck at the fort through the choices/observations that they make. I doubt I'm the first to bring this up but if I could offer one suggestion it would be a chance force greet or something from the bandits/customers to the player to add a little more tension because otherwise the player is initiating everything. But other than that, no complaints!

I agree, but what you are proposing requires more scripting knowledge.

Posted
8 hours ago, Bane Master said:

I found it was almost impossible to get Followers to behave if they are still recruited as the more complex follower frameworks tend to override any wait package and equipment choices.

 

So my solution is to dismiss the follower and then enslave them - when the follower is freed from enslavement FSM then recruits them again if appropriate.

 

3 hours ago, killer905 said:

Just as I thought. Force dismiss to gain control over the follower via script.

 

How exactly did you do that? Which of your fsm_ quests contains that script?

 

I know the following definitely does not work.

 

Start Stage:

FollowerAlias.GetReference().RemoveFromFaction(CurrentFollowerFaction)

FollowerAlias.GetReference().AddToFaction(BPQSlaveFollowerFaction)

 

 

I did some in-game experimenting with FSM. When I have only one follower, they automatically get commanded to wait when we arrive at the slave auction.

 

When I have three followers with me, only one gets commanded to wait while the other two do not. If I am in the slavery prison cell and coc to the Bee and Barb without completing the auction, those two followers come with me while the one that is waiting stays behind. Leaving the auction room makes all three put their clothes back on, even if they are still wearing their cuffs and collars. So, the wait package does seem to work, even with NFF.

 

I figure permanent follower outfit changes come once the follower gets sold to their new master? And then things get reset once the player frees them?

 

 

5 hours ago, DoroLL said:

That's a good idea. If I could bring my favorite NPC to paradise, that would be more good.

 

Try not to bring any kind of 'special' followers like Serana or followers from other mods that are not a part of the vanilla follower faction. Even FSM cannot seem to process them even when I add them to my NFF.

 

 

6 hours ago, DoroLL said:

Hi. The MOD folder contains facial NIFs and Textures, are these files for male bandits? women slaves? or both? I have Botox, Fresh Women, Bijin, Pandorable's installed, so I want to use these facial data (women). Could you make it selectable in FOMOD?

 

5 hours ago, killer905 said:

The mod includes NIF files and textures for bandits and slaves of both genders.

 

I understand that you want to make a replacer for them? I think it would be best if you provided your potential replacer as a separate mod. I believe the author will add a link to your replacer without any issues.

 

Note:
Adding your replacer to FOMOD would not be a problem.

 

If you want to make any appearance-changing patches, I am ok with that. Like @killer905 says, you can upload it yourself and I will post a link to it on my page or you can send it to us and we can include it in the next FOMOD package.

 

2 hours ago, LordofLurking said:

Really solid experience! My PC wouldn't use the word enjoyed but definitely a worthy addition to LL quest mods! No bugs or issues. I do like how the player controls how long their character is stuck at the fort through the choices/observations that they make. I doubt I'm the first to bring this up but if I could offer one suggestion it would be a chance force greet or something from the bandits/customers to the player to add a little more tension because otherwise the player is initiating everything. But other than that, no complaints!

 

2 hours ago, killer905 said:

I agree, but what you are proposing requires more scripting knowledge.

 

It's on my to-do list. I would like to use SL Aroused to make bandits force-greet the player and demand action when their arousal reaches a high level. The player trying to refuse this will result in getting sent to the dungeon for punishment. But yeah, I need more knowledge. I've never done any kind of scripting with SL Aroused before. I'll worry about that later after I am done adding certain other things.

 

 

Posted (edited)
6 hours ago, Donuts4me said:

 

 

How exactly did you do that? Which of your fsm_ quests contains that script?

 

I know the following definitely does not work.

 

Start Stage:

FollowerAlias.GetReference().RemoveFromFaction(CurrentFollowerFaction)

FollowerAlias.GetReference().AddToFaction(BPQSlaveFollowerFaction)

 

 

I

6 hours ago, Donuts4me said:

 

 

How exactly did you do that? Which of your fsm_ quests contains that script?

 

I know the following definitely does not work.

 

Start Stage:

FollowerAlias.GetReference().RemoveFromFaction(CurrentFollowerFaction)

FollowerAlias.GetReference().AddToFaction(BPQSlaveFollowerFaction)

 

 

I did some in-game experimenting with FSM. When I have only one follower, they automatically get commanded to wait when we arrive at the slave auction.

 

When I have three followers with me, only one gets commanded to wait while the other two do not. If I am in the slavery prison cell and coc to the Bee and Barb without completing the auction, those two followers come with me while the one that is waiting stays behind. Leaving the auction room makes all three put their clothes back on, even if they are still wearing their cuffs and collars. So, the wait package does seem to work, even with NFF.

 

I figure permanent follower outfit changes come once the follower gets sold to their new master? And then things get reset once the player frees them?

 

 

 

Try not to bring any kind of 'special' followers like Serana or followers from other mods that are not a part of the vanilla follower faction. Even FSM cannot seem to process them even when I add them to my NFF.

 

 

 

 

If you want to make any appearance-changing patches, I am ok with that. Like @killer905 says, you can upload it yourself and I will post a link to it on my page or you can send it to us and we can include it in the next FOMOD package.

 

 

 

It's on my to-do list. I would like to use SL Aroused to make bandits force-greet the player and demand action when their arousal reaches a high level. The player trying to refuse this will result in getting sent to the dungeon for punishment. But yeah, I need more knowledge. I've never done any kind of scripting with SL Aroused before. I'll worry about that later after I am done adding certain other things.

 

 

did some in-game experimenting with FSM. When I have only one follower, they automatically get commanded to wait when we arrive at the slave auction.

 

When I have three followers with me, only one gets commanded to wait while the other two do not. If I am in the slavery prison cell and coc to the Bee and Barb without completing the auction, those two followers come with me while the one that is waiting stays behind. Leaving the auction room makes all three put their clothes back on, even if they are still wearing their cuffs and collars. So, the wait package does seem to work, even with NFF.

 

I figure permanent follower outfit changes come once the follower gets sold to their new master? And then things get reset once the player frees them?

 

 

 

Try not to bring any kind of 'special' followers like Serana or followers from other mods that are not a part of the vanilla follower faction. Even FSM cannot seem to process them even when I add them to my NFF.

 

 

 

 

If you want to make any appearance-changing patches, I am ok with that. Like @killer905 says, you can upload it yourself and I will post a link to it on my page or you can send it to us and we can include it in the next FOMOD package.

 

 

 

It's on my to-do list. I would like to use SL Aroused to make bandits force-greet the player and demand action when their arousal reaches a high level. The player trying to refuse this will result in getting sent to the dungeon for punishment. But yeah, I need more knowledge. I've never done any kind of scripting with SL Aroused before. I'll worry about that later after I am done adding certain other things.

 

 

This is my modified for Radiant Prostitution - RMCW ESP. She is RP prostitute.
MCFPmodified.jpg
I don't have the skills to create MODs, I can only modify ESP and NIF files a bit. I thought that if FOMOD removes the MOD NIFs and textures and women become NPC clones of the default faction's women, I thought the Beauty MODs would overwrite them.

I wanted to have a Oyakodon (Tasting mother and daughter simultaneously) with Serana and Valerica...

Edited by DoroLL
Posted

loving mode but cant figure what to  during the breakin out part I'm post to talk to Eleia  about what more all slaves can do for the captain . i saw the option about the captain i did all options but nothing and there no quest marker above Eleia 

Posted (edited)
12 hours ago, Donuts4me said:

How exactly did you do that? Which of your fsm_ quests contains that script?

You need to have different dismiss/recruit/wait scripts for each of the Follower Frameworks you support (plus vanilla).

 

To support multiple frameworks you need a script that detects the active framework and then issues commands appropriate to the installed framework. Where a framework doesn't use the vanilla follower interface (AFT and NFF in my case)  the actual commands are contained in a separate Global scripts as that avoids having the Follower Frameworks as masters.

 

The controller script is fsm_followereventscript.psc

 

On game load it sets a state that corresponds to the framework installed so that any commands passed to it are sent to the correct framework/global. 

It defaults to vanilla commands for no framework installed. EFF uses ModEvents for control so those are in the EFF state in this script.

 

The Global Scripts for the other frameworks are:

 

fsm_aftglobal.psc

fsm_nffglobal.psc

 

 

12 hours ago, Donuts4me said:

 

I figure permanent follower outfit changes come once the follower gets sold to their new master? And then things get reset once the player frees them?

Yep - that's how I do it

Edited by Bane Master
Posted
8 hours ago, DoroLL said:

This is my modified for Radiant Prostitution - RMCW ESP. She is RP prostitute.
MCFPmodified.jpg
I don't have the skills to create MODs, I can only modify ESP and NIF files a bit. I thought that if FOMOD removes the MOD NIFs and textures and women become NPC clones of the default faction's women, I thought the Beauty MODs would overwrite them.

I wanted to have a Oyakodon (Tasting mother and daughter simultaneously) with Serana and Valerica...

It won't work the way you think it will. All you'll achieve by removing NIF files and face/hair textures is that they won't appear in the game, nothing more. But you can make a patch (using Creation Kit) that will allow you to make Eleia look like Serana or any other NPC. This is one of the simpler methods.

Posted
16 hours ago, mr wolf said:

loving mode but cant figure what to  during the breakin out part I'm post to talk to Eleia  about what more all slaves can do for the captain . i saw the option about the captain i did all options but nothing and there no quest marker above Eleia 

 

You're upstairs with Kane, Eleia, Feradel and Raselle? You should be able to say to Eleia "I think he's getting tired." and that will move the quest forward. It should be the last thing in the list of dialogue choices.

Posted (edited)

i done all the options once still  nothing  . Do i need to do all options  more then once  to see the new dialogue choices  ?

Edited by mr wolf
Posted

- A ‘skip’ option would be useful for people who have already played the mod before and, for example, do not want to play through it again for new content.
- I would add a new NPC, but with Elisif's appearance. Why? Well, let's say that bandits would like to take advantage of the widow that is Jarl Elisif. Her story could be simple: she was a normal slave, one of the customers noticed her and said that she looked like Elisif (same colour, eyes, etc.). Because of this, she would wear nice clothes, but with a collar. So we have Elisif the Slave.

Posted

I've now had the chance to play through this quest. Overall, a great experience, and I will be keeping the mod in my load order. That said, I did get soft-locked twice.

 

1. While fighting my way up the tower, I had a weakened enemy flee all the way to the top of the stairs. This led to me triggering a scene right before the captain's quarters, then re-engaging in combat before the scene could finish. Unfortunately, interrupting the scene like this prevented further quest progression and forced me to reload.

 

2. I apparently jumped the gun in the fight with the captain.

Spoiler

Attacking him before he completes his transformation causes another soft-lock. Or maybe attacking is fine, and the problem is that I managed to kill him.

 

In both instances, the problem seemed to be caused by an ongoing scene being interrupted by combat.

Posted (edited)
19 hours ago, mr wolf said:

i done all the options once still  nothing  . Do i need to do all options  more then once  to see the new dialogue choices  ?

 

You shouldn't have to do any of them if you don't want to. The only required activity is the captain using you while the other three masturbate. After that you could immediately ask Eleia to end the party. If you can't move forward, use the following command:

 

setstage bpq04b 195

 

That should make you have to talk to Kane and things can move forward.

 

 

7 hours ago, killer905 said:

- A ‘skip’ option would be useful for people who have already played the mod before and, for example, do not want to play through it again for new content.

 

What's the point of playing again if you are going to skip everything? Most of the content I plan on adding in the future will be in the middle of the quest, not the end. So, skipping the quest for end content doesn't seem worth it.

 

MAYBE I could have a skip option when/if I decide to make the cave tunnel back to Skyrim after escaping the fort...? We'll see, but I don't plan on starting work on that any time soon. I'll probably start work on that other project we have been talking about before I do any more major things with this quest.

 

EDIT: I now realize you might have a point. I just tried making new aliases for the BPQSlaveFun quest (the quest containing all the optional dialogues/activities) and they did not go through on a saved game.

 

Spoiler

This was for making it possible for slaves to gather outside or in the cave for group show scenes after the quest is already completed so one does not have to wait for them to show up according to their schedules. Before I only had Aeris and Kane in here for their special optional scenes. Adding simple scripts and dialogue is no big deal. Adding quest aliases on the other hand doesn't work for a never-ending side quest like this.

 

I don't like it... It feels like cheating! But I guess I'll do it just for cases just like this.

 

7 hours ago, killer905 said:

- I would add a new NPC, but with Elisif's appearance. Why? Well, let's say that bandits would like to take advantage of the widow that is Jarl Elisif. Her story could be simple: she was a normal slave, one of the customers noticed her and said that she looked like Elisif (same colour, eyes, etc.). Because of this, she would wear nice clothes, but with a collar. So we have Elisif the Slave.

 

I feel the fortress is already overpacked. The only NPCs I would add would be in the cave I have not made yet. I figure I would have one female and one male slave. I could make the female slave the Elisif lookalike and have the bandits talking about how she would make a nice addition to the fort? We'll see...

 

7 hours ago, Ralof of Riverwood said:

I've now had the chance to play through this quest. Overall, a great experience, and I will be keeping the mod in my load order. That said, I did get soft-locked twice.

 

1. While fighting my way up the tower, I had a weakened enemy flee all the way to the top of the stairs. This led to me triggering a scene right before the captain's quarters, then re-engaging in combat before the scene could finish. Unfortunately, interrupting the scene like this prevented further quest progression and forced me to reload.

 

Thanks. I should probably put a backup trigger box on the other side of the door in the captain's room just in case the scene did not progress the quest properly. I could also make the scene end when that next stage starts.

 

7 hours ago, Ralof of Riverwood said:

2. I apparently jumped the gun in the fight with the captain.

  Hide contents

Attacking him before he completes his transformation causes another soft-lock. Or maybe attacking is fine, and the problem is that I managed to kill him.

 

In both instances, the problem seemed to be caused by an ongoing scene being interrupted by combat.

 

Spoiler

When he starts transforming a scene starts with your followers making comments. Their last comments make the quest progress and the fight start. You attacking the captain fast probably interrupted their dialogue. I'm not sure how I could make the followers ignore the fight and say their lines?

 

Best just to not interrupt the scene.

 

EDIT: Now that I think of it, it might be smart for me to disable player controls while the transformation scene is happening and re-enable when time to fight. I'll do that.

 

6 hours ago, NeoToad388 said:

Pretty nice mod, i enjoyed playing thru it. Definitely one of the better LL mods i've played with this year.

 

Thanks! I'm glad most seem to enjoy it!

Edited by Donuts4me
Posted

thank you very much  for the command .ya nothing show up to skip the party .  when talking to Eleia after Kane use me  only thing i saw is about the captain in that i saw the  option we  should let the captain use the 4  us all at once did that option nothing.  i saw all the  masturbate options  did them all  nothing.  i did all options in that tab once nothing  . the other  options  i saw  to make out with Eleia and leave no skip party option show up i even reload a save. I don't know  if my playthrough was bugged out or what 

Posted
4 minutes ago, mr wolf said:

thank you very much  for the command .ya nothing show up to skip the party .  when talking to Eleia after Kane use me  only thing i saw is about the captain in that i saw the  option we  should let the captain use the 4  us all at once did that option nothing.  i saw all the  masturbate options  did them all  nothing.  i did all options in that tab once nothing  . the other  options  i saw  to make out with Eleia and leave no skip party option show up i even reload a save. I don't know  if my playthrough was bugged out or what 

 

Sounds like the captain using all four of you not working bugged the other dialogue? Do you have an FFFFM animation? The only one I know of comes from Billyy. If you don't have it maybe that lead to errors? No idea? You are the only one who has reported that problem.

Posted
9 hours ago, Donuts4me said:

What's the point of playing again if you are going to skip everything? Most of the content I plan on adding in the future will be in the middle of the quest, not the end. So, skipping the quest for end content doesn't seem worth it.

 

MAYBE I could have a skip option when/if I decide to make the cave tunnel back to Skyrim after escaping the fort...? We'll see, but I don't plan on starting work on that any time soon. I'll probably start work on that other project we have been talking about before I do any more major things with this quest.

 

EDIT: I now realize you might have a point. I just tried making new aliases for the BPQSlaveFun quest (the quest containing all the optional dialogues/activities) and they did not go through on a saved game.

 

  Reveal hidden contents

This was for making it possible for slaves to gather outside or in the cave for group show scenes after the quest is already completed so one does not have to wait for them to show up according to their schedules. Before I only had Aeris and Kane in here for their special optional scenes. Adding simple scripts and dialogue is no big deal. Adding quest aliases on the other hand doesn't work for a never-ending side quest like this.

 

I don't like it... It feels like cheating! But I guess I'll do it just for cases just like this.

I didn't write “all” quests, and it all depends on where you place the new content. Let's say you placed the new content after the fourth quest, but at that point, people won't want to play the first four quests to get to the new content, or they'll run into NPCs to interrupt their dialogue. Or, worse, they will use console commands to skip quests, which in itself invites save game errors.

 

10 hours ago, Donuts4me said:

feel the fortress is already overpacked. The only NPCs I would add would be in the cave I have not made yet. I figure I would have one female and one male slave. I could make the female slave the Elisif lookalike and have the bandits talking about how she would make a nice addition to the fort? We'll see...

Personally, I don't see the fort as overcrowded.

 

There are two possible solutions.

1) Elisif's doppelganger would not be physically present in the fort during the first quest, but would only appear after the PC is shown around the upper floors by a slave and then the lower floors by another slave.
2) Elisif's doppelganger appears after the PC's first public sex scene outside, and it would be enough to have two new NPCs (only for this scane) or two others for this one scene only, who comment, “The bitch looks like Elisif.” Normally, she could then arrive with the master upstairs, and not with the other slaves, precisely because of this.

Posted

As soon as I read about this mod I wanted to play it - but my current setup has my player as a weak girl so not really mercenary material. Obviously you are pursuing the Simple Slavery route but until that's available I tried a few experiments. First was to simply use the console to start the mod - I used setstage BPQ01 30. This placed my player in the castle but it didn't seem to work properly. Then I tried a start with my player as a customer of the Bee & Barb - using setstage BPQ01 0 resulted in Gron being spawned and then everything followed OK. But I wanted to see if I could use a workround for Simple Slavery so I set all SS outcomes to zero, set my player to SS and when she got deposited outside the North Gate of Riften used the console to enter SetStage BPQ01 0, SetStage BPQ01 10 and SetStage BPQ01 20. Then travelled round to outside of Riften to meet Gron and all went OK from there. Can't seem to find any food but that's probably because I'm using 'Poverty - you hunger reborn' - but I can always get her to beg for food using Sexlab Survival. I've got Autonomous Sex Framework installed and that seems to be causing a lot of 'activity'! Great mod - thanks for all the hard work in producing it.

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