Redd99 Posted October 2, 2015 Posted October 2, 2015 Having a problem with this mod in that after enduring the horny falmer prisoner in the dungeon my character keeps getting frozen in place and I can't move at all. Any hints as to what is causing this would be appreciated. Thanks!
hyuhyu Posted October 2, 2015 Posted October 2, 2015 Whoa this is awesome! I thought it was just a bugfix of the previous slaverun but you really made tons of improvements, great!The only problem I've been having is that none of the devices get put on me, I have the most recent versions of DD, sexlab and sexlab aroused, so I'm not sure what the problem is. I had DD cursed loot on the disabled setting, maybe that has something to do with it? Â Anyway, thanks for revisiting the mod!
Anrakis Posted October 3, 2015 Posted October 3, 2015   how do you get the extra quests when i talk to ziad all i get is the end of the mod statement   Update the mod. The "old" version ended there. I played to the end of the first mod version, then updated as soon as the new version was available and could just continue.  what do you mean ? run mod through with 20150927 first and then install 20150927b and then he responds to Riverwood quest ?   Ah, sorry, that was my fault. I thought you were talking about the slave masters tasks and not the Riverwood quest. As far as I know the Riverwood quest is not implemented, yet.
just_Gina Posted October 3, 2015 Posted October 3, 2015 - Do you use SlaveTats? - If yes, how many body tats you have already applied? Â In case you have fullfilled all the bodyslots for tats availables in the MCM of SlaveTats, this is the cause no more tats can be applied. Â Solution: Modify the NiOverride.ini file, raising the number of available body slots for tattoes. Â Yes I use slave tats, and at the time of slaverun applying them, I had none. To test, I applied three to my head and three to body, and it worded fine. I also added two more slots in NiOveride and tested. No luck, but honestly it is not that big a deal. I want to thank you for your quick reply.
NicoleDragoness Posted October 3, 2015 Posted October 3, 2015 You're welcome. Â Anyhow, I've tried the Machine of Doom by its own, standalone, and it applied to my body the tatto. I tried with a summoned slave and nothing. Â Btw, with the Machine of Doom are packed also the related tattoes, packed as SlaveTats system. So, you can extract only this pack and install it as addon for SlaveTats. At this point, you should be able to apply the tattoes on your body as "normal" tats. (They should be under "BoDM" list, if I remember well).
Verstort Posted October 4, 2015 Posted October 4, 2015 Notes/suggestions/thoughts about 927b (probably out of date compared to internal, just musing): Â Devious device gag dialogue gets in the way, although you probably don't put gags on the player the rest of mods in the game might, making separate dialogue, or ignoring the gag, might be worth the immersion and skipping around DD gag dialogue, which doesn't assume master/slave relationship so the context is wrong anyway. Â You can set "walk away" dialogue, dialogue that triggers if the player tries to leave the conversation, which I think is needed since currently the player can walk up to zaid, talk to him until he says he will enslave you, but before you disagree in response, and you can walk away from him without consequences. I don't think zaid would let you walk away after that normally. Oddly... when I attempted to put in the walk away dialogue into the quest dialogue the CK wouldn't let me for your mod, not sure why. Â Putting the player in the branding device while they are still wearing bondage equipment works until the gear gets in the way (aesthetic not functional problem), which is the case for belts/harness/corset. quickly storing the gear in an array and then putting it back on after might not be a bad idea. Â The brand angle for the third tattoo is off by 45-60 degrees, branding the players left butt when the tattoo is on the lower back. Â For the duration that the player is a slave, can you put them in the zaz slave faction so other mods can detect the player is a slave (NPC slaves too)? Custom faction works too. Not the highest priority, if the quest has small enough stages I can probably just detect it based on what stage is currently active, haven't tried yet though. Â It would be really cool if the whiterun->slaverun transition can happen randomly over a long enough period of time if you ignore the quest, so you walk into whiterun to find the world didn't stop and wait for you to do everything (like how certain civil war battles happened if you waited too long anyway). I think you can get away with this without rewriting the start quest, just set the right stage, or create a new stage with different text that leads into the current stages. Problems: The player can fast track past the guard OUTSIDE the city, unless you find a way to disable fast travel to the front gate and dragonsreach. Might have to make alternate dialogue for parts I haven't played yet. Â I think there should be more dialogue options with zaid at start after defiant opening, you should be able to choose a more submissive option for dialogue, leading to the other path? I don't know, I just enjoy my actions more if they are choices, rather than the only option given to me, especially if I'm allowed to screw up and make it worse, and that spot, after meeting zaid, seems like a good spot for another branch. Â It might be cool to integrate into Prison overhaul patch by inte where a bounty hunter will come looking for you if you try to escape, not sure what else is planned for that route. Â I've gotta say I really like the progress you've made though, you've turned this old buggy mod into something playable with lots of new content, well done!
Kenjoka Posted October 4, 2015 Author Posted October 4, 2015 Notes/suggestions/thoughts about 927b (probably out of date compared to internal, just musing):  Devious device gag dialogue gets in the way, although you probably don't put gags on the player the rest of mods in the game might, making separate dialogue, or ignoring the gag, might be worth the immersion and skipping around DD gag dialogue, which doesn't assume master/slave relationship so the context is wrong anyway.  You can set "walk away" dialogue, dialogue that triggers if the player tries to leave the conversation, which I think is needed since currently the player can walk up to zaid, talk to him until he says he will enslave you, but before you disagree in response, and you can walk away from him without consequences. I don't think zaid would let you walk away after that normally. Oddly... when I attempted to put in the walk away dialogue into the quest dialogue the CK wouldn't let me for your mod, not sure why.  Putting the player in the branding device while they are still wearing bondage equipment works until the gear gets in the way (aesthetic not functional problem), which is the case for belts/harness/corset. quickly storing the gear in an array and then putting it back on after might not be a bad idea.  The brand angle for the third tattoo is off by 45-60 degrees, branding the players left butt when the tattoo is on the lower back.  For the duration that the player is a slave, can you put them in the zaz slave faction so other mods can detect the player is a slave (NPC slaves too)? Custom faction works too. Not the highest priority, if the quest has small enough stages I can probably just detect it based on what stage is currently active, haven't tried yet though.  It would be really cool if the whiterun->slaverun transition can happen randomly over a long enough period of time if you ignore the quest, so you walk into whiterun to find the world didn't stop and wait for you to do everything (like how certain civil war battles happened if you waited too long anyway). I think you can get away with this without rewriting the start quest, just set the right stage, or create a new stage with different text that leads into the current stages. Problems: The player can fast track past the guard OUTSIDE the city, unless you find a way to disable fast travel to the front gate and dragonsreach. Might have to make alternate dialogue for parts I haven't played yet.  I think there should be more dialogue options with zaid at start after defiant opening, you should be able to choose a more submissive option for dialogue, leading to the other path? I don't know, I just enjoy my actions more if they are choices, rather than the only option given to me, especially if I'm allowed to screw up and make it worse, and that spot, after meeting zaid, seems like a good spot for another branch.  It might be cool to integrate into Prison overhaul patch by inte where a bounty hunter will come looking for you if you try to escape, not sure what else is planned for that route.  I've gotta say I really like the progress you've made though, you've turned this old buggy mod into something playable with lots of new content, well done!  Hi Verstort, thanks for your feedback in my local version i just (re-)build my "transition" from slaverun to simpleslavery, where the pc is simple "sold" from Zaid, the Slave master to simple slavery mod and from there to any other slavery mod (of course as soft dependency). i am also very interested to rebuild some support for your "Deviously Enslaved" mod (which i am a big fan of )  Using the zdfFactionSlave from ZazAnimationpack was one of the first things i changed, when i twinked the mod (the same as hydragons slaves are).  And i am also thinking of three situations, where your mod could interact. -at some point i am planning that the enslaved PC tries to escape and is then an fugitive slave on the run. Maybe some brave people would then try to catch that slave again. - at current stage, when you break the nudity law, there is simple put a bounty on your head, which results that seconds later some guards try to arrest you; that's ok, but i am thinking of maybe a better (additional) solution. I don't know how, but maybe this also results in a situation where you are an fugitive slave on the run - in a far future, maybe the pc has ended slavery and every is back normal (end of mod). What i would like to to do is reset the complete mod and put the mod in some kind of sleeping state, where one or more event (deviously enslaved), could retrigger the beginning of the mod.  But there is still lot of work to do for that  Â
Kenjoka Posted October 4, 2015 Author Posted October 4, 2015 i realy chance to mode to work with cursed loot this mod should be fully compatible with cursed loot as i don't remove or ovewrite devices, if not please report me   - Do you use SlaveTats? - If yes, how many body tats you have already applied?  In case you have fullfilled all the bodyslots for tats availables in the MCM of SlaveTats, this is the cause no more tats can be applied.  Solution: Modify the NiOverride.ini file, raising the number of available body slots for tattoes.  Yes I use slave tats, and at the time of slaverun applying them, I had none. To test, I applied three to my head and three to body, and it worded fine. I also added two more slots in NiOveride and tested. No luck, but honestly it is not that big a deal. I want to thank you for your quick reply.  in case you are familiar with the json files from slavetats  this are the tatoos i use when only slavetats is found: SlaveTats.simple_add_tattoo(Game.GetPlayer(), "Slutmarks", "Cock (right cheek)") SlaveTats.simple_add_tattoo(Game.GetPlayer(), "Slutmarks", "Sucker (left cheek)") SlaveTats.simple_add_tattoo(Game.GetPlayer(), "Slutmarks", "Fuck Me (ass)") SlaveTats.simple_add_tattoo(Game.GetPlayer(), "Slutmarks", "Slut (shoulder)")  and this are the same tats for the branding mashine, the interface has a reverse order from above brandexternalsetname("Cock (right cheek)","Slutmarks") brandexternalsetname("Sucker (left cheek)","Slutmarks") brandexternalsetname("Fuck Me (ass)","Slutmarks") brandexternalsetname("Slut (shoulder)","Slutmarks")  the tatoos references with there files can be found in "slut.json" (and dds in folder) which is the requirement for both soft dependencies
darleath Posted October 4, 2015 Posted October 4, 2015 Hi, I have some problem with Bart, when I'm send to "help" him, and instead of starting the animation the game crashes. I have updated Sexlab, Creature Framework, etc... and I have no problem with any other animation in Slaverun or involving bestiality...
Sh!tHead12 Posted October 4, 2015 Posted October 4, 2015 Would really like to start this from a saved game if at all possible in the future please Â
Kenjoka Posted October 5, 2015 Author Posted October 5, 2015 Hi, I have some problem with Bart, when I'm send to "help" him, and instead of starting the animation the game crashes. I have updated Sexlab, Creature Framework, etc... and I have no problem with any other animation in Slaverun or involving bestiality... So , you are using Sexlab 1.60 beta 2, have the creature anmiations installed and also activated? and Barth is in Belethors House? You don't have a papyrus log with errors, maybe? to my knowledge you are the first having problems with barth  Would really like to start this from a saved game if at all possible in the future please  with the current version you should have no problems with a saved game, exept you played the civil war and balgruuf isn't yarl of whitereun anymore. in this case you should be waiting for the next version, which will be coming soon.
TBDM Posted October 5, 2015 Posted October 5, 2015 What kind of content for male players will you be adding for this mod? Â Also I tried playing this with my female character, I got to the gangbang with aela, but no animations played, everyone just stands there. I'm on the latest version of sexlab, so I'm not sure what happened.
Kenjoka Posted October 5, 2015 Author Posted October 5, 2015 Ok, so I have an issue with the mod.  - The Slaverun Reloaded MCM menu has a button for shutting the mod off, however, it does not work. (The reason as to why I want to shut SR off, is that the mod conflicts with virtually all other quest mods that I have. The aroused NPCs constantly keep on wanting to have sex with me, which, if I am doing some other quest-mod, becomes a bit problematic, to say the least.)  I know it is an early version, I simply wanted to put it out there.  I will probably release a new version soon, and then i also will update the op post with some help what the mcm optons do  For your problem:  Enforcer Settings tab, left column - Enforcer calls enabled, if you thinks slaverun cause some performance issues on your system, disable this option and the enforcer which is periodically called, will do nothing   just goto the mcm menu , enforcer tab and use the checkbox to completely disable the enforcer, wait some time and the enforcer shouldn't do any force sex at all   you can also disable it only for the player character (which is the default value, as i also don't want to be interupted when i play) with an option a few lines below - Aroused sex for player, if this option is disabled the player character will not be found by horny male NPC  I hope this helps you   this is the help description for the next version (as i added some features)   Commont Settings tab, left column - Mod started, this is readonly and should be checked by the mod if it started correctly - Slave hair shaving, if not checked the hair shaving feature is disabled - Time in hours to regrow hairs and #haircuts til original hair reappears in the json file data/SKSE/Plugins/Slaverun/SlaverunConfig.json the name of haircuts can be configured when the player is shaved, she will get the haircut slaverunhaircut0 (which is complete bald), after "Time in hours to regrow hairs" hours she will get the haircut slaverunhaircut1, then slaverunhaircut2 until the #haircuts configured in mcm is reached after this she will get her original haircut currently the slaverunhaircut0 - slaverunhaircut6 make sense, - Slave Tatoos, if SlaveTats is installed and this option checked, the PC will be get some tatoos during Slaving Training - Slave name changing, is enabled the PC will get a surname at some major quest steps (currently end of Slave Training and after enslaving Riverwood, the surname is also configured in SlaverunConfig.json, so after Slave Training for example Eve will be rename to Eve the Cocksucker as "the Cocksucker" is oonfigured as slaverunslavename0 in the json file, the PC name is also displayed in this tab on the top right corner - Put Slave items in chest, with this option disabled, no items will be removed from you during enslavement - Skip creature sex, with this option enabled, you will get a short black screen when sex with creature , (falmer, troll, dog) will be initiated in slaverun quest - Soft Dependencies, this is readonly and shows the found mods  Commont Settings tab, right column - Player name, read only, shows the playername - Enslaved Cities, all readonly, shows the progress in enslaving skyrim  Enforcer Settings tab, left column - Enforcer calls enabled, if you thinks slaverun cause some performance issues on your system, disable this option and the enforcer which is periodically called, will do nothing - Max distance to call slave for sex, (if enforcer calls is enabled and Aroused males call slaves for sex is enabled) if a male NPC arousal is higher than the given value here, this is the max distance an sex act will be started - Ratio of distance to slave for free, this value is used to reduce the value of "Max distance to call slave for sex, example 0.25 * 1500 = 375, so 375 is the max distance a free npc will be found, if arousal sex for male npc will be checked - time in seconds between checks, when enforcer check is done, it will be called again after x seconds, so higher values means less stress for your system - Arousal required to call slave for sex, if the arousal lvl of an male npc is higher as this value (NPC is horny) he will check if a femals slave is available in his range - Arousal required to call slave for sex, the same but here for all females, free or enslaved - Aroused sex for player, if this option is disabled the player character will not be found by horny male NPC looking for sex, usefull if you don't wanna be interupted by horny males - Aroused males call slaves for sex, if this option is disabled no check for slaves will be made by aroused male NPC - Use aggressive sex with slaves, just add the keyword aggressive for the sexlab animation if aroused male NPC with slaves is triggered - Aroused males call free females for sex, if this option is disabled no check for free females will be made by aroused male NPC - Use aggressive sex with free females, just add the keyword aggressive for the sexlab animation if aroused male NPC with free females is triggered - Men report when player violates nudity law, if this option is disabled, the PC can wear armor in enslaved cities and nobody cares for it, if enabled and a male is near your, you will get a crime bounty - Female followers will mimic player, if enabled a female follower will also get slave status when PC has slave status - Click this to shut this mod off, at the moment only the enforcer will be shut down, not slaverun  Enforcer Settings tab, left column - Undress npc and check body slots of PC, with this option disabled, the pc will not be cheched for wearing armor and no female npc will be stripped (reduces system stress by shutting down this feature) - Possible body slots, this are the body slots that will be checked or undressed of the Undress/Check feature is enabled, you can define your own undress wish, for example dont want weapons to be checked, but armor slots being checke - Left hand - Right hand - Helmet - Body - TitsOuterGarment - PussyOuterGarment - PussyUnderGarment - TitsUnderGarment  Statistics tab - read only statistical data  Mod Messages tab - settings for log messages on different log level, displayed on screen, on console or papyrus log  Â
Anrakis Posted October 5, 2015 Posted October 5, 2015 - at current stage, when you break the nudity law, there is simple put a bounty on your head, which results that seconds later some guards try to arrest you; that's ok, but i am thinking of maybe a better (additional) solution. I don't know how, but maybe this also results in a situation where you are an fugitive slave on the run  I'm totally fine with the current system of just putting a bounty on the PCs head because then it will trigger prison overhaul, which is nice.Â
darleath Posted October 5, 2015 Posted October 5, 2015  Hi, I have some problem with Bart, when I'm send to "help" him, and instead of starting the animation the game crashes. I have updated Sexlab, Creature Framework, etc... and I have no problem with any other animation in Slaverun or involving bestiality... So , you are using Sexlab 1.60 beta 2, have the creature anmiations installed and also activated? and Barth is in Belethors House? You don't have a papyrus log with errors, maybe? to my knowledge you are the first having problems with barth   I just tried to generate one, with the modifications to Skyrim.ini, to no avail. While I now have a Logs folder in my games/skyrim, it's empty.  Yes, I'm using Sexlab 1.60 beta 2, I have Creature Animations installed and Creature animations allowed.  I have noticed that a lot of time goes by between trying to get a scene started and the actual start of the scene (undress, and all). With the dog, however, it's  just one or two seconds since Belethor finishes his order and the system crashes (with others it can take up to 10 seconds).
Wonders of Eros Posted October 5, 2015 Posted October 5, 2015 Oh sorry, after experimenting further, I discovered that the mod that was causing the conflict was actually "Deviously Enslaved". I mistook SR's enforcer and calling options for DE's approach options.  Once again, sorry for all the commotion. ´´Â
Kenjoka Posted October 5, 2015 Author Posted October 5, 2015 hehe, no problem *moving you the next support counter*  but i think deviously enslaved has also a lot of options to turn on/off emforced sex or enslavement  as slaverun reloaded now uses the base slaver factions from zazanimmationpack (as hydragon does), devously enslaved may kick in there already
MyHaFa Posted October 5, 2015 Posted October 5, 2015 wow   ... waiting for updates... some CTD's but this normally for my skyrim with 200+ plugs
WaxenFigure Posted October 5, 2015 Posted October 5, 2015 With the original mod, all those slaves sprinkled around Whiterun had several effects. The primary effect was that people often got CTDs because the base game can't handle that many NPCs until people mod their games using the SKSE memory patch and have an ENB or use ENBOOST to reduce the memory used in the game's memory space by textures. A secondary effect of all those slaves was that the various male NPCs had their arousal going up much faster because of all the naked slaves. A third effect of all those slaves was that it was generally safer for free women because there was often a naked slave within "range" instead. I mention these mainly because I want you to be aware of how the "play" of this mod changes due to the number of naked slaves around town. Knowing that you can decide whether it might be good to sprinkle more slaves around Whiterun again.  If you do, please give them a purpose though, it struck me as wasteful and odd to have all those women hanging on crosses (pchs was sort of torn between slavery and vore as he made this mod so he incorporated a lot of both). Also if done it would be nice to see them appear over time instead of all at once.  You also might just want to recommend mods like the "Populated" series (http://erkeilmods.altervista.org/skyrim/populated-dungeons-caves-ruins-rs-relliosavini-v-1-06/) to "fill" in the town as another alternative to having the player running around town as virtually the only enslaved woman in town and therefore the primary target for lust whenever in range (that will also increase the number of naked females and therefore how fast the men get horny so it's a trade off).
Kenjoka Posted October 5, 2015 Author Posted October 5, 2015 With the original mod, all those slaves sprinkled around Whiterun had several effects. The primary effect was that people often got CTDs because the base game can't handle that many NPCs until people mod their games using the SKSE memory patch and have an ENB or use ENBOOST to reduce the memory used in the game's memory space by textures.  A secondary effect of all those slaves was that the various male NPCs had their arousal going up much faster because of all the naked slaves.  A third effect of all those slaves was that it was generally safer for free women because there was often a naked slave within "range" instead. I mention these mainly because I want you to be aware of how the "play" of this mod changes due to the number of naked slaves around town. Knowing that you can decide whether it might be good to sprinkle more slaves around Whiterun again.  If you do, please give them a purpose though, it struck me as wasteful and odd to have all those women hanging on crosses (pchs was sort of torn between slavery and vore as he made this mod so he incorporated a lot of both). Also if done it would be nice to see them appear over time instead of all at once.  You also might just want to recommend mods like the "Populated" series (http://erkeilmods.altervista.org/skyrim/populated-dungeons-caves-ruins-rs-relliosavini-v-1-06/) to "fill" in the town as another alternative to having the player running around town as virtually the only enslaved woman in town and therefore the primary target for lust whenever in range (that will also increase the number of naked females and therefore how fast the men get horny so it's a trade off).   In my test setup i have jk city overhaul, inconsequential NPC, zdd.esp and hydragons slavegirls (sometimes also interesting people and immersive whenches) active and with this there a lots of people running around in whiterun. My plan is to add or change absolut nothing in the outdoor areas of cities which have their own worldspace, like whiterun, riften, markath and solitude. For the open world cities like Falkreath i may 1 or to things outside of the city gates..The indoor zones, (houses) will be a little be decorated with house slaves as the original mod does.  As the female player would be the first slave in whiterun, she would be a primary target for all males . So per default the pc is excluded as a target per mcm options. I also removed the logic that arousal threshold for free female woman must be 10 higher then for female slaves. So you can set the same threshold for both now. The default is still that it is higher for free woman.  As the female slave and the male player gets a repeatable task to enslave a free woman and make her a slave, so it's not the mod who puts in slaves, its the player who can "produce" more and more slaves in whiterun (til every woman is enslaved)  For a test i did set down the arousal threshold for slaves and free woman to 10 and well , it was more an constant orgy going on than anything else    Btw starting to upload the new version 05.10.2015 now,  my plans for the next version are: - continue fixing and examing problems wiht some sexlab calls - continue the male quest to riverwood - continue female dominant questline, maybe also til riverwood - puting the used tatoo names also in the json file - finishing the "better english" corrections (as far as the quest goes then) - fixing bugs of course Â
jfraser Posted October 5, 2015 Posted October 5, 2015 Greatly looking forward to your expansions for this. I have a request - any chance you could copy out the hairgrowing part and create a mod that does just that? I've been wanting one of those for ages.
WaxenFigure Posted October 5, 2015 Posted October 5, 2015 ...  In my test setup i have jk city overhaul, inconsequential NPC, zdd.esp and hydragons slavegirls (sometimes also interesting people and immersive whenches) active and with this there a lots of people running around in whiterun. My plan is to add or change absolut nothing in the outdoor areas of cities which have their own worldspace, like whiterun, riften, markath and solitude. For the open world cities like Falkreath i may 1 or to things outside of the city gates..The indoor zones, (houses) will be a little be decorated with house slaves as the original mod does.  As the female player would be the first slave in whiterun, she would be a primary target for all males . So per default the pc is excluded as a target per mcm options. I also removed the logic that arousal threshold for free female woman must be 10 higher then for female slaves. So you can set the same threshold for both now. The default is still that it is higher for free woman.  As the female slave and the male player gets a repeatable task to enslave a free woman and make her a slave, so it's not the mod who puts in slaves, its the player who can "produce" more and more slaves in whiterun (til every woman is enslaved)  For a test i did set down the arousal threshold for slaves and free woman to 10 and well , it was more an constant orgy going on than anything else    Btw starting to upload the new version 05.10.2015 now,  my plans for the next version are: - continue fixing and examing problems wiht some sexlab calls - continue the male quest to riverwood - continue female dominant questline, maybe also til riverwood - puting the used tatoo names also in the json file - finishing the "better english" corrections (as far as the quest goes then) - fixing bugs of course It all sounds good to me, anything I suggest is always completely optional of course. Mods that add population to Whiterun and other places are nice, I run the full Populated series and an older mod that also adds a lot of NPCs to each city so Whiterun for me is also a very busy place. There is no running in a straight line down the paths in Whiterun for my character because there are NPCs all over the place.  It was because of all those added NPCs that I started writing the enforcer mod in the first place, I didn't want to create a patch to the other mods so the NPCs they added would blend in so I wrote code to "patch" them on the fly.  I originally also wanted to allow NPCs to grope and molest the player and other naked females but lacked any good animations at the time to try to implement that. I was going to try to talk PCHS into making it the law that any free female had to stand and endure it or be enslaved and of course any slave who tried to avoid it would be punished.    I really like the idea that the player has a repeating task to enslave free women, since both the Battle-Borns and the Greymanes have slave age daughters the player could be tasked with enslaving both of those and then summoned to a gang-bang of that new slave by the males of the other family. Of course the player could also be summoned by that opposing family and gang-banged by them for enslaving their girl.
Reesewow Posted October 5, 2015 Posted October 5, 2015 Giving the new version a shot, and so far seems to be working fine. Â The soft dependency with Hyd Slavegirls actually seemed to work quite well as it actually makes the story of Slaverun make a bit more sense while still using that mod (no slaves blatantly wandering about while Slaverun hasn't yet been started). Â The only minor suggestion I'd have for that bit is that you may also want to hide the slave master NPCs from that mod until activation as they still have their "What is it like to own a slave?" dialogues ect. Â Also, I noticed a bunch of the Hyd Slavegirls appeared right at the gate of Whiterun once you completed the quest to activate Slaverun proper, which looked a bit silly as they filed into Whiterun to get to their places.
afa Posted October 6, 2015 Posted October 6, 2015 About populating the place, I don't know if it is still the case, but I remember seeing this mod checks for disabled NPC also like Stormcloak soldiers before civil war and Silver Hands not sure if these could be invisible load added
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