Select a subcategory to view available files.
Files From Subcategories
-
Swap Timer
By Coding_Onion
ANNOUNCEMENTS
Don't forget to take a look at the new option to make enemy-attacks add tf-percent!
---
GENERAL/IMPORTANT
!!!There are issues when you change your race into an argonian, khajit and orc!!!
(read in the known-bug section for a fix)
To ensure skills aren't lost upon changing race use ShowRacemenu Alternative (or similar) before loading your presets into the mods MCM!
Also also i am not interested in expanding integration with this mod to any more mods at the moment.
(Source-Code is in the files should you wish to expand on it).
---
BUGS
Make sure to install the newest version on a fresh save that hadn't had a previous version of this Mod installed
(or do it at your own risk. Idk how Skyrim how Skyrim handles residue data from uninstalled mods).
I got no clue how any of my mods behave in terms of being a vampire/werewolf, so be mindful of that.
Known bugs
---
"As time changes, so will your form."
-Premise-
A mod inspired by True Form Curse from TheOrcInHeels and TGQM from MadAI777.
Also it is a bit in the vein of a 'mini' Project Proteus with only two presets to be set for the player that are faster to load.
I always wanted to create a progressing 'curse' where a player-character shifts dr.jekll&mr.hyde style between two forms, an 'original' self and a 'swap-form'.
This 'curse' steadily progresses and has some random triggers yet you retrain the ability to 'fight' it.
Just be wary there are bugs if new/different headparts are used between the forms (like between
humanrace<->beastrace).
-Starting the mod-
Set up your preset inside the MCM.
(or don't, then it will just display a textbox when it is time to change)
Then equip the ring named 'ring of the promised' that is sold by Lucan Valerius Swendirk Timor in Riverwoods Sleeping Giant Inn to start the loop of the mod.
-Progression-
There are two stats that determine swap frequency.
Transformation Progress
is how far you are along to change into the swapped form.
Once it hits 100, you change into your swap-preset.
Reversal Progress
is the opposite, it dictates when your character changes back from their swapped form back to normal.
Same as above, once 100, a swap triggers.
Both of these have 'rates'. Rate means how many percent are contributed in a day towards the progress towards swapping/reversal.
There is also a third stat called 'Familiarity' that slowly rises when inside the swapped form and falls while being in origin-form.
(As is, it doesn't contribute to anything, though it may become relevant later.)
By default the reversal progress rate will decay each day by 30 (can be configured in the MCM) until it reaches -500.
The player has a chance to revert their form before the reversal process finishes by using the 'revert form'-spell.
It is added once reversal progress reaches 60 percent, but the player will loose all reversal progress if its casting fails (which is determined by chance).
Oh, and there is also a DISTR-file (for those using SPID) that distributes potions (with a ~1/100 chance for each NPC) which reduce familiarity and generally boosts the rates towards your origin-form.
Some are sold by swendirk timor in the sleeping giant inn in riverwood.
-Old Progression (with the 'intended' option)(legacy, up to v5.1), only here for reference-
-Ending the swaps-
Well, you can, but it will cost you dearly...
---
Requirements (hard)
Skyrim AE (created in version 1.6.1170.0)
SkyUI (v.5.1 or newer)
Racemenu (don't forget to activate RacemenuPlugin.esp!)
Console UtilSSE (so the seamless swap can be triggered)
Requirements (hard(?)/recommended)
Unoffical Skyrim Patch (otherwise there seems to be a problem for some people to load presets. Haven't tested it yet)
Recommended
SPID and its dependencies
(to distribute the potions of reversal and enemy-tf-ability through the coresponding DISTR-files)
Gyno (for buffs/de-buffs if you are going for a gender-swap-based play-through. Kind of cool if combined with a difficulty overhaul mod imo)
Masculine or Feminine Animations - DAR - OAR, can be used to make a male character use feminine animations at 80% transformation-progress. 'Install' the ...conditions_STF6_3_1.zip folder in this download section after the aforementioned mod.
ShowRacemenu Alternative for setting up presets in the MCM
---
-Add-ons-
SwapTimer - Being Female + Sexlab /Patch
Swap Timer - Fashions /Add-on (Prototype)
SwapTimer - Morphs /Add-on
Swap Timer - Skill Progression /Add-on
---
-Context-
Updates are, like always, quite irregular since this is a spare-time project and i am kinda in an on-off relation with Skyrim.
---
-Permissions-
Eh. Give credit if you think its deserved.
I am a sign, not a cop.
Worst thing i can do about it anyways is to make rude remarks if my stuff gets copied 1:1 without credit.
---
Features-That-Are-Probably-Next-List (no promises):
-add options to scale potion/enemy tf-values
-add some form of reaction to bystanders when you swap within their viewdistance
-make more potions/items to integrate the mod into regular play. Maybe add some interaction with enemies/dungeons/statuses that affect transformation.
-add an option to automatically 'save' your current preset to the origin/swap slot before a swap is fired
-reimplement a form of 'progression'
-investigate an issue where facecolor changes on zone transition
-fix the delay of instant swap/reversal potions
-add a new, optional system that makes the swap cycle through a 'sleeping', an 'active/rising' and a 'plateau' state. The durations of those will be influenced through external factors (like potion consumption, moonphase, ...)
---
Changelog (legacy)
1830 downloads
- genderswap
- transformaton
- (and 1 more)
Updated
-
Fill Her Up - Voice Files
By bigbasi
Voice Files for Fill Her Up 2.0.11 by Baka
Created with qwen-tts and Model Qwen/Qwen3-TTS-12Hz-1.7B-Base
there are 3 files in the download section:
- Fill Her Up - Voice Files.7z (Don't download this, its only kept to kept, to keep wabbajack lists working atm. Will be removed!)
- sr_FillHerUp-VoiceFiles_qwen-tts.zip -> default Voices including Serana and Valerica
- sr_FillHerUp-VoiceFiles-Extra_qwen-tts.zip -> Extra Unique Voices for those of you who want the full experience
https://subscribestar.adult/posts/118628
Let me know if there are voices missing.
Disclaimer:
I'm creating this for my own playthrough, because I like having the actors voiced. These are quickly made with the default settings and no optimisation, so don't expect any wonders and use it at your own risk. It works for me, so it should work for you too. But.. you'll never know, it's modded Skyrim after all. But anyway, I thought: Sharing is Caring! So ... have fun!
If you find bugs, keep them, they are cute!
PPS: Gods, I'm 50 years old and I'm really making voice files for a Mod called "Fill her up" ? Really .... ?? Man, times have really changed.... Anyway... Have fun....!
Valerica Example:
sr_inflate_InflaterFollowe_00018243_1.wav
Serana Example:
sr_inflate_inflateHello_0001821E_1.wav
Female Young Eager:
sr_inflate_inflateHello_0000DF8D_1.wav
And for good measure: Paarthurnax
sr_inflate_inflateHello_0000EA5C_1.wav
FAQ:
You have to register for subscribestar and login, to view the Post.
Don't use the LL link in the description of the Subscribestar Post. Scroll down to the end of the post, there are all the files you need.
37001 downloads
Updated
-
JAILBANG - OSTIM EDITION
By Lauffey
Hello my dears…
JailBang is now available for everyone. No wall. Free.
This is a full port of SexLab to OStim Standalone. Serving time in jail is no longer just sleeping until you’re released.
When you accept your sentence, a guard comes in, locks the door, and takes his price. In shared cells, other prisoners and guards keep their own scenes running while you’re there. If you’re carrying a lockpick, it gets confiscated.
Everything is configurable in the MCM.
Requirements:
OStim Standalone + at least one animation pack - The mod will go after agressive animations frist
SkyUI
SKSE + Address Library
It works better with aggressive animation packs, but it has fallbacks so it still runs without them.
Future updates (for those under the Whispered Oath):
Days will pass one by one. If you’re sentenced to 10 days, sleeping will only count as a single day — every single day.
1, 2 or 3 guards will come in. it will be random
Guards will bring food and water each day.
And if there are other prisoners in the cell with you… well. You already know what happens.
Download is below. If you find any problem, tell me.
— Lirael
1266 downloads
Submitted
-
Angel's New RaceMenu Preset
By RedHeadAngel
My wife pointed out that my other preset didn't look like me, saying I'm a lot cuter than that. So, she decided to completely remake it. I have to say, she nailed it. This preset captures my appearance very well.
Disclaimer
Depending on the mods you use, results will vary.
I don't play AE, so I don't know how this will work.
My mods are only uploaded to Nexus or LoversLab. If they are anywhere else, then they were uploaded without my permission. Do not use this mod for anything without asking me first.
Installation
To install, use your method of choice. To use, open RaceMenu and you'll find it under the presets tab in the top right. It's going to be labelled "AngelCorrected." The Head option will be under the sculpt tab where you'll import the head labelled "AngelCorrectedHead." Make sure you sculpt the head, as the face will possibly deform if you don't.
Requirements
ECE Sliders Addon for Racemenu
Fair Skin Complexion
KS Hairdos - HDT SMP (Physics)
RaceMenu
183 downloads
Updated
-
RedHeadAngel's LUST - CBBE 3BA Bodyslide preset
By RedHeadAngel
Feel the LUST. 😘❤️
To be honest, I don't care much for absurdly large curves like this, but I felt like other people would enjoy it. So, here you are. It has a high and low weight.
To install, use your method of choice. To use, open Bodyslide and you'll find drop-down menus in the top-left. Click the bottom one, and you'll see your presets. It's going to be labelled "LUST." Select it, and then batch-build everything by clicking the button in the bottom-left corner. Alternatively, you can build whatever to this preset.
Requirements
BodySlide and Outfit Studio
CBBE 3BA (3BBB)
My mods are only uploaded to Nexus or LoversLab. If they are anywhere else, then they were uploaded without my permission.
Low Weight
High Weight
1475 downloads
Updated
-
Simple Schlongify Utility for SOSAE-NG
By Silver437
This is a utility I made for myself, but others may also enjoy it. It gives you a lesser power that you can add or remove a schlong at will. (For example, you're playing a female character but every so often like to go into futa mode.)
To use:
1. Go into mod config menu "simple schlongify"
2. Set schlong type and size
3. Use the lesser power. Lesser power will toggle schlong on or off with the one you chose.
Requirements:
Schlongs of Skyrim AE-NG (and all of its requirements)
SkyUI or some way to access mod config menu
Please note that this will not work on other versions of SOS, it's only for the SOS AE NG.
Info:
The lesser power is a toggle for on and off
- Without a schlong, the power will swap between no schlong and the schlong you choose
- If you have a schlong prior to using the power, it will swap to the one you picked. Upon swapping back, it will restore your original schlong.
269 downloads
Updated
-
Love Slaves 8.0 For Sexlab
By fishburger67
Love Slaves 8.0
Find a Jarl’s Daughter, free a dozen women of slavery and become the Don Juan of Skyrim along the way. A dozen possible companions with 30+ hours of quest content. This is for Sexlab only. You can find the Flowergirls version here.
This mod is similar to what is found here Love Slaves 7, However, this is for male players only. I tried to get female help with their dialog, but got no volunteers. You can play as a female, but all the new dialog is male only and I have done zero testing as a female PC. I have spend well over a year on this as well as two months on a recent beta test to make sure this is as bug free as possible. I hope you enjoy it as much as I do.
This mod contains well over 30 hours of playtime for the quests. You can spend years taking these companions with you and enjoying their dialog as you play the rest of Skyrim. Sasha and Jenny in tandem have several unique "quests" to make you laugh. Even if for a little while, take them with you together. You'll thank me later. Here is what another user said:
1. There are 12 female NPCs that can be followers. They all are pretty bad ass. Almost any two of them can kill your foes while you sit back and watch. If you want them to be more vanilla give them iron daggers.
2. There are many quests here. Many can be run at the same time and that is recommended. You do not need to run most of them serially. There are considerable time periods where you are waiting for something to happen so if you have multiple running, you have something to do while you wait for the next bit to start.
3. This mod starts when you reach level 20 and have killed your first dragon and reported back to the Jarl. It is started with a courier visiting you with a note. This note is delivered to you when you are outside in any major city. If you are level 20 and you visit a major city (including Riverwood), the courier will approach you and give you a letter from a Jarl. Read the note to start the first quest. If you don't get the note delivered, go into the inn and back out. If you still don't get the note, find out which mod if fucking with the courier system and fix it. That takes a while and is a pain. Google how to teleport the courier to you. However, if you have this problem, you MUST fix it because the courier is used later for starting other quests.
4. Love Slaves are completely unlike other kinds of slaves. They are designed to be fun and loving companions that you will keep with you as you venture into Skyrim. Love slaves love their masters and will fight to the death (figuratively as they cannot die) to save them. They are excellent archers and two handed fighters in the assassin style (except Sylvia).
They can seduce your humanoid enemies making encounters with multiple enemies a breeze. This only works in interior enemy places. They will save your life many times by coming to your aid when your health gets low. They can amuse you by seducing other NPCs in an orgy. (Take one to Jorrvaskr in the evening when there are lots of people there and tell one to make and orgy). This only works in interior friendly places. They can annoy you by requiring sex at the most inopportune times.
5. You also get two rather nice player homes.
6. Jenny and Sasha are fully voiced by their native actresses. All the rest are voiced using xVASynth and so the quality is somewhat diminished. However, I have spent considerable trying to get the critical dialog lines to be as lifelike as I possibly can.
Important Note:
This version Requires a follower framework. There is a bare-bones one included but only for the slaves (you can have one non-slave follower using the vanilla follower code and 5 slaves using the mod's follower framework). We also support Nether's, AFT, and EFF. If you have one of these three, we detect it at startup and use it instead of the internal one. If you have any other follower framework except these three, we will use the internal framework for slaves. Nether's has the most features and contains the best written code. However, there is frequently a considerable delay (like 50 seconds sometimes) moving your followers from one cell to another which may make the orgies non-functional. Note that if you decide to change follower frameworks, be sure to dismiss all your followers and make a save before you install a new follower framework.
When leaving any inn, make sure your followers are following you. If the bard is playing, the followers stay behind clapping and drinking. If this happens, go back in and tell the bard to take a break and then as soon as your followers are no longer clapping, exit promptly. Sometimes it has taken me several tries.
Note that Sexlab starts animations very slowly compared to other animation players. Have some patients before reporting that an animation does not play. I have seen it take upwards of 2 minutes for an animation to start.
All Players
Open the MCM menu and check EnableCell Scans if you want to start an orgy. It must be on before entering the cell you want to start the orgy in. If you had it off, exit the cell, turn on cell scans, and re-enter. You can leave this on all the time if you want. However, it adds some small papyrus load when changing cells. With cell scans turned off, there is no option to start an orgy. There is also no option to have Vernor train a follower.
Requirements (You need all of these):
SkyUi SSE
SKSE64 2.0.7 or greater. Be careful here and get the one labeled " Current SE build 2.0.7 (runtime 1.5.39): " There is no required here. We only use SKSE for the additional papyrus features.
Latest version of Sexlab. All the other required assets are bundled in including arousal.
Make sure you run FNIS for users after installing this.
You are also going to need a skeleton like XP32 Maximum Skeleton Extended - XPMSE, a nude male body mesh like Better Males, or SOS Light and Tempered Skins part 1 and part 2.
There is a BodySlide piercings file if the one packed in the distribution does not fit your body. I have not tested this, you are on your own.
Special Thanks
There is a lot of work in this. Before I lose your attention, let me list the voice actors who have contributed their time and talent. Without them all, none of this would have been possible:
Brvtality
CallMeRoxas
Carida
Czarblood and his lovely wife
Darkminxi
jrok72
Mythborn
Rocktarckles
Shadoweir
TheTrueMayhem and his lovely wife Teena.
I am eternally grateful for their efforts because good voice acting make the difference between a good and great mod for me.
Special Thanks to the Beta Testers:
As mentioned above, we have spent over a month beta testing this. Please give special thanks to the following people for all their hard work.
swordsman5
Marcello007
phalltea
ZENITH20
nunyabidnez
IxeIxe
Kimota720
Thanks for the use of these assets:
We use assets from KS Hairdos and AberEyes as well as really old (and no longer available) assets from Newmiller. Thanks to all.
Additional Thanks to Zaz and Xaz for the bondage assets.
Special thanks to Leito86 for his excellent animations.
Daedric Shrines - Sanguine
4005 downloads
Updated
-
Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine
This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. It also features buying and selling slaves. ESL flagged.
Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training.
There are currently 4 unique npc's on a fixed location that can be bought directly, 10 that are connected to 4 separate quests, and 22 that can be randomly found in the repeatable quests. There is 1 unique item that can be found. The quests are independent from each other.
Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest.
For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in the major cities: Solitude, Windhelm, Whiterun, Markarth, and Riften.
If you have too many slaves, visit the slavers in the Solitude Docks, the Windhelm Docks, or the Raven Rock Docks. They will buy every slave you bring them, no questions asked. And they might have something for you to buy as well.
And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods.
This feature can be turned off through dialogue ingame.
Requirements:
See the install page
Detailed overview
Simple Unique Slaves with fixed location
These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours.
Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training.
They work as generic prostitutes before you buy them.
Bunny, Breton: in the BraidWood Inn
Tilu, Dunmer: New Gnisis Cornerclub
There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters.
Astia, Imperial: in the Riften Jail
Yatava, Orc: Dawnstar jail
A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself.
Simple Slaves with randomized locations
As mentioned in their sections, the Rescue repeatable quest, the Jail Market, and the Slavers can include unique characters that can't be found any other way. Each time these start, they have a chance to select a random NPC from their list. Each of these NPCs has a unique backstory, and they might have connections with other NPCs or quests from this mod.
Jail Market
There are 6 unique NPCs that can found in any of the jail markets, they cost the same as the generated prisoners (750 gold). See Jail Market below for more details.
Rescue repeatable quest
There are 7 unique npc that can be rescued. They are divided between bandit captives, mage captives, or cave captives. Currently no unique NPC is set up to be rescued from caves unless SPID is used to assign more. You can choose to enslave them, or to free them.
If you decide to free them, they will remain in the game world. They'll spend a day in the inn, and then they will return to their home location. They become regular followers and marriage candidates. See Rescue below for more details.
Slaver
There are 5 unique NPCs that you can buy from the slavers. They all come with high training stats. See Slavers below for more details.
Lucky finds
There are 4 unique NPCs that you can find in random dungeons. You can capture them, recruit them, or free them. If they're freed, they'll return to the location between brackets. See the Lucky Find quest below for more details.
Adding new NPCs to these systems
Do you want more NPCs to rescue or buy? You can add more NPCs to these systems with SPID or Skypatcher. Give an NPC one of Enthralled's factions, and from then on Enthralled can use them. If you have a bunch of follower mods, you can send them to Enthralled's systems.
I'll walk you through on how to use SPID for this. An example script with the correct setup is provided in the downloads.
You must add one or more of the following factions to the NPC of your choice:
PqJailedFaction
PqCapturedBanditFaction
PqCapturedMageFaction
PqCapturedCaveFaction
PqCapturedSlaverFaction
PqLuckyFindFaction
If DOM is installed, there is an additional faction. NPC with this faction can be recruited as DOM slavers to train your slaves, hire them for 500 gold near the Slave Buyers. There are no custom NPCs yet, only those you add through SPID.
PqRecruitSlaverFaction
First you must have a spid _DISTR.ini file, either make a new one or work with the example in the downloads.
Before we start, remember that enslaving vanilla NPCs might break quests or scenes. It's safest to select NPCs that aren't important for anything.
Do note that SPID adds these factions when the NPC is first loaded in your save file. If you use SPID for a NPC that already exist in your game, it's possible SPID will skip them. Depends on SPID version.
Adding based on name
Adding based on conditions
Adding from a different mod
If you have any questions about this, feel free to ask in the comments.
Quests:
Riften Beggars and Nobles
This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with.
A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort.
She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs.
First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking.
Meanwhile, you can also try to get some extra information on Esmee by talking to her and Bette. You can also learn about a journal that Esmee kept, finding it can bring some benefit at the end of the questline.
Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge.
First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them.
The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them.
Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill or capture him and Esmee is yours.
Unwilling Bride
In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape.
If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them.
For the location, click the spoiler.
Once the way is clear, you can take Silvia with you.
The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens.
After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed.
Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia.
After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends.
Thalmor Assets
This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls.
As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently.
First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location.
Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact.
If the NPC's are loaded in DOM, it will require Resignation instead of Submission.
Sisters of the North
This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console:
Sister of Battle
The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you.
There are multiple paths to complete this quest, though it will end the same for her:
Once that Fjora is enslaved. The other two quest become available.
Sister in Chains
Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start.
You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead.
There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim.
Once you find Soin, you need to get some answers from him. There are again multiple paths.
Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats.
This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well.
If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes.
As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved.
Completing the quest will also result in a significant training boost for Fjora.
Sister of the hunt
This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera.
You will need Fjora's help to progress on this quest. This will require:
Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp.
In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route.
Jail market
There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. An adventurer could also sell their captured bandits in here.
In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Most of them are randomly generated, but there are unique prisoners amongst them with custom dialogue and appearance. Some of them have relationships with other npcs in this mod.
The random prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training.
The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture.
Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine.
If you want to sell a slave in the jail, speak to the slave you wish to sell and tell them that the guards will take care of them, then seal the deal by speaking to a guard in the jail. The guards will pay 500 septims regardless of training level.
The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets.
There is only one unique prisoner available, and a new one is selected only once the jail fully resets. If you don't buy the unique prisoner, they can show up again, including in different jails.
If you want, you can turn this feature off:
More details in the spoiler.
Repeatable quests
Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them.
They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, Garvey from the Markarth Warrans, Deals-In-Chains on the Windhelm Docks, and Ghagrub the Respectable Trader on the docks of Solitude. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends.
Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers.
There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates.
Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr.
If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Solitude, Windhelm, Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards.
Collect ingredients
Common
5 separate quests, 1 for each information broker
An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons.
When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it.
possible ingredients:
Collect bonds
Common
5 separate quests, 1 for each information broker
A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold.
Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl.
possible items:
mod tip: ZAZ Crafting by Herowynne gives the ability to craft these items at the forge.
Wealthy Bandits
uncommon
5 separate quests, 1 for each information broker
The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich.
This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest.
Personal tip: my ZAZ Items Skypatched mod makes these items valuable so you can sell them to a general merchant. It also changes their name for more immersion.
Rescue
The rescue quests are divided in subtypes, depending on the location it will send you to.
You'll be asked to rescue a missing person from a dungeon. This can be either a unique captive or one generated from your leveled lists.
The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well.
All dungeons are in Skyrim, you will not be send to Solsteim.
If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it.
The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor.
If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system.
If the captive you were sent to rescue was unique, they will not be disabled, they'll stay in the inn for a day, and will then travel to their home location. See the Simple Slaves with randomised location section for more information on them
All generated captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc.
There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments.
Rescue from Bandits
uncommon
5 separate quests, 1 for each information broker
Locations: Bandit or Forsworn
Reward for rescue: 500 gold
Number of backstory dialogues: 11
Rescue from Mages
rare
1 quest, can be obtained from each information broker
Locations: Warlock or Hagraven
Reward for rescue: 600 gold
Number of backstory dialogues: 6
Rescue from a dangerous cave
rare
1 quest, can be obtained from each information broker
Locations: Vampire or Falmer or Draugr
Reward for rescue: 650 gold
Number of backstory dialogues: 8
Full list of all vanilla dungeons with the CaptiveMarker and their type:
Sell Worker
uncommon
3 separate quests, 1 for each information broker
With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done.
A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity.
The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each.
You'll be payed well, the price has a minimum of 900 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the standard price.
Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions.
If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option.
Once you've selected your slave, speak to the questgiver, and sell your slave.
After selling, the quest ends and the sold slave is removed.
WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests.
Sell a Custom Order
rare
3 separate quests, 1 for each information broker
If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices.
You get a request for a slave with a specific type of training and possibly other characteristics.
Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 2100 septims, and the price can go much higher. It is always more than the standard price.
The base price is always multiplied by 1.5, so the price is at minimum 50% higher.
There are always 5 conditions, these can be:
*A specific race (60% chance)
The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls)
It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture.
If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase.
*Virgin (10% chance) (DOM only)
The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality".
If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins.
If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price.
*one or two major traits
For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price.
The requested training level ranges from 70 to 80
*minor traits (1 to 3)
The rest of the conditions will be filled out with minor traits until there are 5 conditions.
Minor traits in Pah are: Anger, Fear, Pose, Combat, Sex
Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex
(Note that if virginity is asked, none of the sex trainings will be asked)
Training levels range from 65 to 80
For both minor and major traits, you'll get a bonus the more the requested training level is above 65.
Exceeding the training level will raise the base price, and thus also the price that you'll get.
WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests.
Lucky Find
Clearable dungeons might randomly have an NPC to rescue, selected from the NPC with the PqLuckyFindFaction. If no unique NPC can be found, a NPC will be generated.
Any dungeon can contain a captive, as long as they are clearable but not yet cleared, and have at least one of:
A CaptiveMarker (also used by rescue quest, both Enthralled and Vanilla) A CentreMarker A BossContainer (marked as such in the CK) The vast majority of Vanilla dungeons have at least 1 of those. Mod added dungeons might work as well if the author set it up.
The chance to find a captive is by default 15%, but can be changed by modifying PqLuckyChancePercent in the console.
set PqLuckyChancePercent to 50
Gives a 50% chance to find an NPC in each dungeon.
Set it to 0 or lower will disable this feature.
You get several options when finding an NPC:
Free them, they'll run to town themself. No reward yet, but a future update might add one. Escort them. They'll follow you, Once you've reached a safe place you still have options. A save place is any location with LocTypeHabitation keyword, including all towns, villages, farms, inns, ... Free them after escorting, again no reward yet, might be added in future update Enslave them anyway. This gives some bonus training. Enslave them without escort, they are brought directly to PAH/DOM Take advantage. Starts a Sexlab/Ostim scene, gives some submission and humiliation training (repeatable, other options can still be selected) Kill them, this option removes their essential flag and lowers their health. You'll still need to do the final blow. This will only remove the essential flag given by this mod, if they're essential from some other mod this option won't work.
Slavers
There are 3 major slavers: Deals-In-Chains (argonian) in the Windhelm Docks, Ghagrub the Respectable Trader (orc) on the docks of Solitude, and Davur Dres (dark elf) in Raven Rock.
They can buy any slave you bring them. Speak to the slave to select them, then speak to the slaver to confirm it. The sold slave is removed from the game. The price you get is based on the slave's training and basic attributes. It pays less than the specific Sell Worker or Sell Custom quest, but that's the price of convenience.
The slavers might also offer slaves for sale as well. Speak with her and pay the cost, 1500 septims. The slavers only offer unique slaves, and they all have good to high training.
Prices
Slave prices that aren't fixed are calculated based on the slave's innate properties and on their training level. A standard price is calculated based on this. Depending on the sale a modifier is applied on this standard price. Selling slaves to slavers is 100% of the standard price, selling requested workers is 125% of the standard price (up to a fixed maximum), and selling custom slaves gives between 150% and 294% of the standard price.
If you have DOM installed, it will start with the slaves worth. If you're using PAH, it will use a similar function using PAH's training stats.
A difference between DOM and Enthralled is that DOM also includes the actor's weight to get to their worth, Enthralled does not. So for a thin NPC, Enthralled will use a higher worth than DOM. For a heavier NPC (weight above 65), DOM gets a higher worth value.
This worth is then multiplied by a factor calculated from the player Slaver skill. This factor ranges from 0.25 (at 0 Slaver skill) to .75 (at 100 Slaver skill).
This product gives the standard price that is used in the rest of the mod.
Reputation
The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you.
Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet.
There are no negative consequences to a high reputation.
Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it.
If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests.
The jail system will also count as +1 each time you buy them.
General tips
Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function.
Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days.
Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement.
Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while.
There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime.
Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised.
Diary of Mine
If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework.
If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette.
NPC's that are loaded in Pahe will still require Submission, even if DOM is installed.
Versions 7 and 8 require a patch, this patch will also remove all dependencies on PAH. The patch is an esl flagged overwrite file of the basic version. Version 5 and 6 work without a patch.
My personal recommendation is to use the latest stable version of DOM, this will give you the most features.
Older versions of DOM will probably still work, but are no longer supported.
More details on DOM versions:
NPC appearance on screenshots
This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I used for the screenshots. Different replacers will result in a different appearance.
Body: 3BA with OBody NG
Skin: Bnp with Racial Skin Variance -SPID
Vanilla eyes: Improved Eyes Skyrim
Enthralled can use your leveled list to generate prisoners for sale and damsels to rescue. It can be worth it to have mods that make them better looking, either by adding new npcs in the list (such as Deadly Wenches, ...), or by making vanilla bandits prettier (botox, ...)
WIP
This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback.
Future changes and ideas:
Changelog:
Credits:
35762 downloads
- pahe
- diary of mine
- (and 8 more)
Updated
-
SKOOMA WHORE - REFORGED - OSTIM EDTION
By Lauffey
Everyone's got a habit. Most of you just haven't found the one that bites yet.
Guffel's Skooma Whore was one of the great cruel ones — a mod about drugs, dependence, sex work, and the slow business of losing control of your own character. It was also built for SexLab, in 2019, and it had been sitting there ever since.
Skooma Whore — Reforged is that mod taken apart down to the bone and put back together for OStim Standalone. Not a patch. Not a compatibility layer bolted to the side. There is no SexLab anywhere in this build — Every scene runs through OStim's modern thread API.
The Master went through it line by line. Some of what he found had been broken since 2019, quietly, in ways nobody would ever notice from inside the game.
What's in this release
Fully OStim Standalone — every scene built through OThreadBuilder, tagged and tracked, with proper scene-end callbacks. No dummy plugin, no SexLab master, no leftovers.
Fixed: forced scenes were never actually forced. The scene picker was calling OStim with the wrong argument count, so every aggressive scene silently fell through to an ordinary one. Blackouts and dealer "arrangements" have been playing as polite encounters this whole time. They don't anymore.
Rebuilt scene selection — it now gives up one requirement at a time instead of collapsing straight to "anything." Aggression is the last thing it lets go of, because a forced scene playing sweetly is the failure you'd actually notice.
Fixed: recovery was broken on Slow. One comparison out of eighty-two had a sign backwards. Stage 4 wouldn't release you.
Fixed: the strongest cure barely worked. Purifying Solution strips 150 points off all three tracks — but the penalties used to crawl back down one stage every three hours while the menu already showed you clean. It takes effect immediately now.
The addiction curve lives in one place. It used to be copy-pasted into eight separate ladders across three files. Every one of them agreed by accident.
One drug list. Adding a drug used to mean editing four scripts, and one of them had been forgetting Tough Flesh for years — force-feeding could never pick it. Now it's one entry.
The MCM stops lying. The threshold panel is generated from the live curve instead of typed in by hand.
3,452 dead entries and 95 orphaned script bindings cut out of the plugin.
15 drugs, each with its own bottle, its own texture, its own high — and its own way of ruining you. Some hit the body, some the mind, some the magicka. Most hit more than one.
9 addictive "brews" — ordinary-looking Health, Magicka and Stamina potions in three grades each, brewed badly by someone unskilled. They work. They also count. Every medicine is a drug if it's made poorly enough.
Three separate addiction tracks — physical, mental, magical — each with five stages and its own withdrawal.
Craftable — every drug has a recipe, made at a cooking pot, if you can find the recipe.
Dealers in every major city, five skooma dens, a travelling dealer on the road, and drugs turning up in loot and on alchemists' shelves.
Blackouts, forced drugging, the junkie treatment, the whole social collapse.
That's 24 things in the game that will get their hooks in you. It just works now.
How the addiction actually plays
Worth knowing, because the mod never explains it and it's the best thing about it.
You take a drug. Your pool rises. You get a high — and the high gets weaker the more addicted you are. Same bottle, less of it.
But the real trap is underneath. Taking a drug also suppresses your withdrawal penalties, and that relief has a clock on it:
StageRelief lastsClean → Regular Use8 hoursRisky Use7 hoursDependence5.5 hoursAddiction3 hours
By the end you're not using to feel good. You're using to stop feeling the floor. At the last stage your character needs a dose every three hours just to function — and at Stage 3 and above she'll start reaching for one herself, without asking you, if there's anything in her pack.
Where OStim comes in
Scenes fire in six places. Every one of them is optional in the MCM.
Blackout, out in the wild — take too many doses in an hour and you go down. You lose four to eight hours. Sometimes you wake up somewhere safe. Sometimes you wake up with a stranger, and he's the one in control. (Aggressive.)
The dealer, when you can't pay — there's another way to settle up. He'll suggest it. (Aggressive, and he's not asking nicely.)
The guard, once you're far enough gone — at Dependence the city stops treating you like a citizen. There's more than one way to make a guard forget what he saw.
Working a den — the Pimp in Markarth starts you. Clients come to you; you keep your cut, or you take payment in product, which is its own kind of decision.
Hiring at a den — the other side of that counter, if you'd rather be the one paying.
Dialogue — some conversations don't end with talking.
Forced scenes look for OStim's aggressive scene tag. With BakaFactory's and Billyy's OStim conversions installed there are 556 two-actor scenes carrying it, and this build will find them. Without either, the scenes still play — they just play soft.
One honest note: every aggressive two-actor scene in the common packs is male/female. A same-sex pairing falls back to an ordinary scene. That's missing animation, not missing code, and no script can invent it.
Requirements
OStim Standalone 7.3.4d or newer (and its own requirements)
SKSE
SkyUI — for the MCM
Skyrim SE/AE + Update.esm
Strongly recommended: BakaFactory's or Billyy's OStim animation packs — without one of them, nothing in this mod will ever play rough.
Before you start
Two options are on by default and both can take the wheel away from you: Blackout and Forced Drugging. Blackouts cost you hours of your life and can drop you into a scene you didn't choose. Forced Drugging puts a bottle to your character's lips afterward.
That's the mod working as intended. If it isn't the story you want, turn them off in the MCM — first thing, before you're in trouble.
Beta notes
It has not been through a full playthrough yet. If you take it out, tell me how these behave:
Blackout firing outdoors, and whether the stranger scene comes through aggressive now
The dealer's arrangements — same question
Purifying Solution clearing penalties immediately instead of over hours
Recovery letting go of Stage 4 on Slow speed
The MCM threshold panel matching the speed you picked
Sleeping actually clearing every active drug effect
What's coming
The Master isn't finished with this one. Being built, in roughly this order — and no, there's no date. He doesn't ship on a schedule, he ships when it's right.
Craving — the piece the original never had. Right now the mod only punishes you for not using. Craving pushes the other way: pressure that builds since your last dose and opens choices a sober woman wouldn't take.
Redwater Den — Dawnguard's skooma den, wired in. Bethesda built a whole addiction system there and left it half-finished; the withdrawal spell exists and nothing in the game ever applies it. We're going to apply it. Their skooma is cut with vampire blood, it hits all three tracks at once, and it's the one habit only that den can feed. Optional, no hard dependency.
A dealer network — the mod currently has five rooms. Skyrim has nine holds, and prices should not be the same in Riften and Solitude.
Debt — buy on credit long enough and someone comes to collect.
Marks you can see — needle tracks, the look of it. Progress you don't have to open a menu to read.
Deeper consequences at the last stage — right now Stage 5 is just Stage 4 with bigger numbers. It shouldn't be a wall. It should be a door.
Patrons get these first, and get to argue with him about the order.
Free mods stay free here, always. Patrons just get them first — and get a say in what gets built next.
This one goes out to everybody. Take it. If it ruins a playthrough, it did its job.
18+. This is a mod about addiction, prostitution, humiliation, and losing control of your own character — including scenes she doesn't get to consent to. That's the subject matter, not a garnish on it. If that's not what you came for, this isn't your door.
The candles are lit. Come in.
— Lirael 🐺🕯️
767 downloads
Submitted
-
Roses Of Riverwood Dialogue Addon - ESL
By D00M Slayer
This mod adds a total of 880 lines of dialogue to Camilla, the adorable merchant girl from Riverwood, and to Delphine, the mean ex-Blade.
You can talk to Camilla about what it was like for her to move to Skyrim, and you can also ask her about her relationship with Seven and Faendal. I've written her a ton of random topics, including some that aren't lore-friendly, which she'll answer to the what are you thinking about? question. Delphine will mainly talk about the Blades and her military past.
They have many sex lines too, but those don't trigger ostim or sexlab scenes.
I've also put together a pretty detailed guide on how I make these mods, if you're interested, feel free to check it out.
https://app.notion.com/p/How-to-Create-AI-Voiced-Skyrim-Dialogue-Mods-fddcef780b8d495996d0d71a3c3a1cc8?source=copy_link
550 downloads
Submitted
-
Skyrim on Skooma / Skooma Whore Patch
By bevo67
A lightweight compatibility patch that allows the drinks added by Skooma Whore to be recognized by Skyrim on Skooma.
Drink a Skooma Whore concoction and Skyrim on Skooma’s intoxication effects will now trigger as intended—because consuming suspicious narcotics in Skyrim should have consequences beyond poor judgment and an empty coin purse.
This patch does not alter or redistribute either original mod. It simply adds the Skooma Whore drinks to Skyrim on Skooma’s recognized-skooma list.
Allows Skooma Whore drinks to trigger Skyrim on Skooma’s intoxication effects. Leaves both original mods completely untouched. Contains only the necessary form-list override. ESL-flagged and therefore does not consume a standard plugin slot. Cleaned and checked for errors in xEdit. May cause hallucinations, questionable decisions, and—in rare cases—an unexpected resemblance to Geralt of Rivia.
Requirements:
Skooma Whore SE
Skyrim on Skooma (Nexus)
385 downloads
Updated
-
Suzie cute ginger breton preset
Just a racemenu preset i made for myself. My first ever mod.
84 downloads
Submitted
-
Skooma Whore SE
By nomkaz
Skooma Whore SE
I did NOT create this mod. That honor belongs to the Talented Guffel
I only converted it for Skyrim Special Edition, and have shared it with you with their permission.
If you enjoy this mod, click on the link and give Guffel some love, and check out their other mods!
@samuelga24 Created DAR anims that pair well with this mod. They are on nexus if you want them: Drunk or drugged animations (DAR)
@bevo67 Made a patch for Skooma Whore and Skyrim On Skooma that you can find here:
The following copied from the original LE page:
-----------------------------------------------------------------------
Hey, psst, psst. Hey you! Yes, you! You look weary looking for mods. I have something to help you relax while playing Skyrim, if you are interested.
Short Description:
Skooma Whore add 18 drugs to Skyrim. All drugs work like potions, but will make you addicted eventually. Once addicted you will suffer from withdrawal effects. These effects can be suppressed for some time by taking another dose of any drug, but that will only increase your addiction. The drugs are for sale at one dealer in every major city. Also the drugs can occure at any alchemist or as loot from enemies and chests.
Features:
+ all drugs have individual textures and bottles
+ extreme and long visual effects
+ loot the drugs from dead enemies and chests
+ three diffrent kinds of withdrawal effects depending on the drugs you take
+ get force to dink a random drug when raped
+ risk of blacking when taking too much
+ Addicting H/M/S Potions, called "Brews"
+ Player get treated as scum when highly addicted
+ All drugs are craftable with the right recipe
Detailed Description:
The addiction system:
All drugs follow the same basic scheme. The addiction is seperated into three aspects: Mental Decay, Physical Decay and Magical Decay. Each aspect has it's own respective withdrawal effects. Every drug adds a certain value to the Drug Pool of one or more aspects. This value varies by a small amount every time. Every aspect has five stages with more and worse withdrawal effects the higher the stage is. Once a Drug Pool exceeds a threshold the stage inceases. The thresholds can be adjusted in the MCM.
Each drug is assigned to one aspect. The effects of a drug decrease the higher the value of the assinged Drug Pool is, meaning the more addicted one is the less high he gets. In addition to the drug effects the Withdrawal Suppression effect is applied. This effect cancels every active withdrawal effect for a couple of in-game hours. After the Withdrawal Suppression effect wears off withdrawal effects are again applied according to the current value of the Drug Pools. The time the Withdrawal Supression effect lasts gets shorter the higher the addiction, only counting the highest Drug Pool.
Every 24 in-game hours the Drug Pools are reduced by a certain amount. This amount can be set in the MCM. To make this reduction more smoothly the relative fraction of this value is used every three in-game hours. To get rid of the addiction one just have to wait (for a long time...). The cures "Herb Tea" or "Purifying Solution" reduce the Drug Pools actively and accelerate recovery.
Acquireing Drugs:
All drugs occure as loot of slain enemies and in chests. Also random drugs are sold by alchemists among the normal potions. The drug dealer met on the road sell all drugs and have a dialouge option to pay for Skooma with sex.
In all of the 5 major cities is one skooma den. They can be found in locations where scum and drug dealers can be expected. Just look carefully around.
Overdose:
When the amount of drugs taken within one in-game our exceeds a certain threshold one risks to black out. For every durg exceeding the threshold there is a cumulative 10%-chance of blacking out. Example: With a Blackout Threshold of 5, the sixth dose has a 10% chance of causing a blackout. The Seventh 20%, the eighth 30% and so on. With the 15th dose the blackout will happen automatcally because the chance would be 100%.
When blacking out in a city or town (all with mapmarkers) you'll wake up in jail. But you are not actually imprisoned. You just got yourself a night in the sobering cell.
But when having a blackout in the wilderness there is now a chance to get raped while unconcious. The next version of the Non-SexLab Animation Pack will have some fitting animations with a motionless female (two were made by myself for this purpose), which are used by SW.
High Risk:
There is a 1% chance by default that any drug has a lot higher strenght than usual (+100 in most cases) when the player is on Decay Stage 0 or 1. This throws him direcly into a high addiction and simluates that one can get addicted at the first time.
Active Withdrawal Effects:
Every 3 IN-GAME hours, by default, the player may trip and fall down or drink a random drug from the inventory when on Decay Stage 3 or higher and no Withdrawal Supression effect active.
Brews:
Now various kinds of Brews can be dropped by enemies. These are basically the same as normal Health-, Magicka-, and Stamina-Potions, but increase addiction. Also the drop rate of the normal Potions it a bit lower so the Brews might occure slightly more often. I want to show that its eays to make a effective substance, but its the high art to make one without side effects and non-addicting. Every medicine is also a drug. The Brew are impure potions made from poor ingredients or by an unskilled alchemist.
Junky treatment:
When on Decay Stage 4 or higher the player starts to feel the comtempt of the people around him. 1. NPC will comment the player in humiliating manner. 2. A Guard might approach and tell the player to leave the town. 3. Inn Keeper will demant Gold or Firewood from the player only to stay inside.
Recipes:
All drugs can be crafted at the cooking pot if the player carries the recipe. The recipes have a very smal drop chance, but can also be aquired through the starter kit option in the mcm.
Requirements:
SexLab Framework SE
Fus Ro Do-h SE
Important: When updating from version 0.9.8 or earlier, make a clean save! There have been huge changes!
1. make a save
2. deinstall Skooma Whore
3. load previous save, wait a minute, save again
4. install new version and load the save from 3.
Don't confuse the version numbers, the latest version is 1.0 we left the beta.
The older versions began with 0.9.x to show that the mod was still beta.
I now consider Skooma Whore finished and have no further updates planned.
Credits:
Ashal for SexLab Framework
ContentConsumer for providing the basic ideas and names of the new drugs
vito740 for allowing me to use his textures for the drug bottles
Grine for making me these awesome drug dens and sharing a lot of other ideas with me
If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz
287361 downloads
Updated
-
SL Triggers Redux
By hextun
SLTR lets you run simple scripts without the need to compile and without worrying about Papyrus script dependencies or whether your script will build. SLTR comes with some scripts for you, thinks like giving yourself a little gold, healing yourself, giving yourself a drink. You can also write your own custom SLTScripts. And finally, you can set up triggers, ways to make SLTScripts run in response to game events, like on game load, on changing location, or even tied to custom keymappings of your choice. All of this is configurable via MCM or text files if you prefer.
It is ESL flagged to minimize impact on your load order and most dependencies are loaded dynamically, so aside from the requirements of SKSE and PapyrusUtils, everything else is optional depending on what functionality you want.
Requirements:
SKSE Address Library for SKSE Plugins PapyrusUtil powerofthree's Tweaks
Optional:
SexLab Framework (if you want SexLab events and commands) SexLab P+ Framework (this version works as well) OStim Standalone Console Util Extended (if you want to execute Skyrim console commands in your scripts) (or another ConsoleUtil variant) MfgFix (if you want facial expression related commands in your scripts) Devious Followers Continued OSLAroused Devious Devices NG/Devious Devices SE Pet Collar Nether's Follower Framework Autonomous Sex Framework
More Details Please!:
The source code is available at https://github.com/sltriggersredux/sltriggersredux which also has a Wiki. There is also a LoversLab SLTriggers Redux Club available for better organized sharing of SLTR related content (i.e. SLTScripts, mini-games, add-ons).
SL Triggers Redux (SLTR, though you may still see references to SLT) is two things: first, it is a scripting engine for the SLTScript scripting language and second, it is an extensible set of triggers that let you set up SLTScripts to be run in response to in-game events. The original focus of SLTR was purely on the four basic SexLab events (Sex Start, Orgasm, Sex End, Separate Orgasm via SLSO), but the framework has been expanded to not be tied solely to SexLab events. In addition, out of the box, you can also set up hotkeys to run scripts on demand, set scripts up to run on the (in-game) hour, and even run scripts directly via console command.
These scripts are simple text files with the .sltscript extension, with an easy to understand syntax and a number of examples available to work from. Scripts are comprised of commands. Commands can be functions like "av_set" (to set an Actor Value) or syntactic commands like "goto" (to script execution to a different line).
SLTR comes with a base library of functions available for scripting that is growing. That said, it features an extension architecture through which mod authors can implement additional functions that would be available to other users of SLT that also install the extension. This allows the ability to expand the function library without needing it to be added to the core library.
You don't have to program the scripts to use them. A selection is available for you to work with from the get-go, plus any you want to copy and modify, and of course you can also share scripts with other SLTR users. (I hold no copyright over any SLTScripts anyone creates, just so you know.)
Visit the SLTR wiki for complete details, including script examples and SLT API documentation for your SLTScripts, as well as integration features.
Supported Events
Events that occur in game (SexLab orgasm, Key press, Fast Travel) can be configured to fire triggers, which in turn can result in running scripts if the filters match. Currently, you can run SLTScripts in response to the following events:
Core Keymapping (triggers in response to your choice of hotkey mapping, with optional modifier and DAK support) Top of the Hour (triggers on the in-game hour (or on the next such hour after sleep or travel)) New Session (triggers on each new game load) Player Cell Change (triggers on each Cell change; this happens more frequently than you might think, so be careful about heavy scripts with this, and protect against spamming i.e. player running back and forth across cell boundaries could generate spammed script executions) Player Opened Container (triggers after a Player opens a container; depending on timing of the backing ActiveMagicEffect landing, might not run until after the container is closed) Player Location Change (triggers on each Location change; typically much less frequent than Cell change) Player Equipment Change (triggers when the player swaps equipment) Player Combat State Changed (triggers when the Player's combat status changes) Player Hit Or Is Hit (triggers when the Player is hit; this can result in a lot of executions so be careful with filter selection and heavy scripts) Timer (triggers on a per-minute timer, delayed anywhere from 1 to 60 minutes) Harvesting (triggers when harvesting typical harvestables; e.g. plants, mushrooms, butterflies) Fast Travel Arrival (triggers when you arrive after fast travel) Vampirism Transitions (triggers when: you become a Vampire, you are cured, you transform to a Vampire Lord, and you end the Vampire Lord transformation) Werewolf Transitions (triggers when: you are cursed, you are cured, you transform into a Werewolf, and you end the Werewolf transofmration) Vampire Feeding (triggers when you begin vampiric feeding) Player Swim Start/Stop Player Water Enter/Exit Soul Trapped SexLab (optional) Start Stop Orgasm Orgasm, Separate Stage Start Stage End OStim (optional) Start Stop Orgasm SceneChange
Scripts Provided
These are some of the SLTScripts provided out of the box with just the Core install. That means you can run any of them from the console, or in response to any trigger, with no additional configuration. Making more SLTScripts available is simple; add them to your 'Data/SKSE/Plugins/sl_triggers/commands/' folder and on your next game launch you will see them. The 'target' of a script might be someone other than the player i.e. if you target them when using the console commands or if an event fires that targets them, like SexLab Separate Orgasm.
Core SLTScripts Add perk point.sltscript Alcohol.sltscript Cast Calm.sltscript Cast Fear.sltscript Cast Light.sltscript Change stats (bad).sltscript Change stats (good).sltscript Change stats (mix).sltscript Cry.sltscript CureDisease.sltscript Doomstone Lover.sltscript Eat (sweets).sltscript Give Gold(10).sltscript Harm (-100).sltscript Heal (+100).sltscript Learn skill (Mage).sltscript Learn skill (random).sltscript Learn skill (Thief).sltscript Learn skill (Warrior).sltscript Lovers comfort.sltscript MFG Reset.sltscript Necks bitten(+1).sltscript Show Limited RaceMenu.sltscript Sound - Levelup.sltscript Toggle Collision.sltscript Toggle God Mode.sltscript SexLab SLTScripts (included when selecting either of SexLab/SexLab P+) CumControl.sltscript DD Unlock All.sltscript DF Reset All.sltscript DF Set Debt to 0.sltscript Disease.sltscript Heart beat(A).sltscript Sex is crime.sltscript SL Aggressive Sex With Player - Anal.sltscript SL Aggressive Sex With Player - Oral.sltscript SL Aggressive Sex With Player - Vaginal.sltscript SL Masturbate Self.sltscript SL Sex With Player - Anal.sltscript SL Sex With Player - Oral.sltscript SL Sex With Player - Vaginal.sltscript SLS Destroy Random License.sltscript SLS Evict from Markarth.sltscript SLS Evict from Riften.sltscript SLS Evict from Solitude.sltscript SLS Evict from Whiterun.sltscript SLS Evict from Windhelm.sltscript SLS Magic Curse Add.sltscript SLS Magic Curse Remove.sltscript SLS Revoke All Licenses.sltscript SLS Revoke Random License.sltscript SLS Send to Kennel - Markarth.sltscript SLS Send to Kennel - Riften.sltscript SLS Send to Kennel - Solitude.sltscript SLS Send to Kennel - Whiterun.sltscript SLS Send to Kennel - Windhelm.sltscript SLS UnEvict from Markarth.sltscript SLS UnEvict from Riften.sltscript SLS UnEvict from Solitude.sltscript SLS UnEvict from Whiterun.sltscript SLS UnEvict from Windhelm.sltscript Time Control.sltscript Time Slow.sltscript Vision blurred.sltscript OStim SLTScripts (included when selecting OStim) OStim Disease.sltscript OStim Heart beat(A).sltscript OStim Masturbate Self.sltscript OStim Sex is crime.sltscript OStim Sex With Player.sltscript OStim Time Control.sltscript OStim Time Slow.sltscript OStim Vision blurred.sltscript General Adult-oriented SLTScripts (included when selecting any of OStim/SexLab/SexLab P+) Contamination - MME_Lactacid.sltscript Contamination - Transformative Elixir.sltscript PetCollar - Add Keyless.sltscript PetCollar - Add.sltscript PetCollar - Remove Keyless.sltscript PetCollar - Remove.sltscript
Add-Ons/Mini-Games Available
These are add-on packs or mini-games implemented through SLTR. These may alter gameplay or introduce new mechanics. Typically these involve combinations of SLTScripts, pre-built triggers, and sometimes configuration files.
PetCollar Game - (Requires: SexLab, PetCollar; Contents: SLTScript, trigger, JSON) At the start of SexLab scenes, your followers will (somewhat) randomly choose to equip and unequip the "Keyless Pet Collar" from the PetCollar mod. This is the one which cannot be picked or removed by the wearer. Consumption Lifestyle - (Requires: Transformative Elixirs; contents: SLTScript, trigger) When the non-stealth varieties of Transformative Elixirs appear in containers the player interacts with, they will automatically pull them into their inventory and consume them. Additionally, a periodic timer will run which will look for these items and consume them.
Speaking of Copyright and Licensing / Attribution:
All work associated with "SL Triggers Redux" aka "SLTR" aka "SLT" (in relation to it's origin) is derived from the original, SL Triggers, by Fotogen. I received approval to continue development. More info available on the SLTR Wiki.
All other work that exists as part of this project as well as the associated SKSE C++ plugin project (when it's not hosted here) is and always will be MIT Licensed.
All SLTScripts created by anyone else are subject to their copyright and I hold none over them.
Code and data related to container activation was graciously provided by @Bane Master from Deviously Enchanted Chests; they deserve any credit for the efficacy of the container activation logic and I'll take the heat for the issues with my implementation. As agreed, this code and data, as part of this project, will remain MIT Licensed.
Installation:
If You Are Updating From An Older Version
If you are moving from Fotogen's original SL Triggers, you will need a new save.
If you are updating from one version of SLTR (this mod) to a newer version, check the CHANGELOG, but I'll likely still recommend a new save. Regardless, especially for small version jumps, it doesn't hurt to try first without a new save.
That said, I have often found that both Fotogen's and mine seem to be able to survive the following:
Save your game and quit Skyrim Remove the old version Run Skyrim, load your save, click through the warning, save, and quit again Perform any necessary cleanup (e.g. some versions no longer understand old script formats like JSON) Install the new version Run Skyrim and enjoy your new version
However, in case of support, if a problem persists beyond that, the next logical step would be to test on a new save if possible.
If You Are Installing For The First Time
Using MO2 Is Recommended
I personally use ModOrganizer2/MO2 and even then, often just through whichever modlist I'm using via wabbajack. If using MO2, dragging an SLTR install .zip into the downloads tab should be sufficient to make it available to install into your list. Similarly dragging it into your active load order should be sufficient to have it installed and running when you next play. It doesn't (at this time) have any particular load order requirements so feel free to move it about as you need.
If, However, You Are Doing A Manual Install
SLTR itself is a typical mod install with a SKSE plugin. It installs into Data\ as you would expect
Mod And Plugin Logging Output
Mod logging output will appear in whichever folder SKSE is configured to output to. On a typical Windows 10 Steam install, for example, I think this ends up in your 'Documents\My Games\Skyrim Special Edition\SKSE\sl-triggers.log' folder. Generally I also send log output from Papyrus script through the plugin, so all log output should be located in that one file.
Once It Is Installed
Once installed, you should now find in your 'mods' folder a new sub-folder, 'sl_triggers' (or whatever you named it during install).
The mod folder structure at install should look something like:
interfaces\ - containing e.g. translation files scripts\ - containing compiled .pex files SKSE\ CustomConsole\ - config file for ConsoleUtil-Extended to provide improved console commands Plugins\ sl_triggers\ commands\ - pre-made SLTScripts you can link to triggers without having to do any coding commandstore\ - folder available for SLTScript usage as well as shared persisted files (other locations are not excluded) extensions\ sl_triggersExtensionCore\ - trigger definitions (JSON) for events handled by the 'Core' extension new triggers for the 'Core' extension will be created here (but may end up in your overwrite or other folder specified for output files) you can place your own JSON files (as long as the filename can be a valid string in the Skyrim Papyrus VM) here without needing to use the MCM this also allows you to share triggers created by others sl_triggersExtensionSexLab\ - trigger definitions (JSON) for events handled by the 'SexLab' extension new triggers for the 'SexLab' extension will be created here (but may end up in your overwrite or other folder specified for output files) similarly, this works for any extension; for now there are only 'Core' and 'SexLab' offered by the mod sl_triggersExtensionCore-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle Core triggers sl_triggersExtensionCore-libraries.json - DO NOT EDIT; JSON configuration for Core function libraries sl_triggersExtensionSexLab-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle SexLab triggers sl_triggersExtensionSexLab-libraries.json - DO NOT EDIT; JSON configuration for SexLab function libraries containers.json - JSON configuration for Containers (provides support for the Core trigger: On Player Activate Container) you can modify this file to add containers from other mods that will be detected; it includes some examples you can also define which containers will be considered "Common" for filtering purposes; some defaults are included settings.json - created at first launch to avoid being overwritten during updates sl-triggers.dll - SKSE plugin; CommonLibNG-SSE based; uses Address Library; should support most used versions source\ scripts\ - containing source .psc files for the .pex files sl_triggers.esp sl_triggers_CHANGELOG.txt sl_triggers_function_library.md - Markdown documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_function_library.txt - Text documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_sltscripts.txt - Basic information about SLTScript; for the best documentation visit the [wiki](https://github.com/lynnpye/sl_triggers/wiki).
In-Game Configuration
If you have SkyUI installed, you should have an MCM available as 'SL Triggers Redux'. Any extensions registering themselves with SLTR will be listed on the left.
The main SLTR MCM screen has an 'Enabled' option (on by default), a 'Debug' option, and a number of Granular Debug options, all of which are off by default. This will cause very little logging output. Even with all 'Debug' options off, during SLTScript parsing, if errors or important warnings or info need to be reported, they will be sent to that log. If your SLTScript isn't behaving as expected, check the log first.
All of the 'Debug' options will output to the log file and will absolutely impact performance, both of your SLTScript and likely the game itself. This can be useful when troubleshooting your scripts, but don't leave it on for general play.
Selecting an extension displays it's triggers if it has any defined, and gives you the option to create more. Each trigger has filter options on it's card for you to customize when the scripts should be applied.
In game, if you are using the MCM to create new triggers, or as any new files are generated by SLTR (like new .json files if you create SLTScript that does so), they will be generated in the 'overwrite\' folder as for any mod; if you want to manage those files, you will need to manually copy them into whatever new location you want them in.
You can also "soft delete" a trigger, marking it inactive until either you restore it or go in and physically remove the trigger file. Until restored it will remain inactive.
About Performance:
Effort has been made to avoid scripts from stressing the system more than necessary, but there are still limitations. Each script will be run on an Actor in game (the Player or an NPC) as an ActiveMagicEffect i.e. as from a Spell. Any one Actor can have no more than 30 scripts running on them at one time. Scripts can be long-running if you make them so, so be careful not to let things run away.
Papyrus Tweaks NG is Your Best Friend
SLTriggers Redux is *extremely* Papyrus intense, so anything you can do to improve scripting performance will have a *dramatic* impact on SLTScript performance.
To that end, I strongly recommend the following to maximize the performance of your SLTScripts.
- Install Papyrus Tweaks NG
- In SKSE/Plugins/PapyrusTweaks.ini (a reference copy of which is available in the Files tab on Nexusmods) make the following changes:
- iMaxOpsPerFrame = 2000
- bSpeedUpNativeCalls = true
- bIgnoreMemoryLimit = true
For reference, I use several modlists for testing, including Skyrim Modding Essentials (SME), available on Wabbajack. This is a somewhat bare list meant as a springboard for creating your own modlist. While it includes Papyrus Tweaks NG, it only includes the unmodified reference copy of PapyrusTweaks.ini.
I install SLTriggers Redux with the "Test Scripts" enabled. To run them, open your console in game and:
- prid player
- slt run zz_sltr_regression_test
This will begin a set of SLTScripts which will send output to your sl-triggers.log file. I keep Notepad++ running, use "View | Always On Top", and "View | Monitoring (tail -f)" on sl-triggers.log so that I can see the output in real time and watch for failures, as well as knowing when the scripts have completed.
Using the baseline reference copy of PapyrusTweaks.ini on SME, the full suite of regression test scripts takes roughly 140 seconds to run.
Using just those 3 changes to PapyrusTweaks.ini, the execution time drops to just over 14 seconds.
Not a 10% reduction in execution time but a whopping 90% reduction.
I totally agree that SLTScripts are slow compared to actual compiled Papyrus, but you can get a lot of performance by making these changes.
Okay, But How Do I Run A Script!
Running Scripts Manually:
You can use the console to list available scripts and run them. From the console, use:
slt list
To list the available scripts. To run a given script, use:
slt run "scriptname"
The quotes are only necessary if the script name has spaces. So, to give yourself a free 10 septims, try:
slt run "Give Gold(10)"
Setting Up a Keymapping:
If you have a script you want to be able to run at the press of a button, set up a Keymapping trigger. This is most easily done through the MCM.
Go to the "SL Triggers Redux" MCM and choose the "SLTR Core" extension. Then click "Add New Item" on the right. Choose "Keymapping" as the event type, then select the key you wish to map it to. Finally, click the "Do 1" drop down and select a script to run. Exit the MCM and you should be able to run that script on demand just by pressing your mapped key!
What Is Different From the Original?
Fotogen's original sl_triggers effort is great and still works well. Plus I had already added some of these features (like the Keymapping and Top of the Hour event handling) to it.
- Extensible - It is very easy to expand functionality to add more operations to be available in your scripts with the new command libraries; Papyrus script developers can create their own .psc file with global functions to add new operations that will be available to any script run on the system
- New script format - The original format used JSON which is conveniently supported in the Skyrim environment but not convenient for development; the new .ini format is easier to read and works conveniently with syntax highlighting for some of the features
- More than SexLab - I know, SexLab is the SL in SLT; but the framework supports any event to fire a script
- ModEvent support for Script Execution - Mod authors can send mod events with a script name and SLT will run the script on the targeted Actor (or the Player if no target is available)
- API support - You can also access the same features through an API if you prefer
- Console command support - Some features available from the console
- Additional SLTScript language features: subroutines, script-to-script execution with call arguments, named variables
This is a renewal of development on the original SL Triggers by Fotogen. I received approval to continue development.
16592 downloads
Updated
-
Death Magic
By Faithful Fox
Description
This mod adds destruction spells that grow stronger whenever you kill humans. Each human slain adds +1 to a shared Soul Counter that increases the power of all spells from this mod.
How to Obtain
You can buy spells from Librarian Urag gro-Shub at College of Winterhold
Support Author
Patreon
Changelogs
Version 0.2.1:
Version 0.2.0:
1023 downloads
Updated
-
Collectable Husbando Cards
By HimboSeraph
Collectable Husbando Cards
-- About --
I spent the last week collecting and categorizing over 200+ gay pictures to replace EVERY SINGLE CARD of the original mod Collectible Waifu Cards with More gay oriented pictures and names. I tried by best to have each image be as close to the theme of the set as possible while remaining relatively high quality in its art (Tried my best to avoid any AI art but everything can be found on Rule34). There is a mix of normal Humans, Hybrids, and Furries simply because I could not get enough art work to fill all the slots without sacrificing quality or theme. I tried to include a few different body types but this art is not mine so I was limited by what was available on Rule 34 but I will say that I did stay away from Femboys due to the fact that there was already a Femboy card replacer for the mod.
TLDR: If you love Muscular men of all strips this is probably the mod for you
75 downloads
Updated
-
sexlab Sticky Magic - A Cum Based Casting System
By tjpp
Description
Cast with Cum instead of Magicka.
Sticky Magic turns Fill Her Up inflation into a spellcasting resource.
While your reserves last, spells cost inflation instead of magicka — the magicka bar simply never moves. Cast until you run dry, then refill the fun way.
A pearl-white resource bar overlays the vanilla magicka bar, matching its style (winged end caps and all) . It shows exactly what you can afford: a cast-cost preview ghosts onto the bar while you charge a spell,
droplets splash off it as you spend, and at high fullness the screen gains a soft vignette, the bar turns lide down the edges of the screen. Cancelled casts refund. Channeled spells drain smoothly. Everything is
settled against the FHU pools silently — no phantom deflate sounds or animations while you cast.
Casting efficiency scales with your body. Four multipliers stack: arousal (SexLab Aroused), Sticky Mastery (a hidden lifetime-units progression that slowly improves your conversion, up to +20%), overcharge (98%+ fullness casts at bonus efficiency — the pressure works for you), and a post-scene charge buff. Run the bar completely dry mid-cast and you're briefly Drained — sluggish and slow to recover magicka.
Ten spells, findable as tomes at court wizards and spell vendors (or via a Learn All button in the
Expulsion Nova (Destruction) — dump your entire bar into one blast: scaled AoE damage, a slow-mockback, cum splats everywhere, and a full deflate show. Out of combat, your character physically expelseverything. Sticky Siphon (Destruction) — a vampiric drain beam that converts a victim's vitality into inflation. Refill speed scales with the victim's race — a giant fills you like a fire hose, a skeever is barely worth the beam. Dual-cast for 1.5x. Seed Harvest (Conjuration) — a 60-second shroud that harvests everyone nearby into your reserves with crowd size and race. Followers are exempt. Sticky Mending (Restoration) — heal yourself using stored essence instead of magicka. Sticky Grasp (Alteration) — a bolt of clinging essence that glues a target in place. Pheromone Burst / Pheromone Panic (Illusion) — an intoxicating cloud that calms, or an overwhelm Essence Cloak (Destruction) — a chilling shroud that drains anyone in melee range. Slick Escape (Alteration) — become too slippery to touch for six seconds. Inflation Sense (Alteration) — a readout of your reserves, efficiency, and mastery.
Plus the Sticky Brew, a potion that inflates you to maximum — with a proper drinking animation.
Fully configured via MCM: magicka-per-unit conversion rate, arousal and overcharge bonuses, Nova damage, always-show bar, vignette, camera shake (off by default), drink animation, and a status page showing the health of every integration. The bar hides automatically during scenes, in menus, and when empty.
Requirements
SKSE64 Address Library for SKSE Plugins Fill Her Up 2.x (sr_FillHerUp.esp — hard master) PapyrusUtil powerofthree's Papyrus Extender MCM Helper SkyUI PrismaUI and/or TrueHUD — Prisma is what this mod is built around, really should be a hard requirement but technically is not
Integrations
All optional, auto-detected at load, and shown with green/red status on the MCM status page:
PrismaUI — the full-featured bar (recommended): overlay styling, cast-cost preview, splash/drip TrueHUD — alternative bar via its special-resource API SexLab — scene detection (bar hiding, post-scene charge buff) SexLab Aroused — arousal-scaled casting efficiency Cum Swallow Needs — preferred gulp sound for the Sticky Brew (graceful fallbacks without it) SL Inflation Framework — morph backend compatibility via FHU
The mod respects FHU's own configuration: encumbrance settings, max-inflation slider changes (applied live), and per-race cum amounts all flow through.
Installation
Install with your mod manager (Vortex/MO2) — the FOMOD will ask which bar renderer you use (PrismaUI, T Sort load order as usual (the plugin is ESL-flagged — it won't cost a slot). In game, check the MCM → Sticky Magic → Status page: everything required should read green. Buy the spell tomes from any court wizard, or use Settings → Learn all spells.
MCM Settings
Settings persist globally via MCM Helper (they apply across saves and survive reinstalls).
Status page — the landing page. Shows a live green/red readout of every dependency and integration (Fill Her Up, Papyrus Extender, SL Inflation Framework, SexLab Aroused, PrismaUI, TrueHUD, and Cum Swallow Needs as optional), plus an overall Mod Status line. If casting isn't consuming inflation, look here first — anything red in the Required section means the core loop is disabled.
Settings page
Casting
Magicka per inflation unit (5–100, default 25) — the exchange rate: how much magicka one unit of inflation is worth. Higher = your bar lasts longer; lower = casting drains you faster. At the default, a full 8-unit bar covers 200 magicka worth of casting. Arousal efficiency bonus (%) (0–200, default 50) — at 100 arousal, each unit is worth this much with your current arousal. Does nothing without SexLab Aroused. Overcharge bonus (%) (0–100, default 25) — extra casting efficiency while the bar is at 98% or fe overcharge mechanic. Empty-tank debuff (default ON) — running the bar completely dry mid-cast leaves you Drained for 2 seconds (slowed magicka recovery and movement). Turn off for consequence-free casting. Nova damage per unit (10–100, default 30) — Expulsion Nova deals this much damage per inflation unit dumped. A full default bar at 30 hits for 240. Tune to your difficulty and load order.
Display
Always show bar (default OFF) — show the inflation bar outside combat too, instead of following the magicka bar's fade. It still hides when empty, during scenes, and in menus. Fullness vignette (default ON) — the soft screen-edge glow (and edge drips) while the bar is abo Camera shake and rumble (default OFF) — camera shake and controller rumble on casts, siphon tick Brew drink animation (default ON) — a brief third-person drinking animation when quaffing the Stped in combat or with weapons drawn.
Utilities
Learn all spells — one click teaches all ten Sticky Magic spells, skipping any you already know. shop for tomes.
Safe to add mid-save. To uninstall, drain your bar, save, and remove the mod — no permanent changes are mastate.
1672 downloads
Updated
-
Devious Lore SE
By nomkaz
Devious Lore SE
I did NOT create this mod, I merely converted Code Serpent's mod for Skyrim Special Edition, and shared it according to the permissions they gave me (screenshot in photos). I CANNOT give any perms not specified on the original upload page for this mod. If you wish to alter, edit, or otherwise make changes and upload them anywhere, please refer to the permissions (if given on upload page) by the Original Author or contact them directly. This mod should be considered a placeholder for when/if the original author decides to upload their own SE conversion.
@krzp created a Voice Pack addon for Devious Lore, HERE!
If you enjoy this mod, go to the Author’s page and give Code Serpent some love!
The following is copied and edited for SE links from the Original Download Page:
--------------------------------------------------------------------------
This mod adds several new NPCs, quests, and mechanics to better incorporate Devious Devices into the world of Skyrim.
As you adventure across Skyrim, you may stumble upon strange items; abandoned crates, ancient urns, and other containers. It is likely worthwhile opening them (select them in your inventory), they may contain some gear useful to adventurers, but they may also contain some more devious things; skin-tight dresses imported from the Summerset Isles, ancient engraved steel jewelry used by the Dragon Cult, extreme restraints of Daedric origin. Depending on how aroused you are, it's possible that you will find yourself locked in these devices! Fear not, as blacksmiths, lockpicking experts, some of your allies, and even some of the guards may be willing to help you out of your predicament. Be warned, the blacksmiths and lockpickers will charge you for their time, the guards may take advantage of you, and your allies may come to enjoy seeing you bound up and helpless.
If you aren't able to find someone to help you, and don't want to risk talking with the guards, you can ask the local innkeeper if they've seen anyone strange recently. There's a chance one of the Lore-Mongers has come to town, and may help you if you complete their quest.
Blacksmiths, Fences, Guards:
If you find yourself in any restraints, you may be able to seek out blacksmiths you've befriended, or fences you've recruited to the Thieves Guild. Blacksmiths will be able to cut off any generic device, for a price. Fences and Lockpicking Experts will be able to un-jam and unlock the devices, but will cost twice as much to hire.
You may also approach any hold guard for help. They may be able to get you out of heavy restraints; like yokes, armbinders, bondage mittens; ankle chains and hobble dresses; gags; and chastity items. Keep in mind that being a guard is a boring job, and they may decide to have some fun with you after unlocking some devices.
If you want to avoid getting locked up in jail. You might also be able to convince guards to have some fun with you. Surrendering to them and pleading with them may result in them simply locking you in some iron chains and letting you go. Keep in mind that most violent crimes won't be able to be blown over that easy.
Jailmasters
In each hold there is now a jail-master, in charge of overseeing the prisoners the guards bring in, usually found in the prisons or barracks of the hold capitol. They are incredibly suspicious, and will refuse to talk to you if you are wearing any restraints, as they will suspect you are an escaped prisoner. If you aren't bound in any way, then you will be able to buy generic iron restraints from them, or sell off any of the more devious items you've collected in your travels. You will also be able to buy restraint keys from them, though at a high cost.
Devious Allies:
The friends and allies you've made in your travels can now help you with the strange items you find. If you find you are too 'distracted' to open those items safely, simply ask your allies for their help, and they'll open them for you. Keep in mind, if both of your minds are wandering and daydreaming, you may both end up bound.
If you've managed to pick up a large assortment of devices and keys, you can give them to your allies for safekeeping. You can then ask your allies to try to unlock devices locked on you. Your allies will likely break the keys and tools you gave them, but there will be no risk of jamming the locks on your devices. If your allies unlock several devices of the same type, ie devices that come from the same strange item, or are sold by the same vendor, they will become more skilled with those devices, and less likely to break keys and tools when removing them.
If your allies are skilled warriors, mages, or thieves, they may be able to remove devices locked on you without keys. Keep in mind, warriors and mages may end up breaking the restraints, and thieves will require several lockpicks to get through most restraints.
If you are in a playful mood, you can also ask your allies to lock devices on you or tie you up. They will use the the devices you gave them, or, if you haven't given them any devices to hold onto, they will use simple rope and tape restraints. You can ask any friend to untie you, but the regular devices will be more difficult to remove. If an ally locks several of the same type of device on you, they will become more skilled with those devices, making it easier for them to unlock those devices later.
Note, that whenever an ally locks, unlocks, ties, or unties you, they will become slightly more dominant towards you. Eventually, they may refuse to unlock or untie you for up to two in-game days, depending on how dominant they are, and will persuade your other allies to wait as well.
Struggle Minigame:
As a replacement for the standard timer-based struggle system, you can now struggle out of your restraints in this new minigame!
If you are bound, you can select lockpicks or standard restraint/chastity/piercing keys in your inventory to start the minigame. Or you can use a hotkey you define in the MCM. You can then select the device you want to struggle with (heavy restraints like armbinders, yokes, and bondage mittens have to be removed first before you can struggle out of anything else), and what you are trying to do with it: unlock it, pick its lock, force it off, cut it off, or repair its lock.
Once you have chosen the restraint, and what you are trying to do with it, you'll start the minigame. Your character will start playing a struggle animation (if one is available) and your stamina will start to drain. What you need to do is press and hold one of the WASD movement keys to keep struggling and slow the rate at which your stamina drains. Holding the correct WASD key will slow the drain on your stamina, and improves your struggle attempts. Holding more than one key at a time, or spamming them, will cause you to run out of stamina more quickly. The key you need to hold changes every few seconds. If you fail to escape or repair the device before your stamina runs out, you'll get a temporary stamina regen debuff, preventing you from trying again until you wait for it to wear off or you drink a potion.
The Devious Devices global difficulty settings, device difficulty settings, and your skill in Smithing, Lockpicking, and Pickpocketing will all determine how long it takes you to struggle out of a device, and you will gain some experience in the relevant skill through attempting this minigame.
The Lore-Mongers:
These six individuals are women researching, collecting, or distributing those same devices you may find. If you find them out of their laboratories or shops, then they are looking for one of those strange containers. If you help them, they will help you out of your predicament. They can also give you gold, useful gear, or keys if you decide you enjoy your situation. Ask the local innkeepers if they've seen any strange people recently, they may point you to one of them.
These women will only start to venture out of their shops and labs once you've become acquainted with their associated devices by finding one of the items they've been looking for, and acquire some restraints from them. After this, they may start to show up in town. After they introduce themselves to you, their homes and shops will be open for business.
Once their homes are unlocked, you will be able to purchase some useful gear from them. If you ask about what items they're searching for, you may bring these items to them at any time for a random reward. Once you've discovered what they're actually searching for, you will be able to purchase a set of the devices from them.
Hjorni the Distracted, the Scholar
Hjorni is searching for information about her ancestors: members of the Dragon Cult. She has found texts discussing rituals involving virgin women, and the ornamental gear used to keep them virgins. She is currently looking for more sets of this ornamental jewelry, and some clues as to how to recreate the rituals. Her last attempt left her locked in the jewelry for months, and has left her...distracted.
The jewelry she's looking for are stored in nordic Ceremonial Urns. They are most often found in Nordic Ruins, but might be found in Giant Camps, Vampire Lairs, or as cargo of shipwrecks. It's possible they may also contain some more practical enchanted jewelry.
She is currently working out of the Nordic Archives outpost, located on the road West of Windhelm. There she also sells a handful of enchanted jewelry she has found in her excursions.
Llathesi R'uer, the Scribe
The Dark Elf, Llathesi R'uer, has spent her life studying the Dwemer. She was certain she could find some technology in their brass ruins to help make life in Morrowind more hospitable. While she was exploring ruins in the Eastern side of Skyrim, she discovered a brass vial of some strange fluid, and some tomes discussing a new use for Dwarven Oil. She has fallen in love with the skin-tight suits she has made from the stuff, and is always looking for fresh vials of the material.
The viscous fluid she is looking for is found in Dwarven Vials, most often found in Dwarven Ruins. Falmer hives and Bandit hideouts might also have a set stored away. It's possible these vials may instead contain some useful potions.
Llathesi works out her labratory in a small Dwarven Ruin on the road running along the Velothi Mountains, South of Windhelm. She still has a decent collection of potions from her alchemical experimentation, and is willing to sell some of them off.
Mistress Elarie, the Seamstress
This Altmer ambassador has taken it upon herself to show the women of Skyrim the refinement of her people. Specifically, the skin-tight dresses and nine-inch heels worn by so many in the Summerset Isles. She claims these items, among others, train a women's posture and poise to the highest degree. She also claims the women of Skyrim, wrapped in naught but fur, are in need of some serious training.
Elarie makes most of the dresses and other devices herself, but also often receives shipments from the Summerset Isles through the East Empire Company. These East Empire Company Crates have a habit of not making it to her shop, and can end up in nearly any hideout in Skyrim. The crates occasionally carry some enchanted clothing from the various magic guilds on the isles.
Mistress Elarie works out of her shop, Aldmeri Imports, on the road between Dragon Bridge and Solitude, and only a short distance away from the Thalmor Embassy. In addition to the tight dresses she herself wears, Elarie also has a large collection of mage robes to sell.
Vigilant Laekette, the Seer
This Vigilant of Stendarr has ended up in an unfortunate predicament. A perverted Dremora has asked his worshipers to create sets of brightly colored buckled gear to completely immobile their victims. His worshipers end up binding their sacrifices in this gear before sending them to their master. Laekette managed to remove a set from one such victim, but was locked up in the same devices herself! No magic she knows has been able to weaken the locks, so she has spent her life since seeking out the remaining sets so that no one ends up in the same situation she's in.
Laekette knows that this perverted gear is sometimes transferred to its victims through a Daedric Charm, a miniature Sigil Stone. The devices are thrown through a portal the charm creates, locking onto whatever poor soul is before it. She aims to collect and disarm these charms before they are put to use. Strangely, some charms may instead spit out staves and soul gems. Vampires, Warlocks, Necromancers, and Forsworn are the most likely to carry one of these charms.
Vigilant Laekette is stationed at her vigil, an old imperial watchtower set on a hill North-East of Whiterun, South-East of the Hall of the Vigilant. Laekette is in charge of hoarding magical items deemed to dangerous for the general public, including staves and soul gems. After introducing yourself to her, she may decide to sell you a few pieces.
Thelia, the Stable Master
This redguard blacksmith girl was sent across the border by her master in Hammerfell. She is to tame and send back servants to her master. Since being renounced from the Empire, Hammerfell has grown more hostile to outsiders. Thelia's master has taken this to his advantage, and has been smuggling in servants of other races across the border, where no one will search for them, and no one in Hammerfell will care about them. The restraints Thelia's master uses are designed to resemble horse harnesses, to further disguise his actions when the devices cross the border.
Thelia makes these restraints herself, and sends them off to other servants of her master, and the occasional deviant noble. However, the couriers she sends are not of fighting stock and are often lost along the way. The Smuggled Packages end up in any number of locations. Some other group has also been shipping similar packages, but they seem to be smuggling enchanted weapons and armor.
The new servants Thelia corrals end up at her farm, Hammer-Worn Stables, along the road between Whiterun and The Reach, South-East of Rorikstead. Thelia master has incredible resources at his disposal, some of which is spent on Thelia's creation. Powerful enchanted armor and weapons are often being made at her stables, and she may part with a few.
Mirtienne the Mix-Blood, the Sorceress
Mirtrienne claims to be an Imperial mage, though her nickname doesn't agree. She has moved slightly North of the Cyrodiil border to set up shop, and now travels the province looking for the work of one of the last members of the Mage's Guild. The binding and animating spells he created are of incredible interest to her, and their results she finds very precious.
The old mage's work lies within Old Grimoires, which can be found in most hideouts, but most often with Vampries and Warlocks. Inside you will find the remnants of one of the mage's binding spells, still waiting to be activated. You may also find grimoire's from other mages, which will still hold useful pages which can be used as scrolls.
The new shop Mirtrienne has set up is called Mix-Blood Magics, and is within eyesight of the gate to Cyrodiil. There, she has brought an extensive collection of books and scrolls, and works diligently to make copies to sell.
The Skeleton Key:
One final way to get yourself out of any device. If you manage to find and secure the legendary Skeleton Key, you will be able to remove any device at any time. Simply examine it, and it's power will unlock you.
Credits:
Kimy, creator of Cursed Loot, which was my inspiration for this mod.
The Devious Devices Dev Team, who made this game much more interesting
827377 downloads
Updated
-
Fill Her Up Baka Edition
By factoryclose
Fill Her Up Baka Edition LE/SE
Description:
First off, I do not own the mod. I am not the original author. All I did is adding some motions for more immersion and gave some ingredients for lewd impressions.
Huge thanks to the original author for a wonderful mod and giving us great an opportunity to enjoy more in Skyrim.
The original mod post
- https://www.loverslab.com/files/file/1295-fill-her-up-cum-inflation/
What's changed?
- Added 4 sequenced animations and 1 simple motion
(4 sequenced animations for deflation motions and 1 simple motion for the expelfail motion)
- When she expel gooy from inside, there is a chance to put your tongue out.
- Also her expression will change as you expel it.
- Gooey deflation is now harder than the original one.
- Integration with Fertility and Beeing Female(A certain amount of cum in your womb(Almost 70% or above) will affect your pregnancy chance. This effect will be persistent unless you remove cum in your womb.)
[4개의 시퀀스 에니메이션과 하나의 일반 모션 추가, 4개의 시퀀스 모션은 정액배출 모션이고 나머지 하나는 정액배출실패 모션입니다.]
[정액을 배출 시 혀를 내뺄 확률이 있습니다.]
[배출하면서 표정이 바뀝니다.]
[원본 모드보다 빼내는 확률이 낮습니다.]
[Fertility, Beeing Female 모드와의 연계]
Future Updates
- Compatible patches for other sexlab mods
- No ideas for now. Please share your ideas.
Requirements
- SKSE
- SKY UI
- Sexlab
- Sexlab Aroused
- FNIS LE / SE or Nemesis
- NetImmerse Override AND/OR RaceMenu 3.0+ / Racemenu
- XPMSE LE / SE
- Bodyslide
- Sexlab Inflation Framework(Optional but highly recommended)
- OAR or DAR(Optional but highly recommended)
- MFGFix NG(Optional but highly recommended) Compatibility
- Sexlab Inflation Framework LE / SE(highly recommended)
- SLSO(Fully compatible)
- Beeing Female
- Fertility
- Pregnancy Normalmap Swapper (For BHUNP users, you can get BHUNP normap textures here. https://subscribestar.adult/posts/118628)
How to Update
Please make sure to reset all the actors before you update the mod.
모든 액터 리셋한 다음에 업데이트 해주세요
Installation
1. Install Fill Her Up Baka Edition first
[even if you have other FHU mod, it doesn't matter. Just replace your version with this one. No clean save is required]
(option)2. Install Sexlab Inflation Framework. However do not install FHU patch for my version. I already did patch for SIF so just make sure my version is not overwritten
1. [FHU 바카 에디션을 깝니다. 기존에 쓰던 FHU 모드가 있다고 해도 상관없습니다. 그냥 이걸로 교체해주세요. 클린세이브 할 필요 없습니다.]
(옵션) 2. [이건 옵션입니다. Sexlab Inflation Framework를 설치하세요. 다만 FHU 패치 파일은 깔지 마세요. 절대 제 버전의 파일이 덮어씌워져서 먹히게끔 하지 말아주세요.]
What should I type in "Morph" sections? (모프 이름은 뭘 넣어야 하나요?)
Open the body project you are using now in Outfit Studio then you will see the morph name list that you can use for custom morph settings. If you are not sure what you are doing, just leave it or reset FHU MCM. The default setting is "PregnancyBelly".
아웃핏 스튜디오에서 자신이 쓰고 있는 바디 프로젝트를 열면 아래처럼 슬라이더 목록이 나오는데 아래 이름들이 여러분들이 활용할 수 있는 모프이름들입니다. 잘 모르실 경우 그냥 놔두거나 초기화시키시면 "PregnancyBelly" 슬라이더만을 활용할 겁니다.
For Modders
Big sorry to modders that havebeen used this reference. I made a huge mistake. I found out it didn't work very well when poolmask is more than 3. Now it should work from 1.95 version.
Please refer to the script "sr_inflateExternalEventController" for inflation, deflation, absorption events calling.
################Example###############
Inflater - An actor that will get pregnant / Inflation - True(Inflate), False(Deflate) / poolmask - 1(Vaginal), 2(Anal), 3(Vaginal + Anal), 4(Oral), 7(Vaginal + Anal + Oral) / amount - the cum amount you want to add or remove / time - literally required time for deflating. (Recommendation 0.2(instant) to 6.0)/ callback - Just type "" It will ignore additional event call
Deflation poolmask should be either 1(Vaginal) or 2(Anal) or 4(Oral). One time at a time.
Function SendFHUInflationEvent(form inflater, Bool Inflation, int poolmask, float amount, int time, string callback)
Int handle = ModEvent.Create("SR_InflateEvent")
ModEvent.PushForm(handle, inflater)
ModEvent.PushBool(handle, Inflation)
ModEvent.PushInt(handle, poolmask)
ModEvent.PushFloat(handle, amount)
ModEvent.PushInt(handle, time)
ModEvent.PushString(handle, callback)
ModEvent.Send(handle)
EndFunction
Injector - Who injects cum / Inflater - An actor that will get pregnant / Inflation - True(Inflate), False(Deflate) / poolmask - 1(Vaginal), 2(Anal), 3(Vaginal + Anal), 4(Oral), 7(Vaginal + Anal + Oral) / amount - the cum amount you want to add or remove / time - literally required time for deflating. (Recommendation 0.2(instant) to 6.0)/ callback - Just type "" It will ignore additional event call
Deflation poolmask should be either 1(Vaginal) or 2(Anal) or 4(Oral). One time at a time.
Function SendFHUInflationWithInjectorEvent(form injector, form inflater, Bool Inflation, int poolmask, float amount, int time, string callback)
Int handle = ModEvent.Create("SR_InflateEvent")
ModEvent.PushForm(handle, injector)
ModEvent.PushForm(handle, inflater)
ModEvent.PushBool(handle, Inflation)
ModEvent.PushInt(handle, poolmask)
ModEvent.PushFloat(handle, amount)
ModEvent.PushInt(handle, time)
ModEvent.PushString(handle, callback)
ModEvent.Send(handle)
EndFunction
Inflater - An actor from whom you want to remove cum / poolmask - 1(Vaginal), 2(Anal), 4(Oral) / amount - the cum amount you want to add or remove / time - literally required time for deflating.(Recommendation 0.2(instant) to 6.0) / callback - Just type "" It will ignore additional event call
Function SendFHUAbsorptionEvent(form inflater, int poolmask, float amount, int time, string callback)
Int handle = ModEvent.Create("SR_AbsorbEvent")
ModEvent.PushForm(handle, inflater)
ModEvent.PushInt(handle, poolmask)
ModEvent.PushFloat(handle, amount)
ModEvent.PushInt(handle, time)
ModEvent.PushString(handle, callback)
ModEvent.Send(handle)
EndFunction
Special Thanks
crajjjj - for 2.11V patch
890381 downloads
Updated
-
ENT_LA (Lustful Adventures)
By Entar0
Description
This mod adds a variety of 18+ themed "Lore-friendly" dialogue to neutral, named NPCs, making your adventures in Skyrim a little more lustful.
Features:
- Unique dialogue (as much as possible given the sheer number of NPCs) for over 600 named NPCs.
- Every dialogue has been written with the NPC's personality, occupation, quests, and overall background in mind. Regardless of the context, each conversation ultimately leads to an intimate encounter.
- Some NPCs offer quests that allow you to have intimate encounters with Creatures.
- The mod is suitable for any player character. (Designed primarily for a heterosexual male player character and a bisexual female player character.)
- All locations and dialogue added by the mod are marked with (LA).
- Every entrance to locations added by the mod uses the same custom door (see screenshots). This minimizes changes to the vanilla landscape.
- The mod adds dialogue through separate quests. It does NOT use AI packages and does NOT modify vanilla NPC records, minimizing conflicts with the base game.
- The mod has a modular structure for greater compatibility with other dialogue mods. You can safely remove individual NPC quests in xEdit without breaking the rest of the mod.
For example, if you use another adult dialogue mod for Lydia and don't want to see my version of her dialogue, simply open the mod in xEdit before triggering her first dialogue, locate the quest named Lydia (_ENT_LA_HousecarlLydia), delete it, and save the plugin. Lydia's dialogue from this mod will be removed while everything else continues to work normally.
- Every NPC has an initial dialogue that leads to an intimate encounter. After completing it, a repeatable dialogue becomes available every 6 in-game hours.
- Some NPCs have their dialogue available immediately, while others require you to complete the vanilla quests associated with them first.
- The mod includes a Test Information file (generated with AI and may contain occasional errors in NPC or quest names). This document lists the requirements for unlocking each NPC's dialogue.
Before reporting that an NPC has no dialogue, please check this file first and make sure all required conditions have been met.
Planned Features:
- Full voice acting using xVASynth in both Russian and English.
- Separate versions for OStim Standalone.
- Integration with Immersive Wenches.
Strong Requirements
- Skyrim Anniversary Edition
- Update.esm
- Dawnguard.esm
- HearthFires.esm
- Dragonborn.esm
- SexLab Framework
Soft Requirements
- Creature Framework (for creatures scenes)
- Maximum available animation packs installed
Installation
- Download the language version you prefer (Russian or English).
- Extract the contents of the archive into your Data folder.
- Enable the mod in Wrye Bash (the Bashed Patch must load last).
- Play.
For the SE Version (NOT TESTED)
1. Download and open SSEEdit, then place it in your Skyrim installation folder.
2. Uncheck all mods except ENT_LA and wait until the data loading process is complete.
3. Select ENT_LA in the left panel. In the right panel, find the line "HEDR - Header" and the "Version" entry below it.
4. Change the value from 1.710000 to 1.700000.
5. Save the changes and close the program.
ATTENTION!
The mod uses vanilla NPC IDs, so it will not work with other mods that hide original NPCs and replace them with duplicate copies.
For news about my new mods, follow me on Patreon:
PATREON
If you'd like to support my work or contact me, you can do so on Boosty:
BOOSTY
Here i may post content that is unavailable on other platforms for various reasons
792 downloads
Updated
-
FLL - Feminized Level Lists + New Female Guard Voices + Unisex Empire - Female Legionaries and Hold Guards Patch
HEADS-UP: With the release on Recast and SkyLady 2.0, this mod lost much of its meaning, so I'll leave it here with this new title for those who only want a simpler more feminized Skyrim experience, instead of the complete transformation SkyLady can acomplish (though keep in mind you can set it to only change "generic" NPCs, excluding "unique" ones).
As for the mod itself...
This small mod changes NPC LeveledLists so as to exclude their male version while also adding the changes made by the "New Female Guard Voices" and "Unisex Empire" mods, patching both of them to work together. I've also integrated the mod "FLL - Feminized Level Lists", by Williham, into it.
The result is a Sykrim in which almost all guards and soldiers as well as the majority of spawnable/Generic NPCS end up being women, save for "scripted" NPCS, such as the two chatting male bandits at the start of Embershard Mine. To "feminize" those, you'd need a mod like "Female Enemies", by Kristopherprime (https://www.nexusmods.com/skyrimspecialedition/mods/119730), but then you'd have to deal with the resulting "voice" issues.
This is a small "module" from my personal modlist, for those who don't want to go ALL IN with a mod like "SkyFem" and its myriad of issues.
3356 downloads
Updated
-
nsfw OiYield - Open Source OStimStandalone Defeat Mod
By gurtial
This mod was created using Claude Code so I don't claim ownership of it. You can take it, make your changes and re-publish it if you want as the code is open source via Github. I'm not a real programmer so it would be interesting to see actual talents expand this mod for the community.
https://github.com/gurtial/OiYield-OStimStandaloneAddon.git
Description
OiYield was made to be as lightweight and as compatible as possible. You need to configure some MCM settings first to get the intended experience. Extended explanations are present in the README.
Recommended OStim Standalone MCM settings
1. End scene after [actor] orgasm → OFF.
2. Add actors at start → OFF.
3. Undressing animation → OFF.
4. OStim NPC MCM → toggle OFF "no scenes in dungeons, inns etc."
Requirements
- Acheron (the defeat framework)
- OStim Standalone
- SkyUI (for the MCM)
- SKSE64 and Address Library for SKSE Plugins
Credits & thanks
- Acheron by KrisV777 — the defeat framework this is built on.
- OStim Standalone and the OStim community — the scene framework.
- SkyUI / MCM and SKSE teams.
241 downloads
Updated
-
Crajjjj patches hub
By crajjjj
SL Survival, ND, Hentairim, Aroused Nips, FHU, Apropos and others patches
SubscribeStar
Naked Defeat — 6.46 p+patch Changelog here
⚠️ Now requires SexLab P+. Save-compatible — no new game needed.
Fixed "Nobody there to fuck you this time…" — scenes now use the SexLab P+ native registry, so animations play reliably even with large setups. Acheron softlocks fixed — no more staying disabled forever; release, abort, death, and the Unstuck option all recover properly. Bleedout recovery restored on release. Wrong "defeated by" type fixed (e.g. mauled by a bear but it said Humans) — follower friendly-fire and distant NPCs no longer confuse enemy detection. Dismissed followers no longer dragged into scenes — roster refreshes on load; NFF-dismissed companions drop, MCM-tagged ones stay. Whipping fixes — humanoid whippers work, protectors spawn every scene, aborts no longer leak whipper state. Devious Followers now actually pauses during defeat and resumes after. Plus assorted logic fixes, hang/timeout guards, and performance cleanup.
SexLab Survival 0.7 patch Changelog here
A large maintenance and integration release:
Requires AudioUtil
- FOMOD installer (overwrite original mod) : base mod always installs, with opt-in patches for SunHelm Survival, Bikini Armor Break (TAWoBA), Animal Friend Teammates, and bruise textures.
- Beeing Female NG integration: unified pregnancy support (preferred over Fertility Mode) with conception/labour relays and a fertility tonic for forced drugging.
- Sunhelm support
- sl, slso, sl pp are supported (but separate orgasm in SL MCM should be used - some features won't work with generic orgasm)
- Arousal reworked to flow through SexLab Aroused NG's dynamic decaying effects, with new MCM sliders for the fondle cap and fade times. (other frameworks also supported)
- Dependency updates: Devious Devices NG 5.2, Fill Her Up Baka 2.0.3, Papyrus Extender 6.4, Creature Framework 4
- Fixed invisible player dialogue prompts (angle brackets eaten by the engine, now square brackets).
- Wide code sweep: adapter-init gaps, curfew/toll/licence logic bugs, and various divide-by-zero and None-dereference crashes.
- Fertility forced-drug now works for Beeing Female users, not just Fertility Mode.
- Corrected the Tolls-page fertility tooltip and the non-English drug labels.
- New documentation site: https://crajjjj.github.io/SLSurvival/
Hentairim p+ Cumshot 2.3 patch
A lightly customized build of SexLab Cumshot 2.x that adds visible ejaculation effects to sex scenes. The one change over stock Cumshot is a smarter ejaculation gate: the external cumshot is suppressed while the penis is inside a partner (mouth/vagina/anus), so it never clips through the head during oral or sprays from inside the body during vaginal/anal. Handjob, footjob, titfuck, pull-out, and masturbation still show normally.
Detection is framework-native (SexLab P+ per-actor interaction tables), so it works on virtually every animation without requiring custom tags.
Requires: SexLab P+ · SKSE · SkyUI · PapyrusUtil · NiOverride (RaceMenu)
Aroused Nips Changelog: here
Arousal-driven morphs — nipple, areola, and (optionally) genital/labia BodyMorphs scale live with SexLab Aroused: nothing at 0, full effect at 100, smooth in between. Player + NPCs — updates mid-scene via a fast poll instead of waiting on Aroused's slow heartbeat; NPC filters (males/dead/creatures) in the MCM. Anti-clipping under armor — morphs flatten while the chest is covered, with Advanced Nudity Detection support for skimpy/bikini tops, and ease smoothly back in the moment you strip. Fully MCM-configurable — per-morph strength, intensity presets (Minimal → Exaggerated), under-armor scale, and JSON import/export; the full nipple + genital/labia slider set is available out of the box. Requires — SexLab Aroused (NG or any supported fork), RaceMenu/NiOverride, PapyrusUtil, and a BodySlide body with morphs generated.
Stability patch for Babo dialogue v6 by @factoryclose Changelog: here
fixes to avoid soft locks - array and references handling mostly, but some keyword related fixes also Acheron Integration to isolate Babo scenarios Up for merge in the future versions don't forget the sztkUtil dependency - didn't see it in reqs but it is used Overwrite the original - using mismatched versions will probably break things
Apropos2 Patch- Changelog: here
ESL flagged and added the ability to morph actors based on vaginal and anal wear and tear. Stagger effect can be enabled.
You can edit the morph nodes in WearAndTear_Morphs.txt, by default it's set up to use 3BA nodes. (by @wareware)
UBE morphs here
Works well with SLP+/AE (tags included in the SLSB conversions)
W&T effects are added during animations when sl stage starts and not onOrgasm like in original version. Hentairim tags are used to get stage-based damage (Don't forget to run SLATE or use SLP+). (Damage values in WearAndTear_Damage.txt)
If no Hentairim tags found, w&t is applied on animation end (calculations based on regular tags, damage values from file are multiplied by 4)
Added some conditions to apropos stagechange descriptions (e.g., not to show penetration messages when no penetration) - also with fallback on regular tags if hentairim tags are not available.
Added more consumables for healing - now health potions also heal W&T. (can be changed in WearAndTear_Consumables.txt)
Supported by the latest SL widgets and Conditional Expressions Extended mods
INSTALLATION Overwrite the original Apropos2 SE by gooser, with this one. (Hentairim tags mod is needed)
FHU baka 1.96 patch (+ FHU baka 2.0.3 patch) Changelog: here
Merged into FHU baka 2.11
Requires AudioUtil
Wolf patch integrated Different fixes - track here (Optional) Hentairim tags are supported to better detect when to inflate. (with fallback to regular tags). Don't forget to run SLATE or use SLP+ MfgFixNG is now required. Updated the mfg calls Includes contributions by @andbgame Deflation and deflation fails aligned better and optimised 2.0.3.10+ -> animated creampie integration + SL too tired - check MCM to enable and configure 2.0.3.13+ -> TNTR friendly !!! If you want to avoid idle animations being stuck for this and other mods install
PapyrusTweaks
Papyrus Tweaks NG ini config with added exclusions for experimental features
Hentairim 3.04 pp+ patch for p+2.17 Changelog here
Mod compatibility — The mod now works with SexLab Aroused NG instead of only OSL Aroused. It auto-detects which one you have installed and uses the right one. Updated for Creature Framework 4, which renamed its main script. Now builds against SexLab Framework P+ 2.17.1.
Optional mods are truly optional — AnimSpeedSE can now be missing without causing log errors. Same for Fill Her Up's tongue item.
Crash/error fixes — Several places were reading scene data after the scene had already ended, causing errors. These are now checked before use.
Freeze prevention — Two script loops that could get stuck forever if something went wrong mid-scene now have a 5-second timeout and give up gracefully.
Scale fix — Actor scaling is applied correctly during scenes.
Small bugfixes — Out-of-bounds array access, functions returning garbage values in edge cases (wrong animation type, Devious Devices not installed), and other minor script errors cleaned up.
MME integration for milk squirting
Physics-driven labels. Better sounds and expressions placement. Major performance improvements
Hentairim se legacy SLU+ patches (moved from here) - not SLP compatible
Hentairim Enjoyment Expressions Traits
Hentairim IVDT
SLDisparityApropos2HentairimPatch (for SL Disparity)
Update for wear and tear condition checks (ESL address fix, also works for non-ESL)
SimpleWnT2_2_Apros2_Patch - patch for Simple Wear & Tear V2 beta
ESL and non-ESL Apropos supported Separate wearing level detection for Apropos2 Fixed bug in Appr2 scan - mod/patch was working only when the player was in slot 1
SexLabArousedNG 1.0.0 - moved to Nexus with new features
Update for Sexlab Aroused NG 0.2.2 - save safe, full replacement. Stability improvements (anti-freeze) pahe patch added
45927 downloads
Updated
-
npc [NPC] 3BA Bimbo's of Skyrim NPC Replacer
By DrSeptimus
Details
A NPC replacer mod for Bimbo's of Skyrim mod. It currently replaced the following NPC. Special thanks to Veezcaa for the permission to use Callista preset as Lyvvi replacer.
1) Anaita
2) Buttslut
3) Erina
4) Lyvvi
5) Telariel
6) Taaria
6) Lexanne Capulet
7) Jill
More NPC would be add in the near future.
Requirements
Bimbo's of Skyrim
Caliente's Beautiful Bodies Enhancer -CBBE-
CBBE 3BA
Credits
Veezcaa
1562 downloads
Updated
-
The Old Way
By Korath0
My characters presets collection.
Uncomplete as I didn't find everything. (some were bound to my Teremiss mod)
A preset is in twice as the first version for some reason couldn't be loaded by racemenu.
You're free to do what you want, just no part in any case should be posted on Nexus. I'm not supporting hitler's goons and some stupid authors. (yeah got a theory by whom and why I got banned lmao)
Selina Vanka (female imperial); Tyelth Garan (male altmer) and Oz'Morb (female dunmer) are my absolute favourites if you want to know. Hopefully you'll enjoy playing or using them for mods or whatever. (:
My "gift" to the community as I quenched my yearly thirst of Skyrim, should be back next year. (:
BE SURE TO CHECK THE SCREENSHOTS AS I PUT PICS OF THE MODS I USED
"Requiem of Teremiss" will still receive an update later on.
70 downloads
Submitted