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Adult Mods

These Skyrim: Special Edition mods are of an adult nature.

141 files

  1. Skyrim chainbeast SE

    This is the SE conversion of chainbeast by MTB.  download the updates last. Please see his page for more info @ 
    Also attached is a WIP for wild chain beast. currently they spawn in the wild and take you to simple slavery. Turn it on in mcm.
    White run also spawns at least one chain beast. 
    having chain beast in every city.
    Possibly chain beast in dungeons. kind of concerned this will break the game, so nothing yet. open to the concept and ideas.
    implementing future chain beast into the wild. also it will need skyrim riding styles se in the future. 



  2. Prisoner overhaul plus se

    hi guys, got this thing converted and fully tested out. should work fine for the most part. it is not updated, as I do not have time to keep it up to date. got other projects that take up time to update. feel free to use this and post your own, with the og author permission of course. 
    anyways, let me know if anything weird is happening. sometimes I get files mixed up when I work on it. please look on this page for more information
    all credit to Inte, and whoever started this whole thing.
    I likely wont be updating this thing or responding to inquires much. One day, when I have more time, ill get around to updating. feel free to take over at any point in time with or without my permission.



  3. Arousal Based Breast Adjuster for SE CBBE (ABBA)

    A simple little script for SSE using the CBBE body that changes your character's Breast size based on their arousal level.
    NB: you will need recent updates for BodySlide and RaceMenu that add support for body morphs. In addition to this you need to tick "build tri morphs" when building outfits/bodys
    I wanted to make this mod as I couldn't find one that did this in a simple way without lots of other stuff going on.
    Added a voice pack which works like any other sexlab voice pack and should work in Oldrim too
    NB: Needless to say if you have any other mod running that changes your body shape then this could be incompatible. I should also say that if you have overlays enabled in racemenu then you might see graphical oddities on outfits with alpha blend meshes.
    Thanks to Kimy for the help getting this off the ground and the folks who made the sexlab/aroused/bodyslide/racemenu mods.
    CBBE  (be sure and install the racemenu morphs plugin too)
    Racemenu SE
    Sexlab SE
    Sexlab Aroused Redux SE

    Ideas for future versions (I'm open to suggestions so please do reply with any ideas)
    add extra unique voices/dialogues
    Add Events: eg. boob implosion adding temporary abilities
    Extend the mod to affect all local aroused npc
    Add a debug mcm option:
    show if the right dependencies are met
    clear morphs option
    Sexlab Kelly Voice.7z



  4. Bad Dog's Immersive Creatures SE

    Bad Dog's Immersive Creature Addon
    This mod adds genitalia to all the new creatures from the Skyrim Immersive Creature Mod SE version on Nexus.
    That last upload was a mess. This one should be properly set up for SSE. Also, I've cross-correlated the SIC mod and the JSON files, so every critter has a definition in CF and every CF definition corresponds to a critter. That also means there shouldn't be any typos in the form IDs.
    So everything should have a normal and aroused mesh, but there may be texture mismatches--a blue-green goblin gets a bright green dick--or the entire creature may change appearance when it gets aroused, like a draugr putting on different armor. As before, I'd love help checking through these creatures. I'm updating the spreadsheet in the spoiler below, and if you can knock off a few that would be great.
    I've spot-checked the creatures but I haven't tested every blasted one. If you want to help test, that would be awesome.  Detailed instructions behind the spoiler.
    Load, in this order
    Skyrim Immersive Creatures, both files. So you need Dawnguard and Dragonborn both, and no bitching about it, just pay up to Bethesda. How many hours of pleasure have they given you? SexLab check to make sure you get the latest Sexlab Animation Loader  Creature Framework  More Nasty Critters  Bad Dog's Immersive Creatures 3.0 (BDIC_SE_##_##_##_TEST)  
    Enjoy. You know you have to run FNIS, load the creature animations in SLAL, and turn on creatures in SL. Look at the SL install instructions if you don't know what that means.

    Reset your animations in SexLab to get the new creature animations. 
    Run the "Reset Mods" option in Creature Framework if the new creatures aren't being equipped with junk.
    If you're using Sexlab Werewolves, Mighty Beasts and HDT Werewolves, load them after this mod. They have their own werewolf meshes. You may also need to reinstall the XP32 skeleton after this mod--if you end up with a mesh explosion (werewolf gets smeared everywhere) that's the problem.
    You can elect either SOS werewolf schlongs or Creature Framework schlongs. Turn off the werewolf options in SOS if you're using CF, and vice versa. Note that the SOS werewolf schlongs won't match the colors of the SIC werewolf variants--nothing I can do about that because SOS doesn't know about different skins.
    Good to have with this mod
    SkyTEST SexLab Aroused Redux (or the original, but redux works fine for me) SexLab Wear and Tear (ouch! ouch!) SexLab Cumshot SexLab Matchmaker Defeat with the creature option turned on Untamed is sick fun with this mod, too.
    And of course the body replacer of your choice.

    Reporting problems:
    Reporting problems in useful way is a gift to your modder. I want this stuff to work, but if you don't provide details I'm working in the dark.
    Always give me the last screen or two of your papyrus log and any animal or sex mods in your load order (or the whole thing dumped from MO). Spoiler tags, please, if you load them here.
    CTD: There haven't been any reports of crashes, but hey. You may find CTDs that don't seem to be part of your normal Skyrim experience </snark>. One scenario that would not surprise me is that you're running across the landscape and suddenly CTD with no warning and nothing special in the log. If that happens, tell me exactly where in the Skyrim world you were and what time it was (Skyrim time) and I'll try to track it down. (Exactly as in, "The slope above the lake south of Riverwood just above where that bear is always fishing.")
    Misbehaving creatures: Tell me what it's doing and try to get me the baseID. Hit, ~ , click on the creature, read the baseID off the screen. Then hit ~ again and get the fuck out of there before he nails you. Useful also to report where you were in Skyrim. I've had a problem with draugr legs disappearing--reporting like this will help me solve it.
    This mod contains very little original work. It's all mix and match of stuff made by other people. All credit goes to them:
    lifestorock - Skyrim Immersive Creatures (http://www.nexusmods.com/skyrim/mods/24913/)
    dentarr - More Nasty Critters http://www.loverslab.com/topic/32953-more-nasty-critters/
    lordescobar666 - SexLab Nude Creatures http://www.loverslab.com/files/file/441-sexlab-nude-creatures/ 
    Ep1cL3w7z - Creature Framework http://www.loverslab.com/files/file/1622-creature-framework/
    Dayelyte, Gone, Panicforever, Xandero - animations
    diarawr, Gone, Leito86, Shocky, SkyMoMod - models
    Leito86 - Strapons (http://www.loverslab.com/topic/19260-skyrim-strap-ons/)
    MadMansGun - Help with the patch and all the work on MNC



  5. Follow me for Sex SSE V3.2b

    This mod gives you the ability to recruit sexual followers.
    The sexual followers will follow you and satisfy sexual requests, but they will not engage in combats or have the normal followers actions. You can still have your normal follower mod together with Follow me for Sex.
    Up to 8 humanoid adult actors can be your sexual followers
    With this mod you can:
    Have a set of dialogue lines to ask sex with your followers (you with them or between them) Ask them to masturbate Have a spell to place markers that will be used to align the animations Define what animations will be used (by tags or as specific animations) for each possible number of participants (from 2 to 5) Have a dialogue line to kiss your followers, including open mouth, tongues, and kissing sounds Have a line to ask for quick sex to all human NPCs that are not followers Have a line to ask your followers to strip/redress Be able to define the sexual preferences for the player, males, and females (no more female fucking a male in the ass, if you don't like it) Ask followers to dance for you Adds an extra strapon to SexLab that looks like a natural penis Kinky stuff: have some lines to have followers to ejaculate in many different conditions (supports also pillories if you have Zaz Animation Pack) Kinky stuff: have some lines to have followers to have golden showers (pissing) in many different conditions (supports also pillories if you have Zaz Animation Pack) Adds some actual ejaculations using meshes or particles when the orgasm is reached or the animation ends (can replace SexLab Cumshot) Adds hacks to SexLab to force the animations to align to the markers you place or to force the actual animations played If you want Kinky stuff then you have to activate it in the main config page (cumshots, golden showers, orgies) Ability to ask people to take a bath (showers and bathtub) Using vanilla voices for dialogues  

    This mod does NOT support creatures, they will never be added
    The conversion to SSE was done by @Andreis
    German and Russian voices can be downloaded from the Oldrim version, they are 100% compatible.
    A big thank you to:
    @komotor (animations and animobjects)
    @SirNibbles (animations)
    @Vioxis (meshes and collision box)
    @DarkConsole (meshes)
    @CPU (animations and meshes) - Yep I did a few of the animations on my own
    @lineaunica (German voices)
    @CGi for the FOMOD installer (supporting German voices)



  6. Pet Collar - SSE

    Uploaded with permission by yurik. All credit for this mod goes to them. This is simply a conversion of their original mod.
    An expansion for Devious Devices. Lockable collar for a more "submissive" game play, for you or your follower(s). Simple, stable, effective and playable (I hope). Consists of 3 main features:
    Armor Restrictions - wearer is restricted from wearing specified apparel, which can be set to: no armor, completely nude, only jewelry, no body armor or clothing. And electrocuted otherwise. Optionally buffs sneaking, casting, and dodging capabilities.
    Fucktoy - wearer is used for sex relief by your follower(s), creature follower, horse, neutral citizens (if pet is alone without teammates) or yourself. Optional fortitude buffs after sex with the Pet (special buffs for horses!).
    Inventory Control - limits your carrying capacity so that all the "unnecessary" stuff and/or excess gold is (kind of) sent to your companions (or saddle bags) right after you loot it. Talk to them sneakily to get access to your stuff (only works for Player as Pet). Optionally buffs you for traveling light. Option to auto-use items on pick-up / buy.
    All features are modular and most options are configurable through MCM menu.
    Equip on yourself or a targeted actor through MCM menu. Add "Pet Ability" to whom you want to add it to through MCM menu. Obtain by console - item names are: Pet Collar, Keyless Pet Collar. Placed on (and under) the table near the door inside Whiterun's Jorrvaskr:  
    Devious Devices - Integration (link) and all its requirements.
    Use your favorite mod manager or drop files manually.
    PetCollar reapplies its effects automatically on update. Update on a save where collar is not equipped would be ideal, but it is unlikely that not doing so will break anything.
    Unlock and unequip the collar before uninstalling.
    (Optionally) Clean your save from all the "petcollar*" scripts with the SaveTool.
    Can be found by visiting the original mod page, as linked below. Please do this anyways and give yurik some love.
    I can not guarantee that everything will work 100% as this was a quick and likely sloppy conversion. If there are any issues with the mod working please let me know and I'll attempt to help resolve them. Just don't let your hopes up too much.



  7. Nude World Order

    Nude World Order makes your entire Skyrim nude. All vanilla torso armor will become invisible unless further altered by a later mod in your load order. This will not give you a nude model for male or female - you will need another mod for that or everyone will be in their underwear.

    The mod has been configured to work with the male props of 'schlongs'.

    There is no 'Legendary' version as I do not own the older game. But you are welcome to back port the mod if desired.

    I highly recommend using a mod like 'Everybody's Different' alongside this. Once clothing is removed the people can get a little repetitive. So mods that randomly alter skin and body shape can be very useful.

    There are two versions of this mod, as described below. Only use one of them.


    This Mod's Default Version: Nude World Order

    Skyrime Special Edition
    Unofficial Skyrim Special Edition Patch.esp
    Schlongs of Skyrim - Core.esm
    This mod changes all vanilla torso armor to have no 3D model inworld. This was done by deleting the model reference. Where items where a combo of torso and head armor pieces (like hooded robes), the item was changed to a hood, and should now be marked with "(Hood)" in the name. The keyword: SOS_Revealing has been added to all torso pieces. It should NOT be present in anything that was converted to a hood (this is a bug report if you find a case of that). 7 helmets now have 'invisible' versions that canbe crafted by using the normal version as the 'crafting mat'. They should be: Hide, Elven, Dragonscale, Iron, Steel, Orc, Dragonplate.
    - I chose these 7 to give a broad spectrum across armor values. Obviously if you have the set items perks and your set it not in this list, you won't benefit... But I hope these represent the 7 sets most people would likely end up using. If not, please leave a comment and I will make an update. Sets the global WICommentChanceNaked to 0 - so NPCs no longer comment about nudity.
    Optional Alternative Version of the Mod: Arousing Nude World Order

    Everything of the 'standard version', plus:

    Also Requires:

    Also adds the keyword: EroticArmor
    Has been added to all torso pieces. It should NOT be present in anything that was converted to a hood (this is a bug report if you find a case of that). This keyword is checked by SexLabAroused by it's Object ID in that mod's esp, and not by a match on the keyword. That is why that mod is required of this version, and why I had to make two versions of the mod.

    Also adds the keyword: SexLabNoStrip
    Has been selectively added to some pieces. I found it uneeded and so did not add it to more than a few.
    - This keyword can be added to any items you do NOT want stripped during a sex scene. Adding to invisible gear was largely pointless, but you can add it to other gear you want actors to keep on... just in case those boots really gotta stay on for you.

    CAUTION: Arousal mods trigger mainly on nudity. This version of Nude World Order will cause arousal mods to go into extreme, leaving characters at max arousal almost constantly. If you use a mod that applies negative skill penalties when too aroused, this can cause those penalties to be de-facto permanent.
    - If you want a 'nudist lore' Skyrim where people seem 'used to' nudity, use the default version of this mod instead. This variant version is best for 'comedy' as it will have a strong negative impact on character advancement.

    Known issues:
    Some mods alter vanilla armor. Some other mods 'check in an update' to Vanilla armor without changing it at all.
    - in both of these cases if such a mod appears after this mod in the load order, they will undo the changes this mod has made.

    One known example: Amazing Follower Tweaks SE.
    - AFT 'checks in a dirty edit' to Thieves Guild Variant Armor used by the NPC Sapphire (she leans against a wall in the main inn in Riften, and the first time you ever visit Riften she is outside harassing another NPC over a bad deal). If you use AFT, she wil not be nude unless you place this mod AFTER AFT in your load order... I am not certain if the change to the armor in AFT is truly dirty (no update, just a check in), or if it toggled a setting like 'playable' and then never documented. It is a bad edit either way BECAUSE it does not appear in the documentation for that mod...

    Possible bugs:
    When I first started making this mod, I tested a few pieces by renaming them so I could find them easily... I undid all of those renamings... But if I didn't, please report that in the comments. My pattern for doing this was to do something like change 'Fur' to 'Fur P'... a single letter on the end. The 7 invisible helmets were the last thing done in both versions of the mod. They were done after the mod was split into two versions. I believe I copied all my work from one mod to the other properly. But if you notice anything different between the two mods over those helmets... report it. It is always possible I missed a piece of armor or a keyword somewhere. I am pretty confident that I got it all, and properly... but there is always room for a mistake. Please report it if you find one.

    Mods by Jyotai - general statement about work I have or intend to upload

    My mods follow a basic set of patterns:
    If I have added anything new, it can be found in the esp by searching for 'jyotai' If I have modified an existing record, I can't so easily rename it, so I will describe it in the readme. I try to avoid any 'hidden surprises'. Nothing is worse than wondering why your thing is broken, because some mod author made an undocumented
    change. If you find one of these, report it to me. I welcome feedback on bugs, and won't get snippy about it. I am a professional developer not an amateur so I am used to finding, reporting, and fixing
    bugs - and I know that nothing makes development worse than a developer
    with an attitude. Bugs happen. If they happen in my stuff, I welcome
    finding out about them so I can fix them. I won't even get snippy if it turns out the bug report was not correct - that somebody else's mod caused it. That too is useful for everyone to find out so it
    can be reported properly.

    A side story: if you ever interview at a company like Google, at some point in the interview they trick you
    into messing up, doing something wrong. The test here is not to see you
    fail - but to see if you have 'ego' when they tell you... Ego kills good

      My mods are ALWAYS full open-source. This means 2 things: You do not need to ask permission to use my mod in your own mod. Just credit what you got from where. Your choice to tell me or not. This is
    important in case someday I 'vanish' from the community - people could
    take up anything I did and keep pushing it forward. Any mod you put out that uses ANYTHING from me, has to stay as open or even more open in permissions than I had. So it must be free, it cannot require
    people to ask permission to use it in their own mods, it cannot deny
    anyone permission. If you don't like those terms, do not use my stuff.




  8. BakaFactory Poser Pack SE

    BakaFactory's Poser Pack SE
    A pose mod featuring 102 unique poses for many type of screenarchery scenarios .

    - Credits -
    @factoryclose for the permission to share this with you guys!
    @shinoboru for the screenshots!
    Please don't bother BakaFactory via his own page about this SSE port!



  9. Bad Dog's Skimpy Clothes SE

    There are a few revealing armor mods for SOS, but they mostly don't touch the regular clothes. So this mod aims to finish the work by making the rest of the male clothes revealing. I also did revised versions where I thought it was worth it--robes and nightingale armors, for example.  I'll keep adding to this as I have time.



  10. Bad Dog Hoodies SSE

    This mod adds unsheathing schlongs to the difference races of Skyrim.
    Humans, elves, and orcs get an uncut schlong, As it gets more erect, the foreskin pulls back. Fully erect, it is the "Smurf Average" schlong that ships with SOS. It's fully SOS-animated throughout. Khajiit have a sheathing schlong; it extends from the sheath as the character gets more aroused. The balls are fully animated throughout; the shaft is animated once it's fully extended. Argonians have a schlong that retracts completely. As the character gets more aroused the shaft extends. The argonians carry their balls inside, being cold-blooded, so their balls don't show at all. The fully extended schlong is fully animated. Werewolves get a wolf-type peen. The erect version is fully SOS-animated. Probabilities are set so that nords, bosmer, orcs, and bretons are highly likely to be uncut. Redguards, imperials, and altmer are highly likely to be cut. Everyone else is in between. Beasts get the appropriate beast schlong. Thanks to ChosenClue, all schlongs work on all races. If you want a sheath on your argonian or human peen on your khajiit, you can have it. If you want to get freaky and put a sheath or slit on your human, you can do that too. Thanks to Seahorse, there's a smooth male body patch. If you use Drachis Argonis, there's a patch for that too. The unsheathing is not really animated. All I do is swap meshes at strategic moments. Fully animating the transitions is Very Hard, so this gets you most of the way there with a simpler mechanism.
    All schlongs now fit females. Special notes for females:
    They're in BDHoodieFemales.esp. If you don't want to fuss with them, disable that esp. There's a Female Horse Strapon option, with probabilities set to 100 across all races. SexLab doesn't know about futa, so if you have chicks with dicks SL will give them strapons too. The Horse Strapon is managed by Hoodies/SOS and gets equipped when your non-futa lady is pitching. Turn strapons OFF in SL and let SOS equip the horse strapon, and you're good to go. If you want to run as a chick with a dick, set your sex in Sexlab to male so that SL doesn't give you a strapon. There are so many female options that it's not really possible to cover them all. I put my textures for female humans, khajiit, and argonians in the main mod, with support for the pussy. They'll match the schlongs. If you want to use your own textures, load them after this mod or take mine out. All schlongs are collision-enabled. Setting up HDT is a nightmare, so I included an HDT-enabled UUNP female body. If you have your own body or settings, just load them after. Argonians are their own problem because the tail texture uses the same space as the pussy. That's fixed with an extra tail texture, which shouldn't interfere unless you have an odd argonian texture.
    Special notes for werewolves:
    All schlongs support the werewolf form, as a sheathing schlong with four levels. If running with Creature Framework/More Nasty Critters, find werewolves in CF's creature menu and choose the BD Hoodies mod to prevent double-dick syndrome. If running with SL Werewolves, load the WW patch after SL WW.
    Special notes for HDT (LE only)
    Schlongs and pussies are collision-enabled. Setting up HDT is a royal pain, so I included a UUNP body, textures, HDT settings, and HDT-enabled SOS schlongs in this mod. Override them with your own if you like yours better.  
    In-game setup:
    After installation you can load and go, but because of the way SOS picks schlongs, the beast races will sometimes get regular human schlongs. If you care about that, use the MCM menu to go through all the OTHER schlongs and set their probability to 0% for khajiit and argonians. Turn off SexLab strapons to mix futa and normal females. I've included SL settings that work, just import them and go from there. If using werewolves, see above.  
    Prerequisites and load order
    Sexlab - it's not a hard requirement, but most people will want it. Sexlab Aroused - Optional, for the unsheathing peens. With SL only, you'll go from flaccid to fully erect for sex. Not that that's a bad thing. Revealing Armors for SoS - Optional; not much fun if you can't see the action. SOS, duh HDT Physics Extensions - if you want jiggles and animated pussies (LE only) More Nasty Critters SLAL- if you want creature sex SL Werewolves - if you want it The main mod. Enable: BadDogSchlongCore.esm RaceMenuMorphsUUNP.esp BDHoodieSchlongs.esp BDHoodieFemale.esp - if you want my hoodie schlongs for ladies MMGSchlong.esp - another erect model for khajiit and argonians  XPMSE - YOU NEED THIS EVEN IF YOU DON'T SCHLONGIFY THE FEMALES on SE, anyway. Dunno why.
    Load them that order.

    Makers of the SOS penises. I've included collision-enabled versions of them here. The Bodyslide UUNP crew. Makers of the erect werewolf penis. The flaccid versions are mine, mostly. Chosen Clue for the multi-race multi-shape lulz Seahorse for the smooth texture Blaze69 for the ladies MadMansGun for the alternate beast peen
    How to make a new hoodie schlong:



  11. Deviously Helpless SE

    Deviously Helpless SE v1.17a
    Converted to Skyrim SE by Roggvir
    Removed deprecated DD's "HardcoreEffects" dependency from "WD_EventLegCuffs" and "WD_eventWornVibrate" scripts. Moved script sources to correct SSE folder "source/scripts". Recompiled all scripts. Resaved plugin using 64bit CK. Regenerated the SEQ file using xEdit 3.2.  
    SexLab Framework SE 1.63 - BETA 2 Sexlab Aroused Redux SSE v2.9 ZAZ Animation Packs for SE 1.0.0 (ZAZ 7.0SE-Rev1) Devious Devices SE BETA (Assets and Integration)  
    I am posting this conversion without consent from Srende, this mod's original creator.
    I tried reaching him to ask for permisson, but his profile shows his last visit was on September 2, 2017 - almost a year ago.
    Therefore i took the liberty of uploading it in good faith that it is not against the wishes of the original author.
    I got a reply from Srende after all, and he agreed i can upload the conversion, and so did Slorm, maintaining the updated version 1.17a.
    All credit goes to the original authors as always.
    Links to the original Oldrim mods:
    Original mod by Srende, version 1.15d
    Updated version 1.17a, maintained by Slorm



  12. SexLab Dialogues SE

    SexLab Dialogues SE v3.1
    Converted to Skyrim SE by Roggvir
    Resaved ESP in CK Recompiled all scripts Moved script sources to correct SSE folder "source/scripts" Optimized "sack_cloth_piece.nif" using SSE NIF Optimizer v3.0.6 Removed the purple hair mesh and tri, and changed the NIF and TRI of _SLD_MaleSlaveHair and _SLD_FemaleSlaveHair to those of HairMaleRedguard1 and HairFemaleRedguard04 Reverted the change of EditorID "BloodyRags01", previously renamed to "_SLD_BloodyRags01".
    Now it has the original EDID "BloodyRags01" Fixed incorrect "Max Height Data" and Water flow of some of the edited Worldspace records Undeleted some vanilla reference at the GuardianStones, and set it as initially disabled Fixed incorrect lighting and fog settings in some cell (don't remember which, some mines i think) Fixed incorrect position of Human Skull in the Bleak Falls Sanctum Regenerated the SEQ file, just in case  
    SexLab Framework SE 1.63 - BETA 2 Sexlab Aroused Redux SSE v2.9 ZAZ Animation Packs for SE 1.0.0 (ZAZ 7.0SE-Rev1)  
    Original mod:



  13. Devious Captures SE

    Devious Captures SE v2.9.0
    Converted to Skyrim SE by Roggvir
    Resaved ESP in CK Recompiled all scripts Moved script sources to correct SSE folder "source/scripts"  
    SexLab Framework SE 1.63 - BETA 2 Sexlab Aroused Redux SSE v2.9 Sexlab Defeat SSE 1.0.0 ZAZ Animation Packs for SE 1.0.0 (ZAZ 7.0SE-Rev1) Devious Devices SE BETA (Assets and Integration)  
    Original mod:



  14. Simple Slavery Plus SE

    This mod is originally made by jfraser  then Lozeak created Simple slavery Plus they deserve the credit this isn't my mod it is simply a conversion of the mod for Special edition Players 
    About This File
    This Mod is made by jfraser
    New in 6.0 - Fixed some properties not being set correctly, corrected outfits so it's compatible with ZAZ 7.0 and ZAZ 8.0+. Fixed an error found by Morferous (THX!) Devious Framework stuff is not fixed or still in the state it was. 
    Added SendmodEvents "PlayerRefEnslaved" "PUnEnslave" "PEnslaveCheck" this is allow non Zaz mods to use SS as a bridge to set and check zbfFactionSlave on player. See ZAZ and DD cross slavery support.  (6.01 is minor bug fix for this support no mods use yet)
    If you use Devious Framework, use the Devious Framework version. Otherwise, use the WITHOUT version.
    Defeat Patch - If you use Defeat 5.3.5, this patch will help smooth the enslavement using the Devious Frameworkversion. If you don't have Devious Framework and Defeat, you don't need this patch (although it won't hurt anything if you have it).
    If you are updating from a previous version...I'm sorry, but much of the functionality probably won't work if you try adding this to a previous save. I don't know how to fix that. A new game is absolutely necessary or it might not work.
    Current issues-
    Death alternative, you need to register the quest via the manual reg in DAs MCM.
    I was shoved onto the platform in front of the milling crowd, shoulders burning, chains clanking. I still struggled, knowing it to be futile, as they attached my wrists to manacles hanging from the ceiling, my ankles to iron rings sunk into the ground*. The crowd jeered and laughed.
    "She's a fiery one!" A rough-clothed man, hair like dirty straw, smiling as wide as a lecherous saber cat. The gag kept me from spitting at him; a glare was the best I could muster. Naturally, that only created more amusement. "I'm going to enjoy breaking this one!"
    And as I stood there, spreadeagled and exposed, I knew in the plummeting depths of my stomach that he was right. I would fight it to my limit, but I had a limit. I would break, sooner or later.
    No, I vowed in silence as the bidding began. I will not give them the satisfaction. I will not succumb to despair. I will escape. The words were a balm, but I knew in my soul they were void of meaning. The moment the gavel hit and the auctioneer said, "Sold!", my life was, for all intents and purposes, over.
    This is a slave auction mod. You will get sent to the auction via any of these:
    Angrim's Apprentice: Do what you're told or else...
    Content Consumer's Alternative Starts: Start your game ignobly.
    Death Alternative: You will go to the auction when defeated by most enemies (not sure about creatures). If you do not want to go to the auction after defeat by particular enemies (city guards, for instance), increase those enemies' chance of being chosen in Death Alternative to a number higher than Simple Slavery's (ex make Prison Overhaul's number greater than SS's). Or decrease the SS chance. Either should work.
    Defeat: Now that your captors are done using and abusing your body, time for them to make a quick profit!
    Devious Framework: Watch out for slavers with lassos! Will actually walk you to the slave market and hand you off!
    Deviously Cursed Loot: There was a flash of light and a deafening BANG. Next thing I knew, I was waking up naked in a cell.
    Deviously Enslaved: Get that collar off before someone realizes you are an escaped slave, or you can just cross the word "escaped" from that title.
    Failure Mode Effects Analysis in Skyrim (FMEA): People lock doors for a reason, you know. And don't even THINK that they would leave a treasure chest just sitting around without safeguards.
    Loansharks of Skyrim: If you don't pay off your loan in time, bad things will happen...
    SLUTS: Be diligent in your job or they'll find another job for you.
    Prison Overhaul Patched: Y'know, guards don't make much money. But there's a way to make a quick buck on the side.
    SL Kidnapped: It's late at night. There's no one around. Or so you think...
    Devious Followers: Can't afford to pay your follower, well maybe they'll sell you to make ends meet.
    Naked Dungeons : When robbed, maybe the robbers feel your worth pawning as well.
    Skyrim Chain Beasts: Adds some very friendly creatures that'll take you to auction.
    However you end up being captured, you will be brought to a holding cell. Speak to the guard in front of the cage and you will find yourself on the auction block, where people will bid on you. You will then be sent to one of the many slavery (or slave-like) mods provided by the talented modders of LL.
    This mod has become something of a community project, for which I am grateful. I cannot, alas, add more authors' names to the box up in the corner, so for the record, here are the people who took it upon themselves to do the things I was not capable of doing (in alphabetical order):
    Kana Red
    There has been much help from many others as well (see the list of thanks at the bottom).
    Slavery Mods
    NOTE: None of these are required, but you should have at least one of them, or you will end up being only twelve minutes a slave.
    Whiterun Brothel Revamped - with thanks to Tyrant99
    Devious Followers-  with thanks to Lozeak (ME!!!)
    Captured Dreams Shop - with thanks to Veladarius
    Devious Cidhna (the pirate quest) - with thanks to stobor
    Deviously Cursed Loot - with thanks to Kimy
    Heroine in Distress - with thanks to Quisling
    Island of Mara (original or Tweaked versions will work) - with thanks to quimboles and ffabris (gay male adventure; females can use it, but there will be minor oddities)
    Maria Eden (legacy Slavery version - will kind of work with the updated one - better connections to the new one coming soon!) - with thanks to zaira
    Quick as you Like - with thanks to DocClox
    Raven Beak Prison - with thanks to Guffel
    Sanguine's Debauchery Enhanced - with thanks to Skyrimll
    Skyrim Licensed Universal Transport Service - with more thanks to DocClox - You must start the SLUTS quest first. Speak to an innkeeper about getting a job that doesn't include killing all the time.
    Skyrim Licensed Universal Transport Service Redux!- with more thanks to MrEsturk -  No need start SLUTS quest first. 
    Sexlab Stories (Red Wave) - with more thanks to Skyrimll
    Slaverun Reloaded - with thanks to Kenjoka (and pchs, since he made the original)
    Slaves of Tamriel Continuation - with thanks to Slaves of Tamriel and theFirstHeretic
    Submissive Lola - with thanks to alexvkj
    Things in the Dark - with thanks to Delzaron
    Wolfclub - with thanks to pchs
    A SECOND NOTE: if you use Sanguine's Debauchery, requires Sanguine's Debauchery Enhanced 3.1 or higher.
    ANOTHER NOTE: Slaves of Tamriel is still a WiP. Well, all these are, but SoT doesn't have an actual way to escape the mine yet, so you will have to COC your way out of there whenever you want to escape.
    YET ANOTHER NOTE: The mechanics for Submissive Lola have not changed. If it is chosen as your enslavement, pick from a variety of follower-enabled NPC's after the auction is over. Make them your follower, and then ask to be enslaved, just as usual.
    YOU GUESSED IT! ANOTHER NOTE!: Getting sent to Slaverun should skip the quests leading to Whiterun becoming a slave city.
    Notes! Notes! Notes!: Island of Mara normally requires the player to be the Harbinger of the Companions, but ffabris has made a unique start that removes this requirement.
    Notable note: You must activate SLUTS by speaking to an innkeeper before you go to auction or you will end up just standing on the podium.
    Requires only Zaz Animations and fuz doh rah: Silent Voice, along with at least one of the above-mentioned mods.
    Unless you want the leash system, in which case you also need Devious Framework and its dependencies.
    This mod shouldn't conflict with anything, although I suppose the old slave market at the back of Riften might conflict with other mods that try to put stuff there. Hmm, hadn't thought of that...
    That said, be sure to put SS as low in your load order as possible in order to avoid the "double auction" bug.
    Connecting your mod to Simple Slavery
    Sending the player to Simple Slavery is really easy - just stick in this code (provided by the very kind and enthusiastic DocClox):
    sendModEvent("SSLV Entry")
    Or, if you don't want to muck about with modevents, just unequip the player and transfer her/him to sslv_cagemark2.
    To go the other way - sending the player to your mod from SS - pm me. That will need to be added manually.
    ZAZ and DD cross slavery support. 
    Modders only, if you have ZAZ as a requirement using zbfFactionSlave on player is all you need do (what existing mod were doing)
    There is an issue with Slavery mod that do not have access to zbfFaction to make sure they are not enslaving players at the right time so I've added the Sendmod events to resolve this. guide will be spoilered.



  15. SexLab Dialogue SE

    This is a mod Created by DeepBlueFrog I just converted it and Reuploaded it for SE users here is the original mod give him credit 
      About This File
    What does this mod do?
    SL Dialogues is a new companion resource for mods that need dialogues for relationships between the player and NPCs.
    These mods all need to define NPCs as a dom, a sub, or a romantic interest in some kind.
    Instead of recreating the same dialogue trees again and again, Dialogues mod just defines a shared dialogue tree with a few parameters about the kind of NPC we are dealing with. That way, each mod can focus on unique dialogues and quests instead of recreating the same basic actions.
    I am building up Dialogues in parallel with SD+ as a testing ground. My plan is to make Stories, Hormones, Mind Control and Alicia compatible as well, but Dialogue is available as a resource for any mod with minimal modifications.
    The idea is to be able to set a personality type for an NPC, along with their mood, trust and a few other parameters that other mods can make use of, and use these values to unlock the corresponding interactions with that NPC.
    It is an evolution of ideas I previously discussed in a thread about 'Sex Buddies' as well as a relationship dialogue tree originally contained in SexLab Stories (and removed a while ago).
    How does it work?
    SexLab Dialogues displays a new option when talking to NPCs ( [More dialogues] ).
    After talking to an NPC once, you will have another option to refresh the new dialogues ([Refresh dialogues]). That comes in handy as the relationship with the NPC evolves.
    Depending on values assigned to the NPC via storageUtil variables, it will display new dialogue trees: Romance, PC as Master, PC as Slave, Bestiality and Begging/Gifts.
    Current status
    For now, it implements mostly the first level of PC as Slave and Begging/Gifts. I will work on the Romance, PC as Master and Bestiality branches next month while I work on Stories and the Sisterhood of Dibella.
    It also includes a whole side quest to become a proper Blacksmith.
    Requirements / Installation
    SexLab Dialogues requires:
    - SexLab (1.62+)
    - SexLab Aroused Redux
    - Zaz Animation Pack (7.0+ ... NOT tested with v8.0. Let me know if you are using it and it works for you)
    - Patch for Puppet Master 1.7 (if you want to control an NPC as a slave)
    You will need SL Dialogues for the next version of SD+.
    SD+ will not crash if you don't have SL Dialogues but it will not have a way to interact with the Master in any meaningful way.
    Also highly recommended - EZ2C dialogue menu - very useful to improve readability of menus and fix several vanilla issues.
    Full Change Log
    What's New in Version 3.1
    Released February 11
    - Added: Make state of debug options persist in MCM menu - Added: MCM option to grant player a spellbook for debug spell  - Added: Scan of factions to debug spell - Added: Disable instant follower dialogue if NPC is already a follower - Fixed: Dialogues to stop instant followers do not display properly  - Fixed: Instant Follower can't be dismissed  - Fixed: Dialogue with follower lost during enslavement   



  16. Amputator Framework Español

    Traducción de MOD Amputator Framework 0.7 al Español
    Necesitas el MOD Original del autor, puedes descargarlo desde Aquí
    Descripción de autor:
    Este es un MOD Framework que intenta cubrir todo lo relacionado con la extirpación de partes del cuerpo. Puede ser usado sin otros MODs pero está diseñado para que otros MODs puedan usarlo fácilmente.
    Utilicé el escalado de nodos para eliminar las partes del cuerpo escalándolas a cero, esto tiene varias ventajas.
    Es compatible con todos los tipos de cuerpo y ropa, es fácil de manejar, y se puede hacer fácilmente para todas las partes del cuerpo escalables en ambos lados por separado.
    La desventaja es que el extremo donde el nodo es escalado a cero se ve un poco raro en algunas partes del cuerpo. Esto se puede cubrir con slavetats, la prótesis incluida o ropa normal.

    Actualmente se encuentra en estado beta y algunas características faltan o están siendo mejoradas, así que por favor siéntete libre de compartir problemas que hayas encontrado o hacer sugerencias.
    Cómo funciona el sistema
    Para los usuarios
    Para los Modders
    Actualmente Incluido
    Se incluyen opciones para ralentizar a los actores, utilizar nuevas animaciones, desactivar los controles del reproductor y ajustar la altura del salto.
    Puede utilizar el menú del editor para eliminar actores y ver qué actores están afectados.
    Se incluyen 3 juegos de animación alternativos para 3 circunstancias diferentes.
    Cuando el actor no tiene pantorrillas, se mueve a cuatro patas usando el juego de animación existente de DarkAngel1265.
    Cuando el actor no tiene piernas ni antebrazos utiliza un nuevo set de animación hecho por Zaz. (no completamente terminado)
    Cuando el actor no tiene miembros, utiliza el primer conjunto de animaciones como marcador de posición. Espero obtener un nuevo juego de animación de movimiento para esta circunstancia también, pero esto puede llevar algún tiempo.
    También hay un par de prótesis incluidas, la mayoría de ellas usan texturas de Zaz Animation Pack y vienen en 2 variantes (MetalRedRust y MetalBlackRust).
    Estoy planeando añadir más con el tiempo.

    Zaz AnimationPack y todas sus dependencias.
    Racemenu or NIOverride
    Para utilizar todas las animaciones alternativas incluidas tienes que usar la nueva versión fnis v6.3 xxl. Fore incluyó las animaciones de npc_turn en esta versión, si usas otra versión el npc se levantará al girar. El mod funcionará sin él, pero se recomienda usarlo.
    Bethesda Creador de Skyrim
    Loverslab Por el espacio y el aporte a la comunidad Modder
    Hæretic Autor del MOD Original



  17. SLAL Animation Pack by Leito SE

    Here comes my conversion of Leito's SLAL Pack for SE.
    As usual for thos who can't, who are too afrait or just too lazy....



  18. Succubus Heart SE

    [<>] This is the Official Skyrim Special Edition version of Succubus Heart! I've created a separate page/download for SSE since it'll be getting some different updates and will most likely have different issues, feel free to use either support thread (just mention which version you're on). Google Drive link to the archive will include both versions. [<>]
    [ <<>> ] Succubus Heart [ <<>> ]
    [<>] The Succubus Gameplay Mod [<>]
    created by : Michael Stanich aka Spirit Shard
    Site - michaelpstanich.com
    YouTube - youtube.com/michaelpstanich
    Twitter - twitter.com/Michael_Stanich
    [ <<>>] Self Promotion [ <<>> ]
    So.. I work hard on the mod, but I also work hard at making YouTube Videos! If you're looking for a great Gaming and Design focused YouTube channel and creator please check me out at https://www.youtube.com/michaelpstanich ! I also run a gaming Discord Community called "The Broken Chatbox" ( https://discord.gg/v9cbQrx ). We're small now, but to growth we go!~
    Also I do game-dev stuff, but it's "hush-hush" till a playable alpha... (My social media will explode with details when it's available)
    [ <<>> ] Latest News [ <<>> ]
    Sucucubs Heart 4.41 is here! As with any big update there's bound to be bugs (I'm far from perfect X.x) and this patch aims to fix most of them. Luckily the bugs this time around only effected specific mechanics, so if you didn't use any of them, you never would have noticed (which also made them 10x harder to find and fix...).
    Succubus Heart 4.40 is here! 44 is actually a personal favorite when it comes to numbers, so here's a pretty big update, and this time that includes Skyrim Special Edition!~ Some notable changes this time around, I rewrote some large bits of code to be more performance friendly and more reliable to prevent bugs/unexpected behavior. This update marks some directional shifts as well, I introduced a setting to disable Health/Magicka/Stamina Regen, and now absorption heals with new passives/mechanics available. Hopefully this adds in a new dynamic and 'returns' some of the original idea to 'trade status for powers' concept the mod started with. SSE will also be getting exclusive changes when it comes to stuff like the Succubus Realm, because CK doesn't crash/bug out when I try to make changes! (SLE still does tho..)
    [ <<>> ] What is Succubus Heart? [ <<>> ]
    Succubus Heart is an adult gameplay mod focused on creating new ways to approach playing Skyrim with both new progression and new game mechanics. These mechanics give the player the power of a succubus enabling the use of life-drain and great sacrificial powers. Succubus Heart is built around the idea of being a complimentary mod and should be compatible with nearly every mod out there!
    [ <<>> ] What's So Unique? [ <<>> ]
    Succubus Heart isn't a transformation mod, or a power fantasy mod, instead mechanics are focused on making gameplay more interesting and offering the player new ways to approach situations. Succubus Heart can also be used on male characters, turning them into a soul sucking Incubus! While most succubus mods focus on the demon-archtype Succubus Heart's approach is based on a fantasy race of life-weavers giving a more human-but-powerful vibe. However if you want some succubus transformations or want to use Succubus Heart alongside other succubus mods nothing is stopping you!
    [ <<>> ] Mechanics [ <<>> ]
    <-> Status Drain - Drain Health/Magicka/Stamina from your victims and use them to your advantage!
    <-> Heart System - Earn XP through sex acts and spend them to improve your succubus abilities!
    <-> Skill Leveling - Use overlowing Force from your victims to level skyrim's native skills! (no more grinding iron daggers, grind NPCs instead!~)
    <-> Succubus Passives - Enable strong Succubus Powers as you level to improve your abilities across the board!
    <-> Sex/Death Drops - Extract Sperm and Breast Milk from orgasms or take their souls after victims are drained away!
    <-> Crafting - Use excess forces to replicate useful items on the fly!
    <-> Soul Pets - Summon Incubus/Succubus Pets to fight/hump alongside you!
    <-> Combat Seduction - A simple combat submit mod, integrated right into Succubus Heart for an easy all-in-one experience!
    <-> Death Override Mode - Tired of death? DOM turns Skyrim into a Rouge-Lite with a new respawn system and mechanics!
    [ <<>> ] WARNING : Script Mod [ <<>> ]
    While Succubus Heart is fairly light weight in the majority of cases it is a heavily script based mod. If your game is already having issues with script latency and overload I recommend backing up your saves before trying out Succubus Heart (and/or possibly decreasing your script load). I've done what I can to ensure Succubus Heart is as bug/error free as possible however under script lag any mod can begin throwing up errors and I can't guarantee Succubus Heart's performance.
    [ <<>> ] What's Included [ <<>> ]
    Skyrim Legendary Edition
    - Docs (_Read Me - _ChangeLog - _Help Document)
    - Data (Everything for the core mod)
    - Optional Uncapper Settings (Customized Skyrim Com. Unc. Settings)
    Skyrim Special Edition
    - Docs (_Read Me - _Changelog - _Help Document)
    - Data (Everything for the core mod)
    [ <<>> ] Requirements [ <<>> ]
    Skyrim Legendary Edition (Requires all DLC for vanilla)
    - SKSE 1.07.03 or newer [ http://skse.silverlock.org/ ]
    - SexLab v1.62 or newer [https://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/ ]
    - SkyUI 5.1 or newer [ http://www.nexusmods.com/skyrim/mods/3863/? ]
    Skyrim Special Edition
    - SKSE - Latest Available [ http://skse.silverlock.org/ ]
    - SexLab SE v1.63 BETA or newer [ https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-2-april-5-2018/ ]
    - SkyUI SE 5.2 or newer [ https://www.nexusmods.com/skyrimspecialedition/mods/12604 ]
    [ <<>> ] Recommended Mods [ <<>> ]
    - Skyrim Community Uncapper [ http://www.nexusmods.com/skyrim/mods/1175/? ]
    [ <<>> ] Installing / Updating [ <<>> ]
    Installing : Simply copy Succubus Heart's "Data" folder to your Skyrim install, merging with that "Data" folder, then install any optional content you wish to use.
    Updating : If you're using version 2.73x or below you'll need to do a 'clean' save before moving to 3.0+.
    [ <<>> ] Uninstalling / Removal [ <<>> ]
    Disable the mod then perform a clean save. After the clean save delete the "Succubus Heart.esp" and all files pre-fixed with "SuH_" and other files from the Succubus Heart mod from your Skyrim's "Data" folder. It is recommended to either load a game from before you had Succubus Heart installed or start a new game after uninstalling.
    [ <<>> ] External Mod Support [ <<>> ]
    Succubus Heart features are easy to access and modify, if anyone wants to create add-ons and additional mods feel free! If you have questions or any issues feel free to message me.
    [ <<>> ] Incompatible Mods [ <<>> ]
    - AFT/UFO (Advanced Follower Tweaks / Ultimate Follower Overall) is incompatible with Soul Pets. While using these mods expect issues when using Soul Pets. (and no, I can't fix them, AFT/UFO need to be updated with skyrim's creature handling.)
    - Any mod that 'locks' player status or tries to manage stats based on non-dynamic values. (Succubus Heart dynamically changes values and can have issues with mods that try to do this with Skyrim's default values without dynamically checking. Sadly this is on them and there's nothing I can do about it.)
    - Regal Glow applies an 'invisible' armor and can cause some issues with mods detecting nudity. In these cases add an exception to 'SuH_armor_regalglow' or the blank name entry in the mod's exception MCM (if it has one). I've done what I can on my end to try and make it compatible.
    [ <<>> ] Known Issues [ <<>> ]
    - Horse Pet may fast travel with you if you don't already own a primary horse.
    - Using Soul Pets with other Animal Follower mods may cause strange behavior on both mods. (I recommend not summoning a Soul Pet while the other Animal Follower is following you)
    - Soul Pets will sometimes and sometimes not teleport to the player when they should or shouldn't, if your pet is missing just re-summon them.
    - Soul Pets sometimes spawn dead/won't revive. This is a bug in skyrim and I haven't found a work-around yet...
    - Combat Seduction will sometimes trigger 'overlapping' animations under heavy script lag
    - Death Override Mode can cause major issues with certain quests if you die and move outside of the quest's dedicated area. (When in this situation disable Death Override for the quest's duration)
    - General script latency problems do to the nature of script modding (Heavy script lag may cause issues with Succubus Heart)
    - Some lists in the MCM may bug out when canceled out of. No idea why.
    - (SLE) Combat Seduction's Cooldown Counter can get stuck on NPCs when using DOM (working on a fix...)
    [ <<>> ] FAQ [ <<>> ]
    Q: Is this mod still being developed and updated?
    A: Short answer is yes, long answer is a bit more complicated. The framework for everything is now built, so all that is left now is to bug fix and add in more spells/effects/whatever. While I still work on the mod from time to time updates will usually be far apart since I have many other projects + a day job to tend to. If anyone wants to add in new features themselves I'm all for it, just contact me if you run into any problems and I'll help when/where I can!
    Q: I don't understand, when I use the "Sexual Entice/Enrage" I have no health!
    A: Read the spell and it's mechanics carefully (it's explained in several locations, including on the spell itself). Sexual Entice and other seduction spells reduce the player's Max Health/Magicka/Stamina by a large percentage. This percentage is decreased by a Passive found in the MCM.
    Q: Can I still level like in vanilla?
    A: Of course! Succubus Heart doesn't alter any external scripts so other leveling methods should work as they always have.
    Q: Can I use this mod as a male character?
    A: Yep! Succubus Heart supports both genders.
    Q: The MCM isn't showing and nothing seems to work!
    A: Sounds like something installed incorrectly, try a clean install of the mod and make sure your files downloaded/extracted properly.
    Q: _____ feels overpowered / underpowered, can you balance it?
    A: I can try! If you have balance concerns make sure to send them my way and I'll try my best to work on it.
    Q: I thought Soul Pets was going to be a completely separate mod, why is it now integrated?
    A: In honesty I completely screwed up the stand-alone's code so instead of re-writing from scratch (again) I just moved onto making an integrated version first. I'll work on the stand-alone version at some point (maybe... seems unlikely at this point tho).
    Q: But I didn't want Soul Pets, can it be removed?
    A: No, however I've built it in such a way that it doesn't do anything if you don't use it so just ignore the Soul Pets MCM if you don't want to use it. Sorry!
    Q: You're not making anymore Succubus Spells? What is "Legacy"?
    A: Legacy refers to features that are in the mod but no longer supported, I didn't really feel like 'removing' more content in-case people wanted to still use it. As for spells I'm still working on Seduction (sex) spells but combat and support spells were impossible to balance and didn't really add to the mod in any interesting ways, so I'm spending that development time elsewhere.
    Q: Why did you re-write the mod and end up removing features?
    A: Removing features was never part of the plan but rather just a side effect. The original write was based on a flawed framework and the entire mod had become a grouping of work-around, causing bugs which I couldn't fix. The re-write allowed me to rebuild the foundation and build a more cohesive mod with better mechanics and synergy.
    Recent Changes (Check the full changelog for more info)




  19. Paradise Halls Enhanced (pahe) Special Edition with the customary addons

    this is skyrim special edition conversion for :
    Skyrim SE 1.5.39 SKSE SE v2.0.7 SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod pahe-DeviousDevices-addon-DDx-patch requires Devious Devices expansion 4.1 for sse,(newer versions now have their own patches, please be sure to use the ddx patch that matches your version) (DDX file is hidden download button at the bottom of the download list for the dd for sse download) Run FNIS SE after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included ddx patch requires Devious Devices expansion 4.1 for sse creature framework conflict appears to be removed from 7.x versions thanks to Vykroft and Pfiffy for their conversion efforts
    based on this mod here:
    with additional features of this mod here:
    Mods based on Paradise Halls
    Paradise halls has been built to be a platform for other modders to build their own content for.

    Be careful : some mods developed as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod.
    as this is sse, those mods are all waiting for this to be released so we won't go into that at this time....
    Currently Compatible with version7.2.4 of oldrim(waiting to be converted to sse):
    home sweet home
    aygas(and you get a slave)
    these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be converted anytime soon):
    Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865
    These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort):
    Dres Trade by RET45Paradise Halls Merchant add-on by lucen15 Paradise Halls Merchant add-on by lucen15  
    These mods are obsolete, won't be updated and should not be used in current or future releases:
    Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex  
    What you can do now
    * Enslave people
    * Train them as slaves
    * Train them to be respectful
    * Train them to fight for you
     fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear
    * Slaves can be leashed up to stop them running off (which they'll try to)
    also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear
    * All slave dialogue re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk
    many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks)
    * Sell slaves to Master Jerrek in the Fellglow Slave Camp
    camp not yet converted to sse alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch adds more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 72+(100+ maybe) slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm  
    What you can't do
    * Enslave anything which isn't a playable race
    some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs.
    well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc  
    Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby.

    To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk.

    Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you.
    hmm, not so sure if that's true or not
    Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc.
    cuffs can also be made to restrain your slaves
    To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep.
    slaves are now precious collectors items to be mounted in every room
    * This mod requires SKSE
    * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it.

    Use NMM or unpack into data folder.

    Your load order should be as follows:

    ... other Bethesda DLCs
    ... other stuff

    Important for U.F.O Users (thanks etaineleanor):
    >correct loadorder:

    Other stuff
    finally U.F.O.

    If you're experiencing weirdness, here are some troubleshooting tips:

    -Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them.
    additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework - Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version.

    - Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console:
    >help reboot
    >player.addspell <the id of the reboot spell>
    Then cast that spell.
    that spell has been removed and replaced with an auto-start mcm option also exists, but that's due for repairs soon - Rebooting as above can solve a lot of weirdness.

    - You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this:
    Longer lasting whip-marks
    Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line:


    That will increase the lifetime for ALL decals in the game which you may or may not want.
    final trouble shooting methods when all else fails:

    This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though.

    * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here.
    * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit.

    For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml


    then run the patcher. This way the whip will keep its damage as 1.

    look for sse versions of these mods, recommended but not required:
    PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft  

    addition thanks to:
    EinarrTheRed for the felglow slave camp updated npc's and navmeshes
    a1b2c3d4e5f6h7i8 for the female player oral animations fix
    julzor for compiling my script while i'm away from my pc
    Vykroft for fixing the lakeview manor cell addon
    Pfiffy for translation updates
    Xorgroth for more slaves patch2 allowing upto 100 slaves
    WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors)
    BlackShades for finding the faction check bugs in condescending dialogs
    ragnam for his help with the behaviors



  20. SexLab More Creatures SE

    Adds more friendly domestic animals to the world of Skyrim.
    This places around 500 non-hostile creatures in cities, villages, farms, mills, etc, and also adds a dogs to interiors like inns and Jarl halls. The primary intention is to provide more animals that will work with SexLab Aroused Creatures SE while not introducing anything too immersion-breaking (like pet sabre cats and house-trolls). As a result the vast majority (about 95%) of these are dogs and horses. In order to provide some variety within this restriction the mod references the Judah dog model included in Hentai Creatures SE so the mod will need to be installed for the model and textures (the ESP does not need to be enabled if not wanted).
    This mod does not have any built-in SexLab functionality nor any adult content. It is listed as both because of the partial dependency and the intended use.
    All animals have markers they will return to when not occupied which should keep them from blocking traffic for too long. Most SLMC spawns use levelled lists so horse and dog breeds will be random for the most part. The major exception is guard dogs which are all armoured huskies. The horses in and around cities will tend to be of the appropriate breed for the location though there is a chance for them to be another breed. Their breed can change if the cell is reset. Animals in an around major cities that are attacked during the Civil War quests should be temporarily disabled until the events are complete.
    Generally the placement is consistent with location, so you won't find a saddled horse near some random bridge in the middle of nowhere only in places that someone could conceivably leave a horse saddled. You'll find armoured husky "guard dogs" in jarl's residences and occasionally at guard posts and town entrances. There are also some tame wolves in and around Jorrvaskr and some summoned dogs in and around The Mages' College. Other than those there are no saber cats, bears, werewolves or anything else that would required an "excuse" outside of the story for its presence. I've avoided placing animals in locations where I know stealth is required at some time.
    This is an early version and a complete do-over of the original Oldrim SLMC mod so I'd be grateful if you could provide some bug reports. In particular we are looking for animals spawning inside walls, animals being unexpectedly aggressive, free horses (they are all supposed to be owned) and any clashes with other mods. Ideally I'd need to know the exact location and creature(s) involved. If you find an area that you think has too many or too few animals that would also be helpful.
    In the current version the creatures are all weak but essential. Combat involving them could end up in an endless loop of them going into bleedout and then recovering and pulling aggro again. If this becomes an issue we'll look at other options.
    This mod has no scripting, no models or textures and should be very safe to install and uninstall at will. Load order should not really matter, but if you see any cell being overridden please report it.
    This mod has been cleaned in SSEEdit.
    If you want to delete SLMC spawns from a given area the NPCs can be removed from the esp using SSEEdit. To remove everything from a cell just delete the cell from the esp. To remove individual creatures, such as all horses from city cells, locate and expand the cell and delete only the unwanted NPC entries from that cell. Do not delete the XMarkerHeading entries in the "persistent" branches. Tip: Alt-Right-Click on the +/- next to SexLab More Creatures.esp to expand or collapse all branches.
    Creatures can be safely disabled in-game using the console: open the console, click on the creature, ensure that the first two digits of the ID displayed at the top of the console match the load order position of SLMC, type disable and enter.
    Hentai Creatures SE
    Smart No More Stupid Dog (the "stupid dog" dialogue will otherwise be continuous due to the number of dogs)
    Quiet Dog (use the SIt version to reduce the amount of barking from all the extra dogs)
    Wolf Howl Fix (so that the wolves around Jorrvaskr won't be completely mute)
    Use a mod manager of choice (MO2 is recommended)
    Make a clean save to ensure changes are properly applied. Uninstall the mod, load your game and make a new save, then install the updated version.



  21. SexTalk (gay) 1.7 SE by ffabris

    I have been given permission by ffabris to upload my port of The Manipulator to LoversLab. In fact, ffabris mentioned he gives "blanket permission for all his mods" to be ported and uploaded to LoversLab.
    Please read the description at the original Oldrim version for more details about this simple and handy sex dialog mod.
    -->> Please don't "bother" ffabris if there are issues with this mod. <<--
    NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.



  22. The Manipulator by ffabris for SE

    I have been given permission by ffabris to upload my port of The Manipulator to LoversLab. In fact, ffabris mentioned he gives "blanket permission for all his mods" to be ported and uploaded to LoversLab.
    Please read the description at the original Oldrim version for more details about this amazing utility.
    -->> Please don't "bother" ffabris if there are issues with this mod. <<--
    NOTE: This mod is released under Creative Commons Attribution-NonCommercial-ShareAlike. In other words, feel free to make changes to the mod in any way you like, and upload the changed version. You do not need to ask permission. If you do so, you must credit me, and your version must be free. Further, you also need to credit any other mods used as resources, including those used in my original. Your own creation must in turn be released under these same conditions.



  23. SkyrimChainBeastsRS2bridgese-

    SkyrimChainBeastsRS2bridge.esp port
    Need this to run chainbeastse
    credit goes to author MTb for a great mod!
    add more later.
    Chainbeastse at
    About mod
    This Is the first mod I made, and it is very simple. Adds chainbeast to the wild. Goal is to add new ones as more are created. Still very much a wip, might not even work. They appear randomly in the wild and haven't had the chance to update
    Wild chain beast to lock up at nearest bondage furniture or sell at simple slavery. Looking to add a spawn to towns which will lock up players and npc's in bondage.
    Let me know how it works! If I disappear feel free to take over. Dont forget to thank 
    MTB for his awesome work.
    Oldrim version on his page



  24. wildchainbeastse.esp

    made this one myself very quickly.  used chain beast. 
    Im sure that I need to credit someone. not sure who so just tell me if you want your name here. 
    screw it ill post anyones names who ask for it. ill put you up as moral support.
    anyways, credit where credit is due. 
    drop this baby into data and tell me if it works. they are supposed to spawn randomly in the wild and in caves and dungeons.
    probably work for regular edition.



  25. SkyrimChainBeastsDB.esp

    credit goes to og author
    add more later.
    feel free to take over and give credits to og author. I really don't care if im credited
    download use nmm
    if that fails extract file using bea and put in data