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Adult oriented Skyrim mods quest mods

37 files

  1. Sexy Starting Options

    This is a plug-in for Alternate Start - Live Another Life that adds a number of adult-themed options to the starting choices.
    To activate them, select "Something kinky..." from the Mara statue.
    Sub-menus that appear will vary depending on what mods are installed:
    Exhibitionism (recommended mods: Dibella's Blessings or Dibellan Defender)
    * I'm on a mission from Dibella: Your nude pilgrimage to all Dibella's temples is rudely interrupted by the closure of the Markarth temple.
    * I went swimming and...: Someone stole your clothes while you were skinny-dipping in Lake Ilinalta.
    Egg Laying (required mods: Egg Factory)
    * Bird: When your hens were slaughtered, you turned to forbidden magics to lay eggs in their stead.
    * Chauras: You survived a massacre at Frostflow Lighthouse, but at what cost?
    * Dragon: You agreed to a "fertility ritual" after a night of drinking. But it wasn't the orgy you thought it would be.
    * Large Bird: Kidnapped on the way to Old Hroldan, you wake up heavily pregnant in an old cave.
    * Fish: You caught a slaughterfish fat with eggs near the Lady Stone. It's probably nothing unusual.
    * Spider: How long have you been webbed up and barely conscious in spider-infested Redbelly mine?
    * Naughty Child (no adult content): You tried to trigger the above as a child race. You can rot in Honorhall till you come of age.



  2. The Mysterious Breeding Rooms

    If you have mods that restore bethesda cut content, you should know that there are missing apprentices in the winterhold college who met a tragic fate because of their lack of experience. Actually, one of them is not beyond saving, but she’s still in a very delicate situation.
    Talk to Tolfdir to start the mod (you should have at least started the winterhold college quest). This is only intended for female characters (you can always use alternate actors to control one of your followers if you’re a male).
    The goal of this mod was to create a lore and RP justification to Estrus, like my other mod did for komotor machines. It is VERY short for now (but still complete and usable), mostly a proof of concept that I can expand later, especially if more tentacles related resources are made.
    EstrusforSkyrim (recent version)
    Dragonborn DLC
    Fuz Roh D'oh is strongly advised
    Resources used from SG hair pack and Vicn creatures resource.
    Thanks to cotyounoyume and Rohzima for their technical help : )



  3. Mistress Kira's Fine Adornment

    This mod adds Kira’s Adornment, a jewelry shop under Solitude Arch. On the outside it appears an unassuming addition to Solitude, but inside are many secrets tied to the history of the City, secrets that expand the lore of Potema's Catacombs, as well as an old hidden magic forgotten by time. 

    About Kira:

    It’s well known there are fierce undead that reside in the catacombs under Solitude, but there is also a more civilized breed of vampire that prefer finery. Kira is a low-key figure in Solitude commerce, but behind the deceptive facade of her jewelry business she is the gatekeeper to a well-hidden secret of Solitude’s past… and a well-hidden place…

    This mod is ment to go with my other mod, Volthar Manor, found here: Volthar Manor

    This mod includes:

    Kira’s Adornment, a merchant shop under the Solitude Arch.
    6 different areas to discover and explore.
    Many player home areas, storage, weapon displays.
    Many merchants and trading areas, 6 new fences for the Thieves Guild.
    Many new NPC’s and followers.
    Lots of lore and backstory.
    Exterior Arena for fighting dragons and other epic enemies.
    2 teleport spells and many summon spells.
    Swimming Pool and Argonian playerhome/grotto.
    Large Dungeon and Thrall living area.
    3 discoverable areas in Skyrim.
        A house near Ivarstead.
        A grove near Fort Sungard
    Many Hidden Areas/easter eggs for both good and evil characters to enjoy.
    New weapons, armor, clothes, potions, items to fit with the lore.

    This mod contains many puzzles and riddles, and unlike my last mod, I will not be providing a walkthrough, hopefully the pictures are enough!

    This mod has some regular content, but also some adult content.

    There are many ways to start this mod. Here are two:
    Read the bounty notice Kira left at the Winking Skeever. Read the note on Lord Harkon’s desk.
    Only DAWNGUARD is required.

    To Install, just drop in your Data file, or use a mod manager. If you run it with Volthar Manor, just click yes to overwrite, its not a big deal they just both have the same script for spawnings monsters.

        There definitely will be some, anything that adds to the same area of Skyrim. When I first started making this I was using Dawn of Solitude, and it ran fine with it.
        Any mod that alters the area beneath the Arch, or in the locations marked in images.


        Anyone can alter, improve, or port this mod.

    Future Plans:

        Add duel quest line for good/evil characters.
        Add faction questline with radiant quests.
        Add the unfinished Temple.

    Bounty -

    Attention mercenaries, a thief named Vilenya has stolen precious items from Kira's Adornments and fled the city. Anyone who brings him to justice and recovers our merchandise will be GENEROUSLY rewarded.

    He has most likely taken his stolen wares to Riften. Vilenya is a young dark elf, blonde hair and red eyes, who usually wears mage robes and sandals. He has a recognizable long beard tied in a knot.

    Dear Lord Harkon,

    I need a worm rooted out and destroyed. His name is Vilenya, a dark elf. He stole my key and fled Solitude. I don't know where he is, probably in the Riften Ratway I would assume, but if he's smart he will flee to the wilderness. He's proven hard to track down. Send your best, and I will add three clean female thralls to your monthly shipment, and if your lackey tracks him down, he or she may use my key. We always welcome the Volikhar in the sanctuary.

    P.S. Is it true you've recovered your Elder Scroll?

    Potema's Catacombs
    by Lornald Crag-Faller

    It is well known that beneath Solitude are many catacombs from the various Kings and Jarls, but perhaps the largest of these labyrinths belong to the wolf queen, mother of emperors, dreaded necromancer, who kept as her consort demons and the undead alike.

    In her madness she constructed these catacombs, adding on to (and defiling) existing burial sites, corrupting the dead who slept there to wage her wars. How ironic that beneath the temple of the divines is the historic entrance to her catacombs, sealed off by her old magic.
    It has been speculated in her infamy that Potema was in fact a vampire, and kept a coven of fearsome undead warriors recruited from all over Tamriel. Many adventurers have explored her catacombs only to find the undead waiting for them, either draug, vampire, or Talos knows what else. I personally think it is very likely Potema embraced vampirism to further her dominion.
    It is a very unsettling that as we sleep, beneath our fair city is a clan of vampires. Many dismiss this as myth, or fear mongering, but I assure you it is the truth.

    There are many different areas of her catacombs, but one is different.
    It was never a burial site, nor a place of ritual, but something else - a sanctuary of sorts. Yes - a Vampire Sanctuary.
    This was told to me by a traveling bard who came to the college, though like some spell, I can only remember his face, - I cannot remember his name though it is forever on the tip of my tounge - like some curse!
    He told me that he was on his way to the sanctuary, and wished to bring a romantic prose to his vampire lover who dwelt there - but, and I remember this specifically, - because of the jealousy with another lover, this vampire bard had to sneak in through the  catacombs of Potema.
    He asked me to join him for a drink, so I went with him, far beneath solitude, and we came to an area within the catacombs that was more like an inn. who lived there?
    He told me that after the death of her son and the end of the War, Potema, ever fearing her eventual overthrowing, delved further into the dark arts, and built secret places she could escape to, filling them with the spawn of oblivion, waiting to unleash them upon her enemies.
    And her descendants, her vampire descendants, still reside there, in a vampire sanctuary away from the light, hidden in plain sight far beneath solitude, praying on us just enough for us not to notice, but always there - it is a maddening thought!!
    So I awoke in my bed, only to remember the intense and lively conversation and nothing else! Whoever I told did not believe me, but I assure you! Heed my warning - beneath Solitude lives a coven of vampires, perhaps they are our true rulers, perhaps they control the Blue Palace court...
    Any who seek out the riches of Potema's Catacombs, beware!




  4. The Nightingale Brotherhood

    Did you complete all the Nightingale quests? only to be left wanting more. Well this mod aims to expand the lore of the Nightingales, experience new enemies, new quests and characters. Save Skyrim from a great evil.
    Go to Twilight Sepulcher. Speak with the Orc guarding the stone portal. Watch the video to get a better idea.
    Over 10 Quests
    Main Story
    New teleport spells & books
    New objects
    New weapons and much more
    Special shout out to Zero Frost & Insanity Sorrow thanks for giving me permission.
    All Right Reserved DJ Red



  5. The Alik'r Desert

    Ever wants to travel to the Alik'r Desert in Skyrim? or at least get an experience of a new desert adventure well The Alik'r Desert by DJ Red, Alymew, Sky Team United have
    created a new mod for TES V SKYRIM TTravel to a new exotic destination.
    Travel back in time, save the fate of humanity. Rise from rags to riches. An orphan locked himself up for 20 years in a hidden tower near Purewater run. On the west side of Skyrim near Markarth. To travel to the Alik'r Desert in this mod talk to the wise man inside the tower, watch the video to get a better picture. After you speak to the wise man you will get new quest
    and you must jump down the portal and travel back in time and then you will appear in the Alik'r Desert to go back complete the quest in this updated version you can also get the teleport spell, before you jump down the portal don't forget to grab the teleport spell, it's inside the tower where the wise man is, there is a lamp in the house the king gives you that teleports you back to Skyrim as well.
    New Land
    Travel to the Alik'r Desert (Fan Made)
    New Quest Over 15
    and much more
    The Forbidden Island 1.0 build is coming December 2018 Tai Chi Island Coming after the Forbidden Island. :UniversalLove: CyberPunk Scrolls! Azura's Realm {New Futuristic City} For TES V Coming Soon 2019
    Voice Cast Rabah: DJ Red
    Dawn: Alymew check her out. https://www.youtube.com/user/AlyMewGaming
    All Rights Reserved DJ Red



  6. SewerRats - A Crime & Punishment Overhaul

    As a frequent (in-game) criminal, i've always found Skyrim's vanilla justice system to be a highly underwhelming experience. It often felt easier just to surrender when times got tough, surrendering your stolen loot and losing the skill points you probably gained shooting arrows at innocent civilians anyway. SewerRats aims to redefine the justice system in a much more medieval, masochistic way that feels right at home in a game that shares many of those qualities.
    SewerRats expands the crime system, introducing illegal drugs sold by drug dealers sold throughout Skyrim. Legal cigarettes are also available, which are sold by merchants in most cities within Skyrim. Dealers peddle substances including Crack Cocaine and Weed, which are also common in the Sewers (see Punishment). These drugs greatly affect you, making the game near impossible to play while effects are active. Addiction can follow if substances are used often enough, which will lead to desperate efforts to get your fix, and eventually, a life of crime, prostitution, and desperation.
    Drug/Cigarette Availability by Location:
    While the vast majority of the mod's gameplay currently takes place in the Sewers and Solitary/Death Row, multiple prisons are actively in the planning and development stage. Now that the Sewers are (in our opinion) mostly stable, work will begin on the remaining pieces of this mod. The other prisons are a long-term project, but initial work has progressed quite smoothly.
    Prisons Currently Implemented or Planned:
    STABLE - Sewers (Sentencing: Bounty above MCM Minimum)
    STABLE - Solitary & Death Row (Sentencing: Bounty over 20,000 for Death Row, offense committed inside prison for Solitary)
    IN DEVELOPMENT/CONFIRMED - Dawnstar Reformatory (Sentencing: For Prostitution, Drug & Alcohol Offenses, possibly theft)
    NOT STARTED/NOT CONFIRMED - Work Camp (Sentencing: Small Crimes where other prisons are not applicable)
    Any "Prison" type mod that affects prison sentencing. Mods that affect Orc Strongholds. "Better Cities" mods that physically change the location of existing buildings. Mods that expand outwards from the existing city are compatible.  
    RaceMenu/NiOverride SkyUI Fuz Ro D-oh SlaveTats ZaZAnimationPack SexLab  
    Highly Recommended:
    Amputator Framework
    Your favorite rape/sex animation mod
    Death Alternative
    Radiant Prostitution (or any other modern prostitution mod)
    Use the download link in the "Files" section.
    Please consider supporting the continued development of SewerRats with a small Contribution. Donated funds will be used to implement features such as voice acting, C++ API development (Such as our BookTxtAPI), and other features which would be best implemented via third-party freelancers and consultation.
    1) Install all listed requirements and requirements of those requirements.
    2) Install mod to "Data" folder (Mod managers are supported)
    3) Run FNIS
    4) Use a clean save as this is in development and may break at any time!
    Known Bugs
    Escape Quest might not reset properly in all instances, causing issues when you escape for a second time  
    If you find any additional bugs, please report them so they can be added to this list and fixed in order of severity.
    ZaZ - HDT Ankle Chains and other modder's resources. Slaves Of Tamriel - Inspiration, Mechanics Raven Beak Prison - this mod initially started as an overhaul of the RBP mod, but quickly morphed into an idea of it's own. It no longer implements RBP functionality and will continue to have no relationship to this mod in the future, but this project wouldn't exist without it.



  7. S.L.U.T.S redux v1.18FR

    Bonjour j aimerais vous transmettre un fichier de traduction
    alors je suis sur que y a des correction a faire dans certaine phrase....
    Mais dans l ensemble sa reste très compréhensible
    j avais traduit la ligne de (quest) quêtes bizarrement sa s affiche en Anglais en jeu



  8. A New Sisterhood

    This mod seeks to expand on the Sisterhood of Dibella questline, centering on the temple of Mara. The temple of Dibella enjoys newfound wealth and prestige, its influence felt throughout the province. But this newfound prosperity is driven by a dark submission to the will of a Daedric Lord. Blissfully unaware of this truth, the temple of Mara calls on its sisters for aid.  Their influence wanes, much as the Dibellans' once did. They forget their ancient responsibilities, and the temptations lurking beneath their feet. Seeing an opportunity, the sybil and her champion infiltrate the temple, intent on both reclaiming an ancient sanguinian site and corrupting another goddess into their lords' service. After all, why have one goddess when you can make it a threesome?
    Current Features:
    A new area beneath the temple of mara, to be customized and adjusted as the questline proceeds
    Planned Features:
    A full questline continuing the corruption ending of Deep Blue Frog's sisterhood of Dibella
    An expanded clergy of mara distributed around skyrim
    Full Sexlab Integration
    I am using this mod as much to teach myself the process of mod creation as anything else. As such, release schedules will depend heavily on how quickly I am able to figure out the various features of the creation kit. Any feedback and advice is extremely welcome. 
    Deep Blue Frog - for letting me expand on their work and giving some great advice on how to get this process moving.



  9. Azuras Club by DJ Red Rad

    Stay Tuned: Cyberpunk Scrolls - Azura's Realm is coming July 14th A futristic City in the future of The Elder Scrolls. The Forbidden Island is coming July 7th.
    Authors Note
    New Club near Whiterun, near the tower and before the farm where you do the quest for Cicero. I wanted to make an epic video for my latest mod Azura's Club. I also made a soundtrack for this mod & added new paintings. I want to dedicate this video to my BFF Scarlett. I also dedicate this video to my fans & supporters, I hope you all like retro & electronic music, glad to see that retro music is back in style. More goodies & gems coming soon.
    Ever think that Skyrim could use more exotic & unique clubs with custom music, and custom paintings, as well as people looking like their actually having a good time. In Azura's Club everyone likes to party hard, almost everyone is drunk, some people are passed out in the floor, and there is even a VIP room. 
    Azura's Club is a new private club. Raafi Sabir Ishlak & Maria built the club from the ground up, guards are trying to shut them down, and they do a good job, keeping outsiders out, as they are dealing and trafficking skooma and other products. 
    How do I get to the club: 
    It's North East of Whiterun. It's on the same road as Battleborn Farm, just keep going up the road, you can't miss it. 
    New exotic club 
    3 new songs 
    New paintings 
    New Merchant 
    New Quest and much more 
    New Book "The Forbidden Island" 
    1. Azura's Club 
    A guard is really butthurt that the bouncer of Azura's Club didn't let him inside the club, he was once a friend of Maria owner and Raafi the bouncer, but when he became a guard. The owners of the club, Raafi and Maria became very distant. Mr. Johnson is now very upset and angry, he decided to report the club and shut them down, you can't get inside the club, because the bouncer keeps outsiders out, but as you convince the bouncer to let you inside, he offers you a deal to take out the guard, and promises to give you access to the club and a key to the VIP room. 
    I'm now part of a new group called Sky Team. we are working hard to deliver quality content and our next project is called The Forbidden Island. The Forbidden Island is an upcoming DLC. The upcoming DLC already has 18 voice actors, it will contain a large tropical Islands, made from scratch. It will contain a new jungle area, towns, swamps, an underground city. Join-able factions, and much more. If your feeling creative and want to offer voice acting, join us, contact me. 
    This mod is free from copy righted content. DJ Red Rad created the soundtrack and paintings, permission has been 
    granted to use the custom asset's, DJ Red Rad personally spoke with the mod authors mentioned in the hall of fame, the rest are free modding resources. 
    Hall of Fame 
    Melt in the Mouth - Sweets Resources by Elza 
    Oaristys- (Modding resources) 
    Breti - Modding resources 
    Insanity Sorrow - Modding resources 
    bfadragon - For the resource extra food. 
    morganmarz betterbecause jet4571 - HQ Real Paintings Modders Resource 
    LOLICEPT, lolikyonyu - Modding resources 
    Tamira - Thank you Tamira 
    Stroti - Modding resources 
    Ga-Knomboe Boy - GKB Green Trees (Modding resources) 
    Various Barrels _ Modders ressources by Yuril 
    Scarla's Toybox - Modder Resources by Scarla 
    Shabby furnitureShabby Furniture by Garnet



  10. YPTG - A Simple Sex Change Quest

    YPTG -- "Your Path through Gender"
    This is a straightforward modification of the Heart of Dibella and Book of Love quest chains from Vanilla Skyrim that adds a sex change to the plot for male characters. It's designed to be a way to integrate the Sex Change Curse from Sexlab Hormones with the game's story and to add some narrative flavor to both.
    How to install:
     -> Install Sexlab Hormones (https://www.loverslab.com/files/file/416-sexlab-hormones-2017-12-22/) and all of its requirements. Make sure the Sex Change Curse is enabled in the MCM options.
     -> Install this mod. It shouldn't matter where it is in your load order as long as it comes after Sexlab Hormones and as long as nothing else that modifies the Heart of Dibella quest comes after it. The Book of Love quest is not modified and neither are any of the NPCs.
    How to start:
     -> As a male character, talk to Degaine at the Silver-Blood Inn in Markarth about stealing the statue. Get caught in the inner sanctum and talk to Hamal. The Divines will take things from there.
    Some tips:
     -> Whether you use this late or early in your game shouldn't matter, as long a you haven't started Heart of Dibella yet.
     -> If you've already started or completed Heart of Dibella, you can still see at least part of the mod. Trigger the Sex Change Curse manually through Sexlab Hormones, then type "setstage _yptg_hrt 110" in the console and follow the directions in the journal.
     -> The mod will be more interesting if you haven't finished Book of Love yet, but it should technically work either way.
     -> Not tested on Skyrim Special Edition, but in theory it should work wherever you can get its requirements working.
     -> As with all mods, keep a separate save.



  11. Simple Slavery Plus

    This Mod is made by jfraser, Since they are on a break I felt like I'd step up to the plate and support Simple Slavery until they return.
    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. 
    If you use Devious Framework, use the Devious Framework version. Otherwise, use the WITHOUT version.
    New in 6.04 - Added Treasure hunter whore to list of things you can be sent too.
    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.
    Сhecking on the roads: Adds several inspectors on the roads that might want to 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.
    Treasure Hunter Whore - with thanks to Tyrant99/Hugh Reckum
    Whiterun Brothel Revamped - with thanks to Tyrant99/Hugh Reckum
    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.

    Big pile o' thanks:
    Many many many thanks to Bralor Marr for building and allowing me to connect to Death Alternative.
    Thanks to Veladarius and arbiter for (very very) patiently helping me find the solution to the Captured Dreams problem.
    Thanks to aqqh, crash-hawk, mrtauntaun, candiru, and TheWitchKing123 for helping me find the auction bug.
    Thanks to kenjoka, ravelen, and gaggedgirl123 for helping to try to fix the @#$% fall through the floor issue.
    Thanks to Bane_Master for actually fixing the @#$% fall through the floor issue, and for making DA optional.
    Thanks always to Content Consumer for invaluable testing and suggestions.
    Many many thanks to vpoteryaev for the MCM and the much cleaner code.
    Thanks to Skyrimll for ongoing help, not only with connecting with SD, but with general modding questions.
    Thanks to Kana Red for fixing the floating scenarios issue and the Wolfclub connection and the million and one other things he has taken upon himself to build and/or improve.
    Thank you to nicolasslee for the Chinese translation.
    Thank you to DocClox for the code for other mods to connect to SS, and for the bridge to SLUTS.
    A big thanks to Aim4It for making a fomod. Even though I ultimately didn't use it, I very much appreciate the thought and effort.
    Thanks to Xluxlu for the background sound.
    Old change log.
    Thanks to CGi for the FO



  12. The Bandits Guild

    The Bandits Guild - TES V Mod (Cinematic Trailer) 2018
    Where do I go, to start the quest?
    Go to the reach, the Sundered Towers. 

    Ever wanted to join the Bandits? Want to join a new guild that feels like a family, want to grow with new characters and participate in new quests, go on raids, defend, and be part of a new guild, rise the ranks and be rewarded and recognized. 

    This mod adds a new join able guild, now only do you join a new guild, you can now join the bandit faction, a feature that was not included in vanilla. Now the bandits will not attack you when you join the Bandits faction, they are in alliance with the bandits, but they are a secret organization, and many other bandits don't know about the Bandits Guild, only the best of the best are welcomed in the Bandits Guild.
    New quests
    new join able faction
    new characters
    new story
    new perks alliance with the bandits
    much more
    Future plans
    New quests, more plot twists etc. More chapters coming soon, making a total of seven.
    Stay tuned for the latest news http://www.youtube.com/c/DJRedRad

    DJ Red Rad - Creator, editor, coder, scripter
    Kalilies - KS Hairdos



  13. SexLab Solutions Spanish Translation

    SexLab Solutions en Español
    Ésta es la Traducción de SexLab Solutions en Español con todos los scripts y el MCM
    Algunas Capturas:



  14. SexLabGuild Spanish Translation

    Traducción de SexLab Guild en Español
    Ésta es la traducción al Español de SexLab Guild e incluye los scripts



  15. Vampire Succubus Playstyle

    Playing Skyrim since years was fun... discovering new mods, changing skyrim within CK the first step to find a personal playstyle. Adding new content, changing preferences was the usual thing to do... slowly growing to the idea to do it myself. It will be a learning by doing, little to none knowledge of scripting - but all have started sometimes at the same point. So I will start with some given mods and enhance them with personal modifications, so the used one will be unchanged (with a little modification within Wrye Bash showing later).
    The idea is to live through events, just not only read some lines and then it is done... learning to change something ingame, not using console-commands or doing hard-changes inside CK. So many will have mods installed like "live another life" , vampiremods like "better vampires", changed the landscape to their liking... there are lots of mods on nexus and here to serve many playstyles and this will be the usual way to play it...
    This side has another goal... showing, that it is possible to create a whole background of a favourite playstyle "merging" mods via a backstory, a quest and some magic within CK...
    Wow... more than 8000 visits within the first week of releasing this mod and 500 downloads. Thank you all for your support, this will motivate me to go on and trying to make it even better...  edited the modpage to have a better overview (yes, I am learning to use forum-features, too)
    I have to say it... editing the modpage is not fun... saving the files for updating the mod will delete all text-changes... there should be a better way to avoid this
    Dependencies for this mod
    Skyrim legendary (Update and all DLC's)
    Succubus Race (no esmifying as in earlier versions)  https://www.nexusmods.com/skyrim/mods/22903
    with all the dependencies for the original mods mentioned above
    The rest is up to yourself... playing this mod will give you succubus-abilities if the ADDONscript is installed (tested for the vanillaraces, but customraces should be changed, too). This addon should be installed inside the succubusracemod-directory, replacing some scripts there... I provided the sources with my commented changes, too
    Changes in Version 1.05 are with no backward-compability (if you are using old savegames, just provide the missing new spells, if not provided at loadtime via additemmenu for yourself, otherwise it should be save to use the new mod within old saves - if you had the succubusrace esmyfied change it back and install the scriptADDON, too)... new follower Ararra, new hidden prison and new hidden playground ; try to reach the top of it - no spells, specialknife needed - just look carefully around) to discover a nice surprise
    have fun with the new version... and stay tuned, other changes will come  
    I will say it here for all Authors, Creators I have indirectly "used" inside my mod, yet... some with given permissions like Ashers2Asherz for his marvellous followers Rias ( https://www.loverslab.com/files/file/4453-rias-gremory-hs-dxd-follower/ )  and Akila ( https://www.nexusmods.com/skyrim/mods/89754 ) , Rockfield for the use of his scripts, effects and spells of his mod  ( https://www.loverslab.com/files/file/1125-summon-succubus-twins/ ) , Saxo74 (or nikita?) for the SuccubusRace ( https://www.nexusmods.com/skyrim/mods/22903 ) , and others I might have not mentioned yet (not of evil doing, but just not seeing it, feel free to tell me)... I respect all your work and don't want to claim any credits for it... this mod is just for the user who want to adapt his/her skills to a special playstyle and learn to use some functions inside the creation-kit... the tangled mods are imho essential for the fun to play as succubus (and vampire, too), so each function in the mod, quest or other stuff is just like a little advertising for you... without you this could not be done... thank you
    Also I want to give credits to Vykroft for his permission to use his mod "The Bondage House" ( https://www.loverslab.com/files/file/2866-the-bondage-house/ )   and chriz2fer for his mod "Private Sanctuary" ( https://www.nexusmods.com/skyrim/mods/89670 ) as a free modderressource - I changed both mods a little to fit into this playstyle, last but not least Turbosnowy for his mod "Ararra" ( https://www.loverslab.com/files/file/440-turbosnowys-succubus-follower-whiterun/ ). All have given the permission to merge/use their mods and to do changes as I see fit them into this playstyle
    ... stay tuned for further changes
    4. Intermezzo , standard (killing time between a next update)
    Open Invitation
    since the modconcept is changed now, to add to the basicmod all are invited to write addons and share it inside the supportforum, so others can see how to do it and will have the basics to do it for their own, gaining skills to find and provide a unique, personal playstyle, adding fun to the game, gaining options and not pressed into a special playstyle with other mods



  16. Slaverun NPC's

    Version 2.1 - Moved one of the Riverwood slavers a little further out so he wouldn't be standing within the Slavery Zone (tm). Added a little dialogue for flavor.
    This mod requires Slaverun - allow it to overwrite Slaverun's files!
    I love Slaverun, but not for the slavery part (although that's fun once in awhile too). No, my favorite part is the necessity to strip before entering the cities. Thankfully, Kenjoka has spread his mod all throughout Skyrim, so my poor player is left with little option if she wants to accomplish anything.
    One thing that I felt was missing, however, was an NPC outside of the enslaved towns to let the player know about the rules. I walked halfway across the bridge into Riverwood and next thing I knew, I was fingered as non-compliant (by a stray dog, as it happens, but that's a different story). 
    Enter this mod. It is very simple - it places a guy near the entrances to all of the places to which Slaverun eventually spreads. All of the guys are exactly the same, and all will spell out the rules if you walk up to them and say, "Hello."
    That's it. It will not take your stuff (although that's something I'd like Kenjoka to add to SR proper). Starting in version 2.0, they will appear as each city falls to slavery. If you're using version 1.0, the NPC's will be standing there from the very beginning of your game even if you haven't actually started the Slaverun questline or any of the cities haven't been enslaved yet. Just ignore them until they become relevant.  
    Slaverun is a requirement for version 2.0
    A note for those who like to go off the beaten path: the NPC's are located on the roads. They won't be looking for people entering the town from a swamp or down the side of a mountain. You are on your own if you decide not to follow the roads like a civilized person.



  17. Volthar Manor

    This is my first Mod. It requires Dawnguard. I made it for fun, and to add several things I wanted all in one place. I also wanted a mod with many hidden passages and easter eggs, which i hope i added enough. It ended up being almost DLC sized. Don't stop exploring!

    im not an experienced modder so this mod doesn't have all the perfectly crafted static, or places for all your trophies. What it does offer is (hopefully) a seamless addition to the lore and feel of skyrim, lots of in-depth background lore/context, and some mindbending content you don't see coming - this mod has LOTS inside - I just added detailed walkthrough with images - but I hope you try to solve the mod using the clues, riddles, and good old fashion exploring. 

    Don't underestimate the scope and scale of the hidden places of the world.

    About the Volthar:

           The Volthar family are imperial vampires, and the second oldest vampire clan in Skyrim. They prefer the finer things and enjoy obscene wealth and influence (though their bloodline has grown thin). They are worshippers of both Molag Bal and Dibella, and as such they are ruthless cunning beasts who are masters of the illusory arts and possess tremendous skill when it comes to seducing and manipulating mortals. Unlike most vampires, the Volthar operate in plan view of mortal institutions, rising to stations of great power and influence over mortal affairs. The Volthar were influential in the founding of Solitude, the establishment of the EETC, and the commission and construction of the Blue Palace.

    This mod Includes:

    5 different areas/realms to discover and explore
    New Spells and Books
    Lots of space for displays and storage
    Summonable dragons and creatures
    Many NPCs and Followers
    many difficult enemies
    Many Merchants and Markets
    Lots of background and lore
    Lore-friendly feel
    Many difficult riddles, mazes and puzzles
    2 Battle Arenas
    Large Dungeon and Jail cells
    2 large swimming areas
    Many Weapons, Armor and Potions (some def overpowered)
    Teleport spells and Teleport Pad to all the holds
    powerful shrines 
    MANY hidden mysteries and secret passageways.

    This mod is NOT easy. I recommend trying to figure it out using the clues, but there's a walkthrough at the bottom.

    It definitely has some adult content.

    To Start the Mod:
    There are two ways to start this mod 
    1) Find the letter that Cicero stole, he dropped it in the Dawnstar Sanctuary
    2) Read the letter to the Arch-Mage in the Arch-Mage quarters

    To install: 
    drop this into your data file, or use a mod manager

    -No LOD for Dia Nilus - this doesn't really affect the look, but it would be cool to have it.
    -The arenas interfere with the teleport doors for some reason, especially dead dragons in Dia Nilus. For now, I suggest not saving after using the Arena a whole bunch. The arena in moonharbor doesn't seem to have issues 
    -Probably some grammatical errors, there's at least 15,000 words of written and background lore
    -I wouldn't summon the deadric warrior a whole bunch. I couldn't figure out how to put a limit on the summon button. But if you want 100 deadric warriors, do it up.
    -I added a teleport to Sovngard spell that puts you right in front of the Valhalla. obviously don't use it to break the MQ.
    -This is my first mod, i fixed as much as possible, but there are no doubt still some issues. let me know.

    This mod only alters a few spaces - where the manor is (just south of Morthal). It also adds a door and discoverable area in Labyrinthia, 
    and adds a study area to quarters in the Blue Palace.  Has no conflicts as far as I know, unless another mod alters those areas.

    Anyone can alter, improve, or port this mod.

    Future Plans:
    Add a courier to deliever the letter depending on if you're a vampire or not.
    Add a duel Questlines for Good/evil characters
    Add LOD for Dia Nilus
    Add purchasable upgrades like Guards and bartender
    Add the faith shout 

    Walburg for the map in the image section
    Bethesda for a great game and CK

    I hope you have fun. Lots here.

    id love feedback. There's a walkthrough at the bottom. feel free to msg me.

    The Note that Cicero Stole

    Dear Listener, 

    Friends like you are hard to find, and very valuable to me. You may not remember me, my name is Vianica. We met in Riften some time ago. I've heard lots about you since then. Most Impressive. I'd love to know how much is really true.

    I couldn't find you, or find any courier who would deliver you a message, so I asked Babette to deliver this for me. I hope it finds you well. 
    I'm writing because I have a proposition for you. I know you're busy, but I would like you to come live in my family estate, Volthar Manor. It is an old Solitude style mansion at the base of Eldersblood peak,  hidden in the forest just south of Morthal, at the intersection of the main road to Solitude and the tiny path to Cold Rock Pass.

    With the recent passing of my father, the estate must either be sold or fall into disrepair. I no longer wish to have any association with that place. If you are willing to pay for the upkeep, then I would like to offer you use of its facilities.  I think it is a good fit, considering who you associate with. Several of my family have been in the Brotherhood, and my grandfather Lanus served Nocturna as a Nightingale. 

    My stipulation is that you do not inquire as to my situation. It is too painful to speak about. And I would also ask you not explore the Vestiges that go deep underground (for your own safety). All  you need to know is that I am the last of my clan and a devout follower of Molag Bal. I will live near the shrine in the caves, and you may make use of all the rest of the mansion.

    Afew notes about the mansion;
    - The spare key is hidden by the lantern in front of the main gate. Theres a pullbar on the tree that opens a tiny rockface.
    - The passageway to the shrines is in the lounge, first room on the left. The button to the door is on the bar.
    - The lounge has all the smithing supplies you could need, and also some libations for the thralls and servants (when you get them). Upstairs theres alchemy and enchanting tables, plenty of storage, small crock pot and dining room nook, as well as the guest bedroom.
    - On the third floor is the library and master bedroom.  You could learn a lot by spending some time in the library, it is one of the largest and oldest in all of Skyrim. Also theres a few shrines and artifacts up there.
    - There's a shrine to Nocturna in the hallway to the backroom, and there may be a room for the dark sacrament (It was enchanted by my grandfather Lanus Volthar, but I haven't seen it in years)
    - My father lost the key to back rooms. I will keep looking, but I doubt I'll find it. You can deal with that situation any way you like
    - Only one thrall is left after my fathers passing, she stays in the grotto. If you stay, I could probably find afew more, and also (if you have coin) I know someone from whom I could hire a guard and barkeep.

    I hope you are well, I've heard interesting rumors about a unique magic you possess. And now theres talk of dragons?
    Feast on life, my friend. 

    -- VIV

    Letter to the Arch Mage

    Dear Arch Mage,You don't know me, my name is Esra Marello, I am from the city of Cheydinhal in Cyrodiil. 

    I write to you because I don't know who else to turn to. Some months ago my daughter went missing. Her name is Sadia. She and my eldest son were attacked on the road by a gang of bandits while returning from the imperial city. My son was spared, but my daughter was taken by the leader. 

    I hired a bounty hunter to track them down, and discovered the Bandit leader was from the Falkreath hold of Skyrim, near Helgen. But by the time my man had found them, they'd sold my daughter to a coven of witches. My man tracked them down, but was discovered by the witches and barely escaped with his life. He found out that my daughter was offered to a Daedra named Sorn, and taken into Oblivion.

    After inquiring around, I found out this Sorn is well known to the Synod. 

    I am just a merchant, but I am also a member of the Cheydinhal Court, and I've heard some strange rumors that some in the Synod wouldn't want me to tell you. A particular mystery involving a lost Elder Scroll has been of great interest to the Synod, and they've worked along side a notorious vampire clan in order to track it down, dangerous vampires called the Volthar. According to a rumor, a synod researcher named Dellian Thrice became involved with them, and has kept constant contact. The Volthar are dangerous Daedra worshippers and usurpers, and one of their estates is in Skyrim, just south or Morthal. A member of the Synod told me that this Deadra called Sorn is somehow involved with the Volthar vampires. I believe tracking these vampires down could lead to my daughters safe return. Sadly, they are out of the reach of my influence.

    I write you because I have no recourse. I am not equipped to deal with these evil forces, nor do those around me possess the knowledge to unravel the mysteries of Oblivion. Magic is not as prevalent as it was. The Dominion is ever watchful, especially over those who practice magic. I write because I have some small hope you will be able to track down at least some information about this Daedra named Sorn, and help return my daughter. It may be a fools hope, but it is my only hope.

    I thank you for reading this Arch Mage, and wish you well.

    Esra Marello 

    The Volthar Family Genealogy, Book I
    By Marcius Volthar

    Volthar Fusrokela
    Feyn Jun Mafarak

    Thy secret wrath
    Lessened fire
    Sworn upon the pyre

    By Azura's right
    and Molags left
    Thou shalt guard the Dia

    This is the Volthar Epsidium, a poetic verse that tells the history of our family. The Volthar were originally from Cyrodil, but have lived in Skyrim for centuries. We are the second oldest vampire clan in Skyrim.

    The first of our family name was granted vampirism by Molag Bal. His name was Rokel, a name given to him by the dragons. The Volthar line extends back 14 generations, of which my daughter Vianica is the 15th. Rokel was a student of Hakon one-eye, and lived in Grereatha, a now destroyed monastery in the Jarrall mountains. 

    Rokel was charged with keep of the Scroll of Dia Nilus. However during the dragon wars, Molag Bal showed him favor, and he betrayed the Nords and gave the scroll to Bal in order to gain access to Coldharbor. Our Edda, as well as the fate of the Volthars, is tied to the scroll, though it was lost long ago. 
    Molag Bal gave the scroll to the Ideal masters, who in turn gave it to Mora, and there it stays to this day, forever lost to all those upon Mundas. The Aedra were furious, and cursed Rokel, for our clan's destiny to be tied to the scroll, and suffer protecting the secrets of the scroll (even though Mora keeps it guarded). This is the closet approximation of the meaning of the family motto. These words were uttered by Akatosh, not long before the fall of Alduin. It was he who gave the Volthar their true name in the dragon tounge, Fusrokela.

    Rokel married Lenya Meridin, who begat Tresi, Molfs, their children were Lokel, Melfdir, Mortin and Morbin, and their families were spread all over when the Dwemer invaded. They had many children, Kelbin, Morlel, Senya, Norbin, Nolfdir, Morhan, but it was Kornthir, son of Kelbin, who built the Volthar family home, shortly after most of Solitude inlet was settled. Many Volthar were members of the Solitude Court (though our influence has dwindled), Kornthir, and his son Ornthir played an influential roll in Solitude commerce.

    Ornthir begat Mortil, Rolenya, Senya, and of course the bastard Orvil, who betrayed the family to the Redoran. Of Mortil's offspring, there was the great warrior Torcius, and his twin daughters Kelnya and Melnya. His youngest Morvius  was also a great warrior during the wars between the elves and the Nords, though their allegiance was always to the clan, he won many battles for the Nords. Morvius is still told of in their lore, a dreaded dark lord in daedric armor who bore a great warhammer. Morvius had many wives, and his son Lorus was the longest living Volthar. It was Lorus who build the library and shrines, as well as the fortifications around the estate.

    Morvius had a gift for dealing with mortals, and was one of the original backers of the East Empire trade company. The Volthar have always been wealthy, but Morvius made us obscenely wealthy. Perhaps the reason we have lost so much influence over the centuries is that Morvius made said influence unnecessary. 

    Morvius loved Skyrim and lived in the mansion here in Hjaalmarch, but he spent most of his life in the Imperial city. Our home in Cyrodil was destroyed in the Oblivion Crisis, but Morvius spread the Volthar legacy all over. Many of the mansions, hamlets, castles and keeps all over Tamriel were originally built with Volthar coin. 

    Walkthrough (SPOILERS!!)

    1) The key to the manor is hidden beneath a sliding rock in front of the main gate. There is a written warning, and a pullbar on a nearby tree.

    2) Enter the manor and find the basement lounge. The button for the secret cave entrance is literally on the bar with the hanging garlic and elves ear - on the far right end there is a small rock protruding. This opens the door to the caves. Don't be fooled by the decoy button, it only opens the wall safes.

    3) the Key to the back doors is in a strong box behind the dinning table and shelves, hidden amoung dragon tongue and other flowers. With this key you can open all the hidden passageways  and Secret tunnel. There is a hint to the location of this key in a note in the master bedroom.

    4) To enter the Vestiges, look for the switch to the right of the door. Look at the dwemer shelf, and find the raised stone next to the lantern. 

    5) Once in the Vestiges, go to the bottom of the stairs, mind the trap, then go right, right, left, right, right, second left, right, left, left, second right, and follow the stairs to the bad room.Take the key to the Vestige Keep. There is a letter that hints at Step 33.

    6) To exit the bad room, hit the switch mounted on the firepit to open the stone door. Take the stairs up. There is a ladder that will take you back to the main stairway.

    7) go back down the stairs and on the 33rd step from the bottom, there is a switch that opens the rock face, and the Key opens the door. You need both the key and to hit the switch to enter the Vestige keep. 

    8) Once in the keep, find Marcius's room (where his coffin and journal are). take the key. You can now unlock every door in the vestiges, (including a secret passage that leads to Labyrinthia). 

    9) Go back down to the dungeon, there is a small panel next to the sealed off hallway. use the key to unlock and pull the pullbar. Enter the new area.

    10) Go to the door buttons. Push only 1 and 2. read the letter. Find the buttons to open the cabinets (or pick the locks).

    11) Explore the new area.  At the end of the hall, press buttons 1, 2, 4, 6 to open the stone doors. Many combinations work.

    12) Enter the Blood Claw Chamber. Read the Letter. SS is Sybille Stentor. She has the Blood Claw. You must go to the blue palace (take the secret entrance in Labyrinthia), and pickpocket Sybille's key. Open her lockbox(giggity) and take the Blood Claw. Go back and open the door with the Blood Claw

    13) . Once in the Epsidiary, go straight north. DO NOT get lost. Find the Balcony and defeat Marcius Volthar and Nilhus. 

    14) You can now use Marcius's spell tome to enter Moonharbor Hall. To enter Dia Nilus, take the leap of faith. the portal is at the bottom of the cliff.

    15) Moonharbor has a few easy triggers to open all the doors. start by finding the candlestick in Fayt's study and exploring the Vampires coven. take the key on his desk to open Vianica's room. There are 2 markets and merchants everywhere.

    16) Dia Nilus has many more hidden spots, including two merchants and a teleport pad. Use Whirlwind sprint to explore. The portal that leads to the Dia Nilus Spire is behind Sephela's word wall. Take the portals to the mountain and defeat the Aspect of Akatosh to claim the Bastardized Epsid.

    There are many easter eggs along the way, many in fact. There is always another secret, this was the fun and main reason i made this. I hope you have fun and enjoy the mod!

    The End.



  18. Paradise Halls Enhanced (PAHE) - Devious Devices Addon II - 10/15/2017

    This is a continuation of the Devious Devices addon for Paradise Halls Enhanced. If you use DD and PAHE together, you'll want this. This mod replaces the existing DD addon, so you will need to uninstall that first.
    So, what exactly does this addon do?
    Well, I'm glad you asked! The original DD addon for PAHE simply added a few keywords to certain Devious Devices, allowing PAHE to treat them as leashing collars. This means that these items should work like the "Iron Slave Collar of Leashing" - the "Leash to" spell should leash naughty, fleeing slaves, and the MCM menu option to stop slaves from fleeing altogether should behave properly as well.
    My update to this addon makes the following changes:
    All three slave collars that PAHE adds are now actual devious devices. You will need a standard restraints key to unlock them. To craft them, you will need to acquire and read the "Forbidden Tome" to get the Devous Smithing perk. In addition, the high quality "slave collar" is now leashing, and has had one of the ingredients to craft it upgraded from a steel ingot to a silver ingot.
    Some minor updates to the existing leashed devious devices:

    Collar (Posture) (Steel): No change
    Collar (Padded): No change
    Blindfold: Name changed to Black Blindfold
    Harness: Name changed to Black Harness, key requirement changed to chastity key
    Collar (Leather) (Harness): No change
    Collar (Leather): No change
    Collar (Posture) (Leather): No change
    Restrictive Collar: Name changed to Black Restrictive Collar
    Yoke (Iron): No change  

    Known Issues
    Farengar's Study addon - Collars on the desk will be broken. Don't use them for now, use DD collars or craft your own slave collars once you get the DD Forbidden Tome. The whip should still work though. I will modify that patch to place the DD versions of the collars shortly. Existing Saves. All collars in existing saves will be broken, as I had to made new form IDs for the DD versions of the collars. Existing Iron collars will probably also be invisible. If there is enough demand for an upgrade of existing items, I'll look into something. For now, though, I recommend just putting all existing collars into some trash container, and giving yourself replacement collars using Add Item Menu. Please let me know if you find anything else!


    The collars are invisible!?
    See the Known Issues above. Existing collars from Farangir's Study and old saves will be broken and invisible. Get rid of them and give yourself replacement collars. Be sure to install this mod after PAHE, it modifies the meshes of all the collars to adjust to the correct DD slot. For MO users, simply drag this mod below PAHE. For NMM, make sure you install this after you install PAHE, or re-install as well if you need to re-install PAHE.


    Coming Soon to a Slave Near You
    Select items from DDx set to Leashing - this will be included in the main patch ESP Non-PC specific items from Deviously Cursed Loot as leashing - will be an optional ESP Non-PC specific items from Captured Dreams - optional ESP DD Equip items - optional ESP Any requests?

    Mods I Probably Won't Do
    Trapped In Rubber - Suits and collars are not actual Devious Devices, plus the mod is getting a major overhaul Real Soon NowTM Use the rubber goodies from Captured Dreams and/or DCL, I'll leashify those. Shout Like a Virgin - I think everything in this is PC specific? Sanguine Debauchery+ - Devious Devices are tied to PC slavery only I think.



  19. Skyrim Romance

    Skyrim is an outstandingly beautiful game, but we all have to admit we are missing something.
    Have you ever wished you could explore the land with a ruggedly handsome Ranger? Don’t you wish a dashing knight to escort you to a Grand Ball? Ever fantasize about capturing the heart of a Forsworn chief? Don’t you wish the men of Skyrim would recognize you for the beautiful, powerful woman you are and have them fighting over you? Well, you’ve come to the right mod!!! Skyrim Romance provides that and more!
    Be sure you download all 6 parts of the mod, and then join them together (can be done automatically by 7Zip.) Then you will find the 7zip of the mod inside the joined files.
    Installation Guide (video)

    Skyrim Romance V3 official trailer


    See Permissions & Credits
    Skyrim Romance FAQ
    Tava's SR3 FAQ (GoogleDoc)



  20. Storage for Radiant Prostitutes

    I'm surprised that this worked so well and so easily (maybe I should save this info for later in the OP).
    Radiant Prostitution 3.2.2
    and its requirements
    What does this do?
    -Storage for Radiant Prostitutes adds PlayerFaction owned chests to each established inn on Skyrim's mainland. Solsteim will have to wait for at least another week (maybe).
    -Storage for Radiant Prostitutes adds Vekel the Man from the Ragged Flagon to the JobInnkeeperFaction. This allows the player to whore in the extremely sleazy tavern under Riften. After collecting the three debts that Riften residents owe to the Thieves' Guild, the player will have access to the chest in the back room on the way to the Cistern.
    Future plans (I hope):
    -Add Haelga from the Bunkhouse to the JobInnkeeperFaction with quest content that can go seriously wrong for the player (not including death, of course; that breaks the flow of the gameplay). This is actually a priority in contrast to the following two plans. I've long wanted to bring out Haelga's full potential as the bitch that everyone knows she is.
    -Perhaps add inns to oddball locations for some of the more shady types of NPCs to hang out in for more sleazy whoring opportunities.
    -Maybe utilize the Warrens in Markarth.
    Thanks for reading, following, and downloading.



  21. Thief

    Hello everyone!
    I'm fond of TES modding for a long time. More than a year ago I decided to try one idea that has grown into a quest mod - "Thief". All that time this mod was available only for Russian-speakers, because I don't know English. But recently one man ("Herr Zunder") translated it into English, so now I can share my mod with you. Translation of this description is also made by him. (Some words from Herr Zunder: "My first language isn't English so I'm sorry if I use it incorrectly. Hope you still get the point! And if you'll find any mistakes, please send me a private message with the description of it")
    Another variant of the translation of the current 0.8.1. version made by Aluminium.
     English version+FAQ+Walkthrough 0.8.2/0.9+ by Brewmasterhal
    At this stage you can skip the mod's events to 0.7 content (starting with the character's arrival at Falkreath) or 0.8. Open the Thief's MCM menu and choose "Skip". then close it and complete a series of questions that will customize your experience. This is available as long as the main quest has not been started.

    - Skyrim - legendary edition
    - SKSE 1.7.3 - For correct working of scripts.
    - Papyrus util 3.3 - For correct working of scripts.
    - FuzRoDa 6.0 - For correct dialogs working.
    - Fnis 6.3 - animation.
    - SOS - Compatible skeleton (preferably with the body). I recommend the light version. SAM also works.
    Extract the archive in the Skyrim Data folder Turn on Dogma Engine.esm and Dogma-Thief.esp with any mod manager that is convenient for you. Generate FNIS  

    Delete files, regenerate FNIS.
    So, things that you need to know:

    Starting conditions:
    - Your character must be female. - You should not be with any companion. - You should have more than 100 coins in your pocket.  

    The quest will begin after the stranger in Riften tavern talk to you.
    While playing my mod, I do NOT advise you to use other mods that can invade with their scripts into the game process, take away /return control, etc. This can break the scenes. DD mods, combat mods - I don't recommend anything like that when you'll be playing "Thief", most likely it will lead to the hang of the scenes. Incompatibility with Amazing Follower Tweaks, this mod will not let you pass the part with the chase. Also, this applies to other plugins that make the player's horse immortal. There may be incompatibilities with plugins that change the environment: Riften Prisons, Riften Taverns, New Gnissis Cornerclub, Windhelm Tavern, Whiterun Tavern, Falkreath's Exterior, Folkreath's Tavern, Lod's House, "Grave Concoctions". Partial incompatibility with the "Devious Devices - Captured Dreams Shop". One of the branches takes place at the same place where the store is. Many users had problems in the episode with the chase. Most likely this is due to certain mods that affects horses. So, if you use mods for horses, it's best to turn on the "easy mode for the horse" in the MCM menu. Incompatible with many mods that change the extremer and some of the interiors of Salit here. Here are some of the mods players have had difficulty with - Northern Bathouses, Solitude Docks District, Nernies City, Village Expansion.  

    Support in the development of the mod.

    Please do not place the mod on Russian-speaking and English-speaking resources. You can place the mod on any other non-commercial resources, but access to the mod should be free, No paid file-sharing services, nothing like that. Also, please add in the description a link to my blog, and show credits of all authors whose resources are used in mod.
    Thanks -
    Many thanks to my patrons, thanks to you, I have the opportunity to work on the mod.
    I use a lot of resources and animations from other authors in my mod. I hope they don't mind. If anyone is against it, please let me know and I'll remove your files.

    I hope I didn't forget anyone. If so - tell me, don't be shy.
    My Patreon
    My blog
    Here is a discussion on the Russian forum
    My Mail - dogmamods@gmail.com
    Thanks for your attention. I hope you will enjoy.



  22. Devious Devices - Synergy (formerly Immersion)


    This is another “proof of concept” update to let you all know what this mod is going to look like. To see what’s new, coc to “MJMTheChaliceBridge01” (I’m going to worry about better cell names later). Please note, there are still some issues here and there (grass growing out of stone, clipping, etc.) and I will take care of that when I polish the whole of it. Also, there is no navmesh for anything beyond the simple bounds of the island, there is no LOD (long distance background stuff), and none of the doors go anywhere (interiors are next on the list). Finally, don’t visit The Chalice if you want all this to remain a surprise; I wish I could do that, but, hell, I’m the one making the thing.  

    For those who venture deeper:  

    Beyond that, I’m pretty much done with this mod for a while. No, I DO want to continue, but I’m on deadline for the book I’m writing and have to give that priority. That shouldn’t take more than a month or two though, and I’ll keep popping back into this mod’s forum topic to interact and brainstorm.  


    All there is to say here is this is in extreme alpha---a proof of concept only. As such, try this at your own risk. As I grow the team and put in time, the alpha will shift to beta and eventually we will get to a full release.  

    Note: Concerning this alpha, please just play to get a taste. There is no resolution to the quest, so simply make a save you want to revert to and give it a couple minutes of your time.  

    To start, talk to any innkeeper and say you're running low on septims to start the quest. Alternatively, just head to Riverwood and go north along the east side of the river to find Yadvard's Rest. Finally, and this is purely aesthetic at the moment, there is a little spoiler of what is to come if you go directly east of Riverwood up into the mountains where those two pointless bandits hang out.  



    · Skyrim and DLC
    · USLEEP
    · ApachiiHair
    · Sexlab
    · ZaZ Animatiuon Pack
    · Devious Devices Assets
    · Sexlab Aroused Redux (or vanilla, though I have not tested it)
    · Devious Devices Integration
    · Devious Devices Expansion  


    This mod is designed as a bridge between the mythos of Skyrim and Devious Devices. Ever wonder why you can't get that collar off without going to crazy lengths? What is possessing these strange items showing up around Skyrim? Does it even matter?
    As far as I'm concerned, putting cause to an effect is never a bad thing.  

    A Little More:

    This mod is going to accomplish two main goals:  

    - First: Quests to tie in the devices with the world. The main apparatus for this is a new courier system for delivering a plethora of new quests. Most of the quests will simple, single stage quests, but five will be large, multi-stage ones with multiple stages, new voiced NPCs, and followers. Here are some examples (without spoilers):  

    5] -- Small Quests: Discover the source of the glowing trolls; Recover the enchanted collar  

    5] -- Large Quests: Help Saela clear Yadvard's Rest  

    - Second: New and interesting reputations of devious devices that merit varying degrees of difficulty to remove, namely due to their varying degrees of difficulty to create.  

    5] -- "Level 1" Devices: Leather. Simple crafting and removable with any bladed device.  

    5] -- "Level 2" Devices: Metal. Requires smiting skills that relate to the metal use and are removed by lock picking or magic on site (difficulty varies with metal used) or by a blacksmith.  

    5] -- "Level 3" Devices: Enchanted. Simple smiting skills pertinent metal skill, enchanting skill, and arcane smithing. It also require metals as raw materials and filled soul gems. These can only be removed with an enchanted key, which can only be created with a filled soul gem and knowledge found in rare books. These are also the first level of devices that actually influence the used, affecting stats, arousal, etc. rather than just "marking" the wearer as a slave.  

    5] -- "Level 4" Devices: Daedric. All of the smithing requirements of enchanted, but also other, special elements to be discovered. Removal requires divine help.  

    5] -- "Level 5" Devices: *Secret*. What is more powerful than Daedric influence? Well, that is for you to find out. In fact, it is centerpiece of this mod's questing.  


    Truthfully, no one has asked anything yet, but here are a couple I anticipate:  

    What are your plans for the mod?  

    5] The first goal is to get one of the main quests done and this proof of concept is approximately 25% of that. After that, I'll move on to getting the courier system fleshed out and begin working on the diversified device types and their effects.  

    How long will it take?  

    5] Honestly, I have no idea. I started modding last week and have picked up a ton as I've learned, but I have no idea how difficult it will be. Based on what I have planed, however, I know it is at least feasible , so that much at least is good news.  

    What Can I do to Help:

    This mod is a huge undertaking, obviously, so I welcome any help.  

    - First and foremost, my coding skills are limited and I could really use someone in that department; my most efficient method for learning is audio visual and the people's video tutorials on creation kit only cover up to a certain point.  

    - Second, anyone willing to help me with modeling and texturing new devices, creatures, etc. would be greatly appreciated. I can manage the basics in that department, but I think it is wise to play to one's strengths and that really isn't one of mine.  

    - Third, anyone interested in designing (relatively anatomically plausible) characters for the mod. Simply put, I'm dreadful at making skyrim's characters not look like ass.  

    - Forth, anyone wanting to create small quests (adult or not) and include them under the umbrella of my questing system are welcome! Even if you have no idea what you are doing, take confidence in knowing I made this mod in a week. A little perseverance and you can do it too! Don't know where to get started? Feel free to PM me and I'll tell you what I did.  

    - Finally, VOICE ACTORS! As someone with dyslexia, I have always had a rough time reading. Consequently, quests without dialogue have always been something I try to avoid. You don't have to be particularly talented either! You can do at least one voice: yours. If you have a mic and can give me relatively clean audio (turn off things that make noise, find a quiet area, and record each line more than once), I can make it mod ready. My hope is to have everyone in this mod voiced. As a special note, if anyone can do a particularly good impression of existing characters, that is highly coveted; new NPC's can sound like whatever, but the vanilla ones should match best as possible.  

    Thanks You's:

    - This wonderful website and all it's people for making this happen.
    - Skyrimll, for early bits of advice
    - ContentConsumer, for general help
    - Princessity, who got me into this in the first place
    - dwcool62, who's mod Misty Michelle was the basis for the NPC Saela ( http://www.loverslab.com/files/file/3469-misty-michelle/ )
    - noobsaleh, for helping me not screw up a first impression



  23. Cocksmen Village Redone

    I consider this mod to be complete. No new versions will be made
    This is a major rework of ffabris' amazing mod "Cocksmen Village". Due to problems with the original, ffabris pulled the mod. I felt that was a shame, since this quest mod offers some truely unique quests and interactions. So I took it upon myself to rework the mod. And ended up recruiting ffabris to help me with the scripting. He felt so blessed...
    What is different?
    All of the dialog has been rewritten. The actors have been "nordified". The quests and scripts have been made more sturdy.
    What does it do?
    This is a gay quest mod. It starts when you discover the tiny hamlet of Cocksmen Village, located just south of Ivarstead. Upon finding the village, a series of (sex) quests will start, during which you will meet aedra and, invariably, daedra. You will be taken to places you never dreamed possible! And you will also be given an important lasting task by the most contested Divine in Skyrim.
    Who can play this?
    The mod is written entirely with a male gay audience in mind. It could possibly be played by women as well, but it wouldn't make much sense. Sorry ladies.
    This mod shouldn't interfere with a normal Skyrim playthrough, i.e. it is not quest breaking.
    Be adviced however that sometimes vanilla scripted events may need to play out before the new quest options become available (i.e. Delphine talking to Orgnar in the Inn, the gathering at the hall in Morthal, Brynjolf approaching you in Riften, etc.)
    Possible conflicts
    Apart from mods which alter the area the Village is located, there should be no conflicts with other mods.
    However, since some vanilla NPCs have been altered, you should place the mod as low as possible in the load order.
    If you use a TES5Edit Merged Patch, you can get the infamous "neck seam" or "grey face" bugs. In this case, exclude the mod from the TES5Edit merged patch!
    The behavior of some NPCs has also been altered. This should not cause any problems, but occassionally it can cause NPCs to not show up where they are supposed to be, if you use a mod that changes NPC sandboxing, like Immersive Citizens. However, I reworked the mod with Immersive Citizens enabled and had no problems.
    If you discover any conflicts, please let me know!
    Known Issue(s)
    Occassionally the quest "Blood of a God" won't update properly after getting all the items. Should you get stuck try the following work-around

    Required mods
    This mod requires all the mods below, including their requirements
    Skyrim Legendary Edition (or all DLC)
    Unofficial Skyrim Legendary Edition Patch
    Sexlab Aroused Redux
    KS Hairdo Renewal
    Recommended mods
    not required but strongly advised
    Fuz Ro D-oh Silent voice
    Grimoas - Almighty TALOS - Statue Replacer
    M2M Gay Animations
    SkyHunks or Masculinized Level Lists (not both) get all versions of the masculinized level list
    The Manipulator
    SexTalk (gay) (a small mod that can initiate sex acts, specifically for gay men)
    Completely unneccessary
    Want to have your NPC looking much better? Get these mods:
    Inhabitants of Skyrim - Version 1 (requires all apachii hair unfortunately)
    Inhabitants of Skyrim USLEEP Patch
    Fine Face Textures for Men by Ushi (+ Black subsurface maps for Face and Body + Vampire Patch)
    Smooth Male Body (SOS)
    Important! If you have been using the original mod by ffabris, you will have to uninstall it and do a clean save. Preferably also use a tool like Save Game Script Cleaner to remove any traces of the original mod. The scripts have been changed too much and installing over the original mod will most likely cause weirdness!
    Make sure the mod is below any NPC changing mods, such as NPC overhauls and mods that change NPC behaviour.
    Some scripts have been changed, so follow the directions as state above under "Installation"
    Q: I did the first quest and now nothing happens?
    A: Yes, there is a pause between the intro and the next quest. Just do some other quests or wait/ sleep at least 24 hours. The next quest will start automagically and give you an update.
    Q: Why is there a tree sticking out the wall in the manor and the inn!
    A: You are probably using a tree replacer such as Skyrim Flora Overhaul. Just disable the tree via the console: Open the console (usually with the ~ -key), click on the tree branch you see poking out (make sure you get the actual tree or the wall will disappear! The console should say ObjectTREE in the bottom right of the screen) and type in disable. Should you delete the wall by mistake, type in enable and it should reappear when you exit the console (by using the ~ key again). Using the scroll wheel on your mouse will scroll through the nearby objects, so you can select the ObjectTREE.
    Q: I am not sure what to do next? Hayulp!
    A: Pay attention to the dialog and read the journal entries. Everything is explained in there. Usually, but not always, there is also a quest marker.
    @ffabris - for creating the original mod and his invaluable help! Make an offering in his name!
    Static dishes and food resource by Tamira
    Ready Clutter and Furnishings by Lilith
    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.



  24. DDS: Devious Stats Proof of Concept

    What is the goal of Devious Stats (DDS)
    Tracking the length of time in hours where the player is wearing Devious Devices (DD). Specific properties, namely how long the player has been locked in a specific kind of device, or how long they have been wearing the current device. And exposing these stats so that other mods can take it as a dependency if they wanted to play with the stats and create conditional clauses based on the stats for Game play affecting behaviours. i.e a player who has worn a corset for >1000 hours gametime might find being out of a corset a rather painful prospect, that the modder is free to implement, using this framework.
    Why would I want this mod
    Assuming it works and you can view the stats it monitors via MCM, and it has a practical zero performance impact why wouldn't you?
    Limitations and design
    Unfortunately due to limitations it only seems possible to monitor hours logged from the time this mod initialised, any prior DD experiences for the player before the mod is installed will not be detected. This will not come as a shock to many.
    Theoretically the mod will not need updated when it is complete often barring bug fixes that escape the full release, or if new devices are added, although as it is in a conceptual stage now I expect to release fairly frequently, of course subject to the time I have available. Which admittedly is rather limited
    The Big Problem: There is an issue where tying abilities to the exposed conditional variables do not seem to monitor changes to the underlying numbers and they do not update to properly apply/remove active effects. I'm a little confused because it 'appeared' to work originally in v0.2a.
    I do not know how to track the passage of time when the player fast travels. Solving this will be quite an issue I believe so I am leaving it for now. And not a very interesting one, Although perhaps it will be better left out since racking up hundreds of hours fast travelling to places might feel like cheating for some.
    If I was a mean person I would try to disable fast travel if locked in a device (Configurable in an MCM) as it is. I'm happy to leave it as is for now and work on tracking all kinds of devices and fun numbers.
    Currently Implemented V0.3a
    Tracking of hours worn lifetime/currently;
    -Chastity Belts
    -Panel Gags
    -Ring Gags
    -Ball Gags
    -Vaginal Plugs
    -Anal Plugs
    -Arm Restraints
    -Leg Restraints
    For a much more in the future version I plan to start implementing
    I am hoping to be able to observe closely enough to watch for
    -> plugs with specific functionality (strong/random vibrate, edge, shock etc)
    -> How many hours since the player was last effected by functionality of that type, etc.
    But these will have to wait until I sort out the big problem.
    Upgrading from old versions to new
    No idea, volunteering guinea pigs will be thanked for their sacrifice (take care to make sure you have backup saves to go back to that are safe)
    Uninstalling the mod:
    Simple as removing all devious devices, waiting an hour in game, waiting (in real time) for a few seconds, saving, quitting and then uninstalling the mod through your mod manager.



  25. Master Gets a Job

    There you are, a slave. Defeated in combat, naked and humiliated, a collar around your neck. Can life get any worse? And your new master, he's...he's...well, he isn't doing much of anything. He's sandboxing around. Or he's just standing there waiting for YOU to do something. Doesn't he have anything better to do with his time? He really should get a bloody job.
    And now he has. Introducing Master Gets a Job. No longer will you have no direction as a slave! Your master is a busy man (or woman, or whatever)! He spends his days circling Skyrim, visiting his factors. And lucky you get to tag along!
    Enough with the intro! What does this mod do, exactly?
    Simple! Once you get enslaved*, speak to your master. Ask him (or her) what to expect of you. He (or she) will tell you what city or town to visit next. Once you reach that city or town, speak to your master again, and he'll tell you the NEXT city or town to head for.
    Fair warning - this is very basic at this point
    Don't expect a lot. I threw this together without checks. They might come later, if people are interested. For now, you will be required to play along - you could technically tell your master that you've reached your next destination before you've actually reached it.
    *Also, the starting dialogue will appear for every person you speak to in Skyrim. All the time. I might try to figure out how to make it show up for only masters at some point, but for now you'll have to ignore it until you need it.
    This should be compatible with any slavery mod out there that allows travel. You'll need to be very careful with Sanguine's Debauchery, since those masters are quite touchy about how far away you get from them.
    There is a rudimentary demerit system in place. If there is interest, I'll expand on it. Be warned, when he says he'll kill you on your third strike, he means it.



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