By ypypypypypYPTG -- "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.
-> 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.
By LozeakThis 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 5.6 - Now Fixed the DD 4.0 + issue where the player could run around the auction house while they were being bidded on is fixed (thx Tyrant99), Whiterun brothel option missing in MCM is fixed. Now, when they remove your devices the bidders have some fun dialog.
New in 5.5 - Now the mod handles DD in it's own way, Quest/Block Generic devices will delay slavery, The mod will stripe the player of generic devices. Warning, I took some risks with the esp/scripts (to make maintaining the mod easier), while I didn't find any bugs it is really hard to test the the mod with Devious Framework the none framework version is fine.
New in 5.4 - Devious Followers and Whiterun Brothel Revamped are now included. Also, changed how the mod stripped you to be more compatible with Devious Devices.
New in 5.x - Things in the Dark is included this time. Your SD master should teleport outside with you. Your Lola master will be in the room (you will have to pick one and make them a follower).
Version 5.3 - SD masters will once again begin in random spots around Skyrim. Fixed the blackout issue withThings in the Dark.
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.
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.
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):
There has been much help from many others as well (see the list of thanks at the bottom).
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):
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.
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.
Thanks to CGi for the FOMOD and German translation.
Thanks to CliftonJD for finding the Raven Beak error and for all the help answering questions on the support thread. The man knows this mod better than I do.
Thanks to Legume for giving so much of his time and expertise
By DJRedRadThe 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 join able faction
new perks alliance with the bandits
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
By DJRedRadCrew of the Red Wave TES V Mod (Cinematic Trailer) 2018
Ever wanted to be a pirate? Join a crew? Set sail and go on raids etc. Well now you can. Join the Crew of the Red Wave.
The Red Wave is actually a faction from Solitude they are Pirates, but the guild wasn't really expanded upon. Well with this mod you can now join a Pirate faction, build an empire, rise the ranks and go on fun adventures and quests. Ever since I was a kid I dreamed of being a pirate and now I can live that reality. I proudly present Crew of the Red Wave Chapter I Revenge. I will do 6 more chapters, each will contain more quests and unique adventures and even new lands, this is just the start. Join the Crew of the Red Wave, build an empire, be part of a pirate faction. Meet new characters, participate in new quests and much more.
3 New Quests
Become a Pirate
New Joinable faction
1. Joining the Red Wave
2. Selina's Revenge
DJ Red Rad - Coder, creator, editor, scripter, designer
Kalilies - KS Hairdos
By DJRedRadSkyrim Mods - The Forsworn Guild (Official Trailer) 2018
Ever wanted to join the Forsworn? Vanilla Skyrim didn't make a join-able faction for the Forsworn. So many people wanted this mod to happen, so I listened to the gamers and tried my best to create the Forsworn Guild, now you can be part of the Forsworn.
Download this mod on Steam or Media Fire. I was having issues uploading to this site, I will try again. My internet is really slow right now, so bear with me, if this mod is not hosted on this site or on media fire by tonight I will use my College internet to upload it.
Join the forsworn!
new joinable faction
1. Joining the Forsworn
2. Saving Nina's Family
3. Whiterun Under Attack
More quests coming soon, stay tuned, subscribe to my YouTube for the latest news.
More quests stay tuned
The Forsworn Guild II
The Forsworn Guild III
The Forsworn Guild IIII
The Forsworn Guild V
The Forsworn Guild VI
The Forsworn Guild VII
DJ Red Rad - Creator, coder, scripter, editor.
Lolicept - Modding resources
By jajamanSexLab Solutions en Español
Ésta es la Traducción de SexLab Solutions en Español con todos los scripts y el MCM
By jajamanTraducción de SexLab Guild en Español
Ésta es la traducción al Español de SexLab Guild e incluye los scripts
Whiterun Brothel Revamped is a continuation of Tara's original Whiterun Brothel.
Quests, Stories, Characters, and even some World Events have been added. This mod is a work in progress, I would still consider this Mod Alpha. The Mod is bondage / domination themed, and there is a lot of sex! If you're not into that sort of thing, then this isn't for you!
Currently, the Mod has several Quests and continues to expand. It will probably keep Players busy for several hours.
Sadistica Intro Satisfy Summer Satisfy Michelle (Multi-Stage) Zoe's PonySlut Mission to Kagrenzel (Multi-Stage) Satisfy Zharah Repeatable KeyHolder KeyDebt Quest with Sadistica Free Lovebud Sexathon Repeatable Timed PonySlut Runs - In order to start, you must be wearing removable bondage items and make a deal with Zoe for release. Shibari Tied Bondage Slut (Repeatable after Sloot Ninja Attack) Bondage Slut Charity Case (Repeatable after Sloot Ninja Attack) Repeatable World Event at Taverns if renting rooms while wearing Heavy Bondage.
Timed PonySlut Mission Mechanics:
The Player wanders into the Brothel to check it out, ignoring the ominous looking gibbets hanging outside. Once inside the Brothel, mysteriously, the doors lock behind her, she inquires about this and asks for help from some of the lovely ladies hanging out in the Brothel, instead, they tie her up! She is sent to talk to the head Mistress of the Brothel - Sadisitica.
Sadistica is a half-succubus who sensed that the Player was Dragonborn and could also sense that the Player has a particularly strong sexual-aura. As Succubi derive their power from sex, she could not help but lust after and be irresistibly drawn to this hapless Dragonborn.
Sadistica immediately tests out some of the Dragonborn's sex skills but is disappointed at her lack of technique. She decides that the Dragonborn must complete the 'Gauntlet of Perversion'. In order to train her skills and become more sexually awakened, the player is tasked with satisfying every woman in the Brothel, each one has their own unique fetishes.
Some of these are included, some are planned:
Sex Crazed Nymphomaniacs
Gangbangs and Sex Orgies
Water Play, Breath Play
Many many Orgasms
SexLab Aroused Redux
ZaZAnimationPack V 8.0 (Or V 8.0 Plus)
Heretical Resources :: Direct Mega Link if his DL page doesn't work.
Devious Devices - Assets V.3.0e
Devious Devices - Integration V.4.0
Devious Devices - Expansion V.4.0
FNIS Creature Pack 6_1 (You will need some horse sex animations)
KS Hairdos Renewal
Dwarven Devious Cuirass 1.1a (You don't need the ESP, but will want to grab Bodyslide files, especially if you are using UUNP).
Fuz Ro D-Oh
More Nasty Critters You need animations for Flame Atronach and that can handle 2 Trolls, would also recommend Billyy's SLAL Animations for this.
I removed Eyes of Beauty as an explicit requirement per the author's general Nexus permissions, the assets are integrated, but I am crediting Gabriel Mailhot as LogRaam for his good work!
Any other requirements of the above requirements.
OTHER MOD CONFIGURATION RECOMMENDATIONS & CONFLICTS:
It is highly recommended that you do not run functionality from other mods that will equip random bondage gear on you while you are doing the Brothel quests. The Brothel scenes use very specific bondage items, and the ZaZ BDSM furniture will not play nice with certain bondage equipment. If you end up wearing random cuffs, shackles, collars, hobble dresses etc. at the wrong time, it could either break scenes or the furniture will not work right - you will either be misaligned or will fall out. The player will be tied up for most of their time in the Brothel, but the outfits are carefully selected so you will be wearing the right things at the right times! If you are running mods like the popular Deviously Cursed Loot or Deviously Helpless, both have MCM ability to shut down functions, so you can go into debug menu area and 'shut down all functions' to disable functionality while you are running the Brothel quests, or alternatively, don't run mods that will equip random bondage devices on you while you're running the Brothel quests. Similarly, do not start the Brothel quests if you are decked out in bondage gear! Ideally, come in naked or in regular clothes and you will be good to go! As ZaZAnimation 8.0 added a lot of furniture animations in its latest iteration, if you're like me and like to have a lot of sex animations in addition to furniture animations, it may be worth grabbing FNIS 7.2 XXL which can handle up to 20,000 animations. I personally use it as I hit upper limit with the normal FNIS some time ago... Personal preference disclaimer - As there are many nice animations out there, I like to have as much Sexlab animation variety as possible. To do this, you'd want to toggle off some of the default bound animation filters. (I figure that the attackers can manipulate the bindings to twist the sub into a pretzel right?) Devious Devices - Use Sex Animation Filter, uncheck. ZaZ Animation Pack - Animation Test System - Filter Available Animations, uncheck. ZaZ Animation Pack - Sexlab - Override if Needed, uncheck. As there are some Creature scenes, make sure to go into the MCM: SexLab - Animation Settings - Allow Creature Animations, check. SLAL Anim Loader - Enable All - Register Animations Make sure that you are getting the full Heretical Resources file and doing a batch build in bodyslide.
T.ara for the original Whiterun Brothel
Ashal for the amazing Sexlab and LoversLab
The Devious Device Team
SassaAria for help with custom bodies, outfits, designs, tattoos, among other things
MaikCG for the Devious Dwarven Cuirass
Leito for Strap-Ons
The CBBE body, and the whole UUNP family (meshes & textures).
Blender and Nifskope
Lady Outfit : BDO, RealClone, SassaAria
Kalilies & Team for KS Renewal Hairs
Raven Reginleifs's "Luxurious Seduction"
n8k's BlackRose Boots
Leah Lilith Jewelry as posted by Kalilies!
n8k's BlackRose Outfit
BrazilianStripTexture by SassaAria
PonySlut Butt Tattoo by SassaAria
Zquad1's Conversion of Unknown Authors DF-33 boots.
LadyBat Bracelets and Amulet by wjun28 as found in Malfdawg's Conversions
Ah1's Navel Piercing (Original Oblivion Mod) and the conversions here at LL
Raven Reginleifs's "Luxurious Seduction" Gorgeous Jacket
Face Piercing (Madonna) and fingernails by SassaAria
Body Tattoo by SassaAria
The Supportive Community of LoversLab
Download Instructions for Patches:
If you have already downloaded and installed the Main File, you can simply download the patch, unzip, and paste into your install directory. - Replace all relavent files.
By xwhiteninjaxPlaying 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)
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
By jfraserVersion 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.
By ChizznuckThis 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
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
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
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.
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
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.
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.
The Volthar Family Genealogy, Book I
By Marcius Volthar
Feyn Jun Mafarak
Thy secret wrath
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.
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!
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
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.
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)
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.
By DogmaModsHello 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 0.8.2 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:
- 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.
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.
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.
Here is a discussion on the Russian forum
My Mail - firstname.lastname@example.org
Thanks for your attention. I hope you will enjoy.
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.
AGAIN: CREATE A BLOODY FALLBACK SAVE BEFORE CHECKING THIS OUT
· Skyrim and DLC
· 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.
- 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
By VachnicI 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.)
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!
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
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
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
SexTalk (gay) (a small mod that can initiate sex acts, specifically for gay men)
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.
By donotbugmeWhat 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;
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.
By jfraserThere 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.
By BigHank¿Que es esto?
Hola buenos Dias/Tardes/Noches a todos, como dice el titulo, les traigo el mod de Prison Overhaul traducido al español.
Es una traducción hecha con google traductor, por lo que las traducciones pueden estar un poco mal ya que mi ingles es un poco malo, pero de todas formas trate de que fuera coherente la traducción.
¿Este mod es tuyo?
No, el mod es del usuario 'xaz', yo solo lo tome y lo traduje, mas abajo estará el link al post original con el mod.
¿Por que haces esto?
Bueno, estaba aburrido y se me ocurrió traducirlo ya que he visto otra traduccion del mod pero no esta 100% terminada, por lo que a mi respecta me tome la molestia de traducirlo al 98% el otro 2% es el menú del mod, ya que aún no se como traducir esa parte, pero lo que respecta a la conversación de los NPC y el Jugador están todas traducidas.
Opcional: Fuz Ro D-oh
(Es para la conversación personalizada entre el Jugador y NPC, asi los npc no dirán cosas fuera del contexto)
Solo pega el archivo .Rar en la carpeta de mods del nexus y lo instalas como un mod normal
En nexus mod, haces clic derecho en el mod y en desinstalar.
Cual quier error que encuentres es por el mismo mod, yo solo me dedique a traducirlo
de todas formas recomiendo que cuando instales el mod esperes a que termine de
configurarse, guardes partida y la vuelvas a cargar de esta manera podrás evitar Crasheos
Estoy trabajando en la traduccion del mod Capture Dreams
va a tardar un poco ya que son muchas lineas de texto
actualmente se encuentra en un 39% traducido.
(Clic Aquí para ir al Mod Original)
Disfruten de la traducción
By CliftonJDthis is a vote call for sneak distances to return to old paradise halls or stay the same..this is the slave distance from player while sneaking And should this include combat sneaking or let the slaves return to the player for combat sneaks
this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (version paradise halls version 7.4 included):
based on the work of blabla from paradise halls sexlab extension - original thread here:
7.2.4 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!)
clean save no longer required to upgrade old saves (aside from "friendly bandits bug")
slave camps and addons are now separate - choose those from the download page
7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs
7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes)
SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11 the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod devious devices addon requires Devious Devices Integration 2.92(or above) pahe-DeviousDevices-addon-DDx-patch requires the latest current version of Devious Devices expansion, beta items not yet included as those would then be required Run FNIS after installation! ALL requirements for the above mods must also be installed creature framework conflict appears to be removed from 7.x versions
camp differences info of the update versus the original version from layam:
only reason the update is kept separate is we were unable to determine why it wouldn't update everytime on current saves and its not an easy fix aside from a new game
due to the number of bugs in pahe5 to have been fixed in version 6 and now having an option to ignore followers for those people who had eff issues, 5.0 is discontinued
Rule #1 failure to meet a requirement will not always result in ctd, some requirements are there for full feature support of the mod Rule #2 if you find anything weird or unusual happening revert to rule #1first (and in some cases you may need to check those files for other mods overwriting them especially known for this issue is the skse files), then if that doesn't solve it reboot the mod and wait for it to finish before being alarmed of the situation, if that fails then rule 3 applies
Rule #3 if you break it thru some other mod Or if something breaks due to an update: i need to know the version you're running And i need the papyrus log of the occurrence of the bug you're describing to see what broke it before reporting a dialog bug please note the voice type from the mcm - this helps me to determine if its a known bug i'm working on or a new bug with the new voice types or a new voice type needed for mod support
altho i make update/fix this mod i will try to give any features requested that don't already conflict with another request, in such case it will be added to the waiting list for a menu option to choose from further explanation of any features consists of any features i'm capable of, unless you provide the code or means to the code.... Oh and altho this is my first mod in skyrim, it's not my first time scripting, i used to train or teach the bots of diablo to let nothing stand in their path and only the limits of their character stop them blabla was like a mentor to me.. he was rubbing stones together to make pah do what he wanted while i learned its behaviors and when i learned every in and out of pah/e, he acclimated me to mod skyrim as well
if using this with daymoyl, its also required to load paradise halls after daymoyl, if also using this with sd, load pahe after sd
pahe must be loaded after paradise halls
improvements on pah by pahe:
Sex training Punish slave with sex 63 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
( Done , Testing , In Progress )
more slaves-have 72, working on 135+
wait_sandbox changes for slaves to do jobs from other mods
lakeview prison cell moved to separate esp--- repaired
dialog changes...still need better responses
arousal fuck requests
food dialog to raise affection level
get gender for the slaves based on sexlab preferences instead of skyrim
release script and dialog fixes and possible overhaul the concept
Milestone 0.2: Training by follower Bugfixes More voices, not just eventoned * Whatever I fancy Whatever people suggest (and can be done) or provide the code for as long as it fits into my general idea of what this should be (No, I can't explain that yet, I'll decide on a case to case basis)
Recommended mods(useful, 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
By FarmthatTHERE IS NO MAIN QUEST YET. MY APOLOGIES FOR HINTING AT THEMES AND ACTIONS IN EXISTING DIALOG WHICH ARE NOT YET ACTUALLY IMPLIMENTED. THIS IS A WORK IN PROGRESS.
Overview: So, the premise is this: A "private facility" is seeking to rehabilitate a certain demographic of prisoner, and... provide... them with some highly-demanded skills for their post-prison lives. At least, that's how the warden phrases it. The PC happens upon an advert to work as a guard, and decides to at least take a look.
The prison entrance is located along the river just north of Riverwood. You can also teleport there via the "coc 0_rubber_room" command in console.
At the moment, development has been focused on building the cell. Introductory dialog is fleshed out a little, but no main quest is in place. Still, once inside you can run around and interact/look at the objects, mechanized inventions, etc. All the of the characters have at least a little bit of dialog. Main quest content getting closer to being a priority!
Requirements: A new save! If you've installed this file before, you will almost surely need a new save. Eventually, other mod dependencies will be added, but none exist at this time.
Hints: Extra reactions available among NPCs if the player needs "more time" with speaking with the warden or tabs out of the conversation early. (AKA stage 5.) Don't piss off the guard. She will hunt you like the terminator if you piss her off. Yes, she is invulnerable. If you're freaking out, you can console "disable" her.
Thanks: To Grayspammer for his excellent inspirational mod and technical help, Rubbermatt for his help and letting me use his vacbed mesh, and those who've been testing and giving feedback while I awkwardly learn new software.
Misc: Other modders are welcome to copy and use my meshes and textures for their purposes. After all, this project was started as a modder's resource file. Just ask--don't profit off it, etc etc. If I have used someone else's creations and they would like me not to or would like attribution, let me know.
Bugs: Well, in the current version this mod renames some doors, waterwheels, and... one other thing at least. Sloppy modding over here! I'll fix it soon.
By RatulFor those who are having trouble installing the original mod http://www.loverslab.com/files/file/2647-maria-eden-prostitution/
thanks Zaria. this is english version only. See original mod for requirments.
By ffabrisIsle of Mara - Tweaked
Not compatible with Isle of Mara 2.0 - nor will it be. I am not doing this all over again. I am leaving this here for any who want it but will not be doing anything further with it.
Isle of Mara by quimboles is one of the best quest mods I have ever played, be it sexual or "vanilla". Unlike so many, scenes are rarely repeated, the is very little running back'n'forth all over the place, and it has a good dose of humor to it too. Not wishing to bash anyone but I think mod authors could learn a lot from this mod, it really stands out. And, best of all (for me anyway), it is gay male, which is pretty rare.
What This Is
This consists of a changes to the original mod, Isle of Mara. While it seems that the author does check in here occasionally, the mod has apparently been abandoned. On 21 August, I PMed quimboles, asking permission to mod this; to date, I have not heard back, so in the meantime, I am making this available. I will gladly remove it at his request. I had originally posted this in the IoM support thread but decided to make it available as a separate download, hoping to bring more attention to it, and the original.
Changes in this are mainly look'n'feel tweaks to the NPCs. I wanted to make the main characters better looking, add more variety to their hair, change some clothing. Also fixed a few small bugs ... those I have been able to. (If you have my SkyHunks installed, Vilkas and Farkas should look the same.)
Mods That Can Connect to Isle of Mara Tweaked
Simple Slavery - thanks jfraser Deviously Enslaved Continued - thanks Verstort
You need to have the original Isle of Mara 1.51 installed, along with all its requirements.
NOTE: Estrus is required, as I added it back, but SOS is not required as of 2015-10-05. However, Devious Devices for Him is designed for SOS, and you may get clipping with a different body replacer.
You will also need:
KS Hairdos - Renewal Apachii Hair - Full and male
You need to have the original mod installed, then install this on top. The attached rar file has a new esp file, and new FaceGen data (mesh/textures), plus one replacement script.
Do NOT install this midway through a playthough of the quest, or any of the NPCs already in your save will "break" (ie, end up with grey face).
Reinstall the original mod on top of this, overwriting files.
Connecting a Mod to Isle of Mara
If you are a mod author and want to connect your mod to this, then here is info on how to do so:
module name: Debauchery.esp quest: melislehookquest stage:10 Page to link to: Isle of Mara - Tweaked
Added a way for modders who may wish to hook into this mod, as described above.
Thanks to sleuthing by Lucifugus Ominous, the dependency on SOS has now been removed. VERY odd thing: there were two piles of books and some lights in a wilderness cell that were somehow linked to SOS. Anyway, removing those allowed SOS to be removed.
Does this break anything? No idea whatsoever! Test at your own risk.
Cleaned the mod with TES5Edit. I changed the appearance (face) of most of the main NPCs: Prophet, the marryable masters, ship captains, etc, as well as a few random minor NPCs (priests, slaves). Added Apachii or KS hair to those and many others, to add variety. Changed the armor of the Mysterious Strangers from thalmor to orcish (looks more sexy when using SOS Revealing clothing, in my view). Priests of Mara now have no hood; instead all priests and masters now sport an amulet of Mara. I also added the sla_exhibitionist flag to many NPCs ... makes then get aroused quickly if naked, which many are. Fixed the epilogue quest not progressing after you find the Pear. Fixed (?) the werebear scene; you can now interact with them after sex. Minor: Removed the door on the rear outer wall of inn. No idea why that was there, doesn't seem linked to anything. Navmesh fixes. Fixed the floating grass problem. Tried to fix the problem with NPCs navigating the steps on the pleasure ship (crossing fingers).
Tried to Fix But Not Managed - Yet
Fix Tentacles in Crandor's Lab and Oblivion.
The Estrus mod doesn't contain the flag which would mark it as a master. What that means is that if you use it as a master, CK can and will strip it out on later loads, breaking anything that uses it. That's what seems to have happened with IoM 1.5.1. There is no easy way to add back everything that was stripped out... doing so is beyond me, I'm afraid.
The choices of NPC appearance, clothes, hair are personal preference. I started this for myself, and as a learning experience. If you like my choices, great! If not, feel free to reinstall the original mod.
I read the support thread for the original mod. If bugs are reported, I will try to fix them, if I am able. This mod is very complex, so it may be beyond me, but I can try.
Again, quimboles, if you want this removed, please say so and I will gladly do it.
By alexvkjMy intent is to implement some ideas of the well known mod from FalloutNV: msex Veronica D/S which I really love.
I'm currently make a break from my job, so I started this work couple of days ago just for fun and I don't take it seriously.
It is also my first mod ever and I know you people are tired of excuses like that. I'll try my best to produce some high quality stuff, but don't expect a miracle. Not at the first release anyway.
The mod is for people looking for some simple means just to spice up their gameplay. For heavy BDSM or non-con stuff look better for Maria Eden, SD+, Defeat, Submit, whatever. For extensive stories there is Captured Dreams shop, Trapped in Rubber etc.
What's this all about, how to start and how to play
The mod gives you a possibility to turn your follower into a Dom or Domina. It works with every follower, vanilla and custom, male and female. PC may be of any gender too, the devices and animations work fine. As for the name... you submissive guys don't mind to be called Lola, don't you?
Go to Haelga's Bunkhouse in Riften. In her bedroom look under the bed near that famous horker tusk, . The book you'll find there explains the rest (and starts the quest). After you become enslaved, you will be approached by your owner every game hour with some semi-random demands. You'll also get couple of dialogue options where you may ask to free you from your restraints for example.
Typical punishment is the well known electrocutting. Under circumstances (high difficulty, low level) it may get very painful or even deadly. There is also some spanking, light bondage, gagging and forced stripping.
How the submission score works I'll explain later.
Some suggestions for gameplay:
Don't combine this mod with Devious Devices as well as other slavery mods like SD+ or Maria Eden. At least, enjoy responsibly. There are no technical problems, but if you happen to break some rules because of some DD randomly locked on you, the things may get very ugly. IMO, DDs also break immersion of this mod, but this is not for me to judge. Use some basic needs mod. Anyone will do. That's because the dom events are bound to game time, not the real time. You have to pay somehow if you just skip hour after hour. Don't munchkin too much on difficult terrains (jumping from the mountains etc). As the dom event occurs randomly, your owner may not always be able to forcegreet you. It's no problem, the event will be just skipped after ~5 seconds. But you want the event to happen, don't you? Don't fast travel very often. Give your owner a chance to play with you on the road.
Submission score explained under the spoiler
Sexlab. 1.59 or 1.60, it doesn't matter Sexlab Aroused ZaZAnimationPack 6.07 Non-Sexlab Animations Pack v3 (spanking and feeding animations)
Devious devices and PetCollar are no more required. My eternal thanks to yurik, the creator of PetCollar anyway.
If you played with any of pre-release version, remove it completely and make a clean save.
Install and Upgrade
Use NMM or ModOrganizer. End the slavery, uninstall the old version, make a clean save, install the new one, start over again.
If you don't clean your save it may also work, but there may also be some side effects.
Your feedback is desperately needed. How it feels, how it plays, what is broken.