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Adult oriented Skyrim mods quest mods

52 files

  1. {ABANDONED} Mistaken Identity

    15 March 2016 - This Mod is Abandoned. If Anyone wishes to use anything of the mod, make it their own. Go ahead.
     
    2B fixes
    Dialogue should progress
    Quest Markers should show now after talking to Andrea in the dawnstar windpeak inn
     
    New Version 2A has been released (WOW)
     
    This is my remake of my first mod created. It's been absolute hell to try and make this and I had to strip what i wanted right down to the bone just so I could release something as I'm a little fed up of it hanging over my head. I already wrote out an edited post but I must have done something wrong and the forum ate my words.
     
    Basically the mod will take less than five minutes start to finish, it includes some cute zadlibs (devious devices) and some zbf animations. Sexlab was too crashhappy to include so it got excised sadly. Interspersing dialogue with scenes was also extremely painful and causing some severe issues so all dialogue was cut and i've just stitched some scenes together. I'm surprised I can release this thing but it works end to end for anyones curiosity and im potentially putting it to bed.
     
    In the future should I decide to work on another kinky mod for skyrim I think that I will look at something that does not include copious amounts of scenes or dialogue and look to the more moment to moment gameplay and if I can make anything fun or interesting. Im not sure what that will entail or what I even want to do with it. But it was just shocking doing so much work to release a few sloppy scenes and I think I'll look elsewhere into doing something fun.
     
    Quest Start: Talk to Andrea in Dawnstars Windpeak Inn
     
    Delivery target is near Falkreath (Quest Marker)
     
    Any other problems and issues let me know, I'll try to address what I can.
     
    .02C and under have now been removed.

    8,528 downloads

    Updated

  2. A Milky Life

    A Milky Life
     
    Another mod along the lines of Elsie LaVache and The Milk Maid. This one has no forced player involvement. Oh, the player can BE involved and that's kinda the point, but the player initiates interaction ... with the player. NPCs affected by this mod will gain some autonomy but will only interact with other NPCs unless the player addresses them.
     
    After installation your follower will tell you she has something to tell you. This is triggered when she idles so if you have something that stops a follower from idling, turn that crap off.
    If you drop this into an existing game and already have more than one follower, whoever idles first will trigger the line about having something to tell you. Once the line is triggered you can actually go to a different follower to continue with "You have something you need to tell me?". This follower goes into an alias MainMaid. She's the one that will continue the quest lines.
     
    There are several stages to this conversation so pay attention to what's being said. Talk to her again and again. I quest called Learning will start and when that completes, you're ready to move on.
     
    Pets:
    The quest will allow you to keep pets, but in order to do that you have to complete a quest called The Pet. To start it, you recruit another follower (or dismiss a current follower and re-recruit them) and tell them you're glad they decided to join you. This follower should NOT already be a milkmaid. Then you have 2 choices... "We're working on something..." will start a sequence to simply add them as a milkmaid. "You seem like the loyal type.." will start The Pet quest. My mods are more about dialogue than clues so you won't find anything in the quest log. You have to discover stuff. You do this by talking to the people involved. The Pet and your Main Maid. When you get past the point where you've discovered what the pet likes to eat (and even THAT has a little surprise), then the manipulation of pets should be completely available.
     
    Cows:
    Don't forget to talk to your partner about cows. Which opens up the ability to create cows. Cows are autonomous in that they will carry on their normal lives.... naked... and occasionally solicit milking from other NPCs (not the player) or be solicited by other NPCs. Cows are a bit more promiscuous than milk maids because a cow needs to be pregnant to make milk so... sometimes they solicit something other than milking.

    1,863 downloads

    Updated

  3. A New Sisterhood

    Description:
    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
     
    Notes:
    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. 
     
    Acknowledgements:
    Deep Blue Frog - for letting me expand on their work and giving some great advice on how to get this process moving.

    4,653 downloads

    Submitted

  4. A Rubber Facility

    THERE 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.

    16,087 downloads

    Updated

  5. Alt Maria Eden Prostitution

    For 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.

    4,759 downloads

    Submitted

  6. Bad Ends Revived: Solitude

    What is This Mod?
    An Extension for my Prison Mod "Prison Alternative" which adds new Execution - themed events to the Experience.
    This Particular Extension adds New Events which are exclusive to Solitude.
    Features
    -Adds new Cannibalism-themed execution event to Solitude.
    -Features multiple sub-scenes (In Jail - transit - event location)
    -transit scene can be skipped.
    -Followers are Supported
    -Event also allows for NPC-only Executions where you can just stand there and watch. (see instructions below)
     
     
    About NPC Executions
    This Feature should be considered as an Encore, rather than an meaningful Gameplay Element. NPC executions require manual activation via the chain next to the new side entrance to the Pelagius Wing
    Any NPC can be "marked" as follower by selecting them in the console and typing "setplayerteammate 1". This will make them visible to the Device and a valid candidate for execution. They Also have to be somewhere in Windhelm in order to be detected by the script.
     
     
    Requirements
    -Prison Alternative (see above), and its requirements.
    -Pama´s Deadly Furniture Scripts, (V2.3.0 or higher)
     
     
    Installation
    -Install with Mod manager of your choice and rum FNIS/Nemesis
    -Run FNIS
    -Its recommended to use a new Save.
    -If you use this mod on an existing save, follow these steps:
    Failing to follow these steps might result in Blackscreens while in Prison.
     
    Incompatibilities
    -Devious Devices (soft incompatibility. If you know what you are doing, you can use this alongside DD, but it requires caution)
    -Devious Cursed Loot (No, just no...)
    -The Original "Bad Ends" by Torm
    -Random Sex mods can potentially break scenes (my own mod YARM, is fully save to use, however)
     
     
    Future Plans
    Covering the remaining cities
     
     
    Special Thanks
    -to my Lovely supporters on Patreon who gave me the time and motivation to make this.
     
    If you want some sway on the next extension, Want exclusive early access to new Stuff, or Just like my work, you can join them here:
    https://www.patreon.com/Pamatronic

    9,131 downloads

    Updated

  7. Bad Ends Revived: Windhelm

    What is This Mod?
    An Extension for my Prison Mod "Prison Alternative" which adds new events to the Experience.
     
    Events are Themed around Bad Ends and Executions, inspired by the Original Mod by Torm.
    Just a bit less Buggy.
     
     
    Requirements
    -Prison Alternative (see above), and its requirements.
    -Zap8(+)
     
    Installation
    -Install with Mod manager of your choice and rum FNIS/Nemesis
    -When Loading/Starting a game, new Events will automatically register themselves and will show up in the "Event" Tab of Prison Alternative´s MCM.
     
    About NPC Executions
    -This Feature should be considered as an Encore, rather than an meaningful Gameplay Element. NPC executions require manual activation via the chain on the Left side of the Gallows.
    Any NPC can be "marked" as follower by selecting them in the console and typing "setplayerteammate 1". This will make them visible to the Device and a valid candidate for execution. They Also have to be somewhere in Windhelm in order to be detected by the script.
     
     
     
    Incompatibilities
    -Devious Devices (soft incompatibility. If you know what you are doing, you can use this alongside DD, but it requires caution)
    -The Original "Bad Ends" by Torm
    -City overhauls for Windhelm (results might vary.)
    -This mod makes navmesh changes to "CandleheartHallExterior" and "WindhelmBridge3". So it will conflict with mods which edit the same Area. Putting this mod far down in the load order COULD make it work)
     
    Troubleshooting
    -If you get Black screen while in Prison: Go into PA´s MCM and manually reset the Registry and re-Register the Events. check if all Events are correctly displayed in the List. If not, repeat.
    -Its recommended to use a new save when using this mod. While older saves seem to work in the vast majority of cases, using an older save can sometimes result in scenes becoming stuck.
    -You are on SSE and the Ankle chains have missing textures? use this and let it overwrite Zap files: SSE_ZapAnkleChainFix.zip
     
     
    Future Plans
    Covering the remaining cities
     
    If you want some sway on the next extension, Want exclusive early access to new Stuff, or Just like my work, consider supporting me:
    https://subscribestar.adult/pamatronic
     

    22,521 downloads

    Updated

  8. Bendu Olo's Amulet

    Quick nothing mod that has Bendu Olo reluctantly send Female Player Character off on a job to retrieve an Amulet.  
     
     
    Bendu Olo is a Dunmer who doesnt think highly of female adventures. Find him at New Gnisis Club in Windhelm. Convince him to "Give you a shot" for job to retrieve an Amulet.  The thief he sends you to might have Amulet, might not. Just talk to the guy, usually men are pretty reasonable if giving a chance. After obtaining Amulet return to Bendu. 
     
     
     
                                      ****************************************************************************************************************************************
     
    This is a plug and play and then remove file. 15 minutes worth of game play.  I made this mod from tutorial a year ago so I could get better look at quest building in CK. I had never got back to adding additional content to it. I recently started doing stuff on male player side again and concluded I wanted to upload this file so some users could have some quick fun, and so that I dont lose it. 
     
     
                                                          
     
    Quick important side notes:
     
    1. Mod thinks you are a female
    2. You should have Billyy animations installed.
    3. Failed at creating properly working bsa file(tried, looked right, didnt work) Mod should uninstall easy enough for everyone. All 6-9 scripts got recompiled yesterday 
        so if you uninstall and need to remove scripts they will be real easy to find. 
    4. Nothing vanilla touched that would be an issue. Just cell locations where things are at. 
    5. Follow quest journal log, You shouldnt fight first bandit/thief. He is good guy that can be trusted. If you go in guns ablazing all will work, just will miss some game play. 
     
     
     
     
    To be very clear................ No BSA file. BSA Achieve.exe in Skyrim folder failed me, Seen online others saying it didnt work good. BSA might be helpful to some users, not for me. Sorry, I did try. Got too many other wheels to spin and not enough time. 
     
     
     
    Credits: KS Hairs
                 SexlabFramework
                 Billyy Animations(Gangbang Animations)
                 CK and Loverlab, thats it!
                 

    931 downloads

    Updated

  9. Books of Dibella - Alternate Start Plugin

    BOOKS OF DIBELLA
     
    This is a plug-in for Alternate Start - Live Another Life that adds a number of adult-themed options to the starting choices. It replaces my earlier "Sexy Starting Options" mod.
    To activate them, ignore the Mara statue, and instead search the bookcase to her right. Take a book from the shelf to start its scenario.
     
    Top Shelf, Left Side:
     
    * Dibellan Pilgrim: Your nude pilgrimage to all Dibella's temples is rudely interrupted by the closure of the Markarth temple.
    * Lake Ilinalta Skinnydipper: Someone stole your clothes while you were skinny-dipping in Lake Ilinalta.
    * A Drunken Boast: You promised Camilla Valerius to get that golden claw back bare-ass naked.
    * Dumped on the Wayside: Kicked off a wagon on the way to Helgen with no possessions.
    * Robbed of Everything: Drugged and robbed of even your clothes by the thieves' guild.
    * Lost My Shirt: You wagered even your clothes on the Cragslane Cavern pit fights, and lost.
    * One Night Stand: You slept with a farmer for a place to stay the night. But in the morning, he threw you out without your clothes.
    * Polar Dare: You won a swimming contest against a mage from Winterhold, who got his revenge by stealing your clothes.
     
    Top Shelf, Right Side:
     
    Radiant Prostitution/Gigolo recommended:
     
    * Whore of [City]: You are working as a prostitute in that city's inn.
     
    Middle Shelf:
     
    Requires Egg Factory:
     
    * Hen of the Pale: When your hens were slaughtered, you turned to forbidden magics to lay eggs in their stead.
    * Frostflow Survivor: You survived a massacre at Frostflow Lighthouse, but at what cost?
    * Dragon's Ritual: You agreed to a "fertility ritual" after a night of drinking. But it wasn't the orgy you thought it would be.
    * Catch of the Day: You caught a slaughterfish fat with eggs near the Lady Stone. It's probably nothing unusual.
    * Spider's Brood: How long have you been webbed up and barely conscious in spider-infested Redbelly mine?
    * Search for a Cure: You crossed the border from Cyrodiil in search of a cure for your egg-laying problem.
     
    Contributors:
     
    MorePrinniesDood
    tuxagent7
    steelmagpie
    Kaervek86
    Regallag
    Zor2k13
    metanight78
     

    10,908 downloads

    Updated

  10. 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
    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)
     
    Installation
    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.
     
    Updating
    Some scripts have been changed, so follow the directions as state above under "Installation"
     
    F.A.Q.
     
    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.
     
    Credits
    @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.

    8,425 downloads

    Updated

  11. 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
     
    Problems
    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
    -Harnesses
    -Corsets
    -Gloves
    -Boots
    -Collars
    -Panel Gags
    -Ring Gags
    -Ball Gags
    -Vaginal Plugs
    -Anal Plugs
    -Armbinders
    -Yokes
    -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.

    1,066 downloads

    Updated

  12. Devious Devices - Synergy (formerly Immersion)

    LATEST UPDATE:
     


    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.  

    Introduction:
     


    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  

    Requirements:
     


    · 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  

    Basics:
     


    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.  

    FAQ:
     


    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

    2,776 downloads

    Updated

  13. Ebonitium

    Welcome to Ebonitium!
     
    An inn, a producer of ebonite clothing and restraints, and also a pony courier -- all this and more is on offer in Ebonitium (right in Anga's Mill). Come visit us and...
     
    ... screw that. Ebonitium isn't really anything (yet). In fact, all it truly is so far is a heavily WIP mod and moreover my first ever in Skyrim or any Beth game for that matter. However, I'm quite pleased with the results so far and I've reached a point in development where I'd like to share it here on LL in the hope that somebody might be so kind and generous to give it a try and report any issues or even just share their thoughts and impressions.
     
    What's included in this mod in its current state?
     
    A fully developed and detailed small Dwemer-style underground location in Anga's Mill. It includes a functioning tavern (drink and food only, no beds) plus a smithy with a cobbler, smith and tailor selling various devious devices (smithy services only available during weekday working hours).
     
    Numerous NPCs with reasonably complex and varied daily schedules (lots and lots of custom packages) are milling about the place, featuring a boss, some workers, and several maids and ponies, most with their own custom dialogues so you can get to know them a little and learn more about the lore of this place and mod. Currently there are only female NPCs (with the exception of the boss... yeah, I know, that's a bit of a cliché!). I want to create optional NPC gender change extensions in the future. All mod dialogue has been written with a female main char in mind.
     
    There is lots and lots of rubber ebonite, including a few "new" outfits (Bodyslide-mashups) and a few custom assets and repaints, including many ebonite static objects and devious devices world objects turned into statics.
     
    Current Quest Content:
     
    1) Short Intro Quest
     
    Ebonitium is only accessible after completing a short intro which can be started by walking up to the pink adverts at the Windhelm stables or Nightgate inn, or by going directly to Anga's Mill and going to the trap door next to the lumberjacks' house.
     
    If you want to avoid doing the intro (again) for testing purposes or perhaps after a mod update...
     
    2) Repeatable Fetch Quest "Errands for Ebonitium"
     
    Earn money by running repeatable errands for the Ebonitium workshop staff or head maid Safia. This is a repeatable quest flagged as miscellaneous so it won't clutter up your quest log on repeated runs. A fairly easy way to earn some money and see the world. There are a couple of light devious tie-ins (pun definitely intended) but nothing enforced on the player.
     
    Quest Details (not an actual spoiler):
     
    Future Development:
     
    I have the story pretty much finished in my head and on paper. Depending on much of it I can realize in the CK, which is still a pretty big unknown at this point, it is supposed to evolve as a quest mod featuring (player) slavery following the themes already established in the mod and of course lots and lots of rubber ebonite. However, I also have ideas for side-stories that don't involve being enslaved. This mod's main theme will always be about bondage and rubber fetish, it will most likely be very light on SL scenes if there'll be any at all.
     
    INSTALLATION:
     
    Warning: This mod is work-in-progress. I strongly recommend not to use it in a serious playthrough. It shouldn't break anything (and has been checked and cleaned with xEdit), but there's a good chance that future updates may require a new game.
     
    Install this mod like any other. I strongly recommend using a mod manager for the installation or you'll never get rid of all the script fragments when uninstalling.
     
    Run Bodyslide and build the outfits in the "ElDuderino Ebonitium Outfits" group.
     
    You need to download and install both .zip files (Ebonitium_Resources and Ebonitium_Alpha).
     
    Updating: Install the Update .zip on top of the two Alpha and Resources files. No need to redownload the Resources and Alpha files (just go by the dates in the file names). Allow the Update to win conflicts in your mod manager or allow it to overwrite files if you do it manually (may the Gods be with you...) You most likely will need to start a new game for the update to take effect (lots of quest and script changes!)
     
    Requirements:
    a working installation of Devious Devices and requirements (5.2, not sure if older versions might work) including Contraptions (beast races and male components currently not required) Bodyslide and UUNP body ZaZ Animation Pack, Version 7 or newer Skyrim LE (all expansion packs)  
    I recommend using Crash Fixes with its custom memory allocator enabled if you experience crashes when entering the Ebonitium cellar in Angas Mill.
    https://www.nexusmods.com/skyrim/mods/72725
     
     
    Known Issues:
     
    quite annoying frequent (debug) status updates for some of the mod's NPC actions -- will remove these at a later point but for now I need them Occasionally, the mod's NPCs skip some parts of their outfits when getting locked into devious furniture. This is not because of the "strip" flag in the furniture preferences (which is off) but happens seemingly randomly. They re-dress on their own after a while. minor clipping on some of the new outfits (particularly the guard and smith ones)  
    CREDITS:
     
    This is a "devious mod", so the biggest shout-out has to go to all the creators, managers, and contributors of Devious Devices: thank you so much for making so many wonderful things possible in this game of ours!
     
    In addition, assets from the following authors were used in this mod. A huge thank you to all of you and your generosity of allowing others to use your creations.
     
    Character items:
    DoubleZero Black & Red Fetish Dress (used for "open" hobble dress mash-up) https://nsfwmods.com/files/file/119-unpb-uunp-hdt-black-red-latex-dress/ tiwa44 Minidresses https://www.nexusmods.com/skyrim/mods/47376 Osare Maid https://www.nexusmods.com/skyrim/mods/13569 KS Hairdos - Renewal https://www.nexusmods.com/skyrim/mods/68311/  
    Scenery statics:
    Necrocytosis: Colored X Markers https://www.nexusmods.com/skyrim/mods/69778 Oaristys: Modders' Resource Packs https://www.nexusmods.com/skyrim/mods/16525 Blary: Modders' Resources https://www.nexusmods.com/skyrim/mods/14135
    https://www.nexusmods.com/skyrim/mods/14136
    https://www.nexusmods.com/skyrim/mods/14133
    https://www.nexusmods.com/skyrim/mods/30599
    https://www.nexusmods.com/skyrim/mods/30601  
    There are a handful of my own items in this mod. You're free to use them in your own work as long as it is done free of charge.

    3,451 downloads

    Updated

  14. Forgotten Art

    The mod's idea and art: killer905.
    Modders Resource "Book Covers Skyrim" by DanielCoffey.
    A new hobby by drawing nu art. Find a white elf in her camp to learn how to draw. She can sell a charcoal and a paper for drawings and also stitch your sheets into a sketchbook.
    You can speak to Nushassa if some girls are unavailable. Or use console code coc AAAForgottenArtCheatRoom to teleport to the cheat room with all mod items.
    When you have created all the sketchbooks, you can ask Nushassa to remake them for the regions.
    Ask Nushassa for a cheat book with hints about what potential models want.
    An Easter egg in the Embershard Mine.
    Forgotten Regret: Talk to Nushassa with the Whiterun or Solitude or Riften sketchbook to start this small quest.
    Forgotten Sheets: Help Nushassa collect lost sheets.
    Forgotten Battle: Meet Richard Grarhson on the Solitude docks to learn how to paint paintings.
    Forgotten Loneliness: You can paint obscene portraits of your wife. Book of Spouses at the ceiling of Temple of Mara in Riften.
    Forgotten Craft: Find a special stone near Riften to start the quest and learn how to work with stones.
    Forgotten Technologies: Talk to Calcelmo to start doing luxscripture (who is bad in Cyrodilic - light drawing, in our world it is called "photography").
     
    Custom Wives add-on.
    Nexus LE.
    Nexus S-AE.
     
    Images in ...\Data\textures\Images\ForgottenArt. You can change them to any of your png images.
     
    Luxmodels:
    Painting Models:

    Approach to potential models (Some will agree at relationship rank to player>2):
    Riverwood Pack:
    Whiterun Pack:
    Khajiit Caravans Pack:
    Village Girls of Western Skyrim Pack:
    Village Girls of Eastern Skyrim Pack:
     Dark Brotherhood Pack:
    Morthal Pack:
    Falkreath Pack:
    Wild Girls Pack:
    Orc Strongholds Pack:
    Volkihar and Dawnguard Pack:
    Raven Rock and Tel Mithryn Pack:
    Skaal Village and Thirsk Mead Hall Pack:
    Dawnstar Pack:
    Winterhold and College Pack:
    Solitude Pack:
    Markarth Pack: 
    Windhelm Pack:
    Riften Pack:
    Forgotten Sheets:
    List of Stones:
    Pose used in the images:

    Requirements: All official DLCs and Fuz Ro D-oh.

    5,930 downloads

    Updated

  15. Forgotten Art: Custom Wives

    Have you played Forgotten Art but missed your favourite wife or lover from other mods?  Now is your chance to get your favourite NPC's book! You do not need to have the mod of your favourite NPC spouse or lover installed.
    To get started, find Selene Pasiacus in The Bannered Mare.
     
    Mod doesn't include your favourite NPC? Nothing is lost! Check the list here:
    https://docs.google.com/spreadsheets/d/1ysfF09pcCXLBMIXlI5Wu_czoN4vdVoZs5Kv4zFkOJq0/edit#gid=0
    She might be on the list and waiting to be added! 
    Not on the list? Nothing lost either! Write a comment with a link to the mod and it would be nice if you could give Selene an example of a dialogue in case we bring the book to her. Nobody knows your favourite NPC better than you!
     
    But keep these criteria in mind!
    1) Must be marriageable (Vanillia marriage or unique to that NPC).
    2) Lover status (i.e. an NPC who will accept an acquaintance higher than "friend").
    3) NPCs with unique voices have a better chance than NPC using Vanilla game voices.
    4) Suggestion for male spouses for the moment we do not take over.

    382 downloads

    Updated

  16. Isle of Mara - Tweaked [Obsolete]

    Isle 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

     

    Requirements
    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

    Installation
    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).
     

    Uninstallation
    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

    Change Log
    2015-10-21
    Added a way for modders who may wish to hook into this mod, as described above.

    2015-10-05
    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.

    2015-09-29
    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.

    Final Note
    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.

    2,115 downloads

    Updated

  17. 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.

    2,990 downloads

    Updated

  18. 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.

    Conflicts:
        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.

    Permissions:

        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.
     
    Kira

    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!
     

     

    2,629 downloads

    Updated

  19. Pama´s Interactive Beatup Module

    Have you ever been annoyed by Lydia some random villager?
    Have you ever felt like beating the shit out of them, but didn't want to deal with the Bounty that comes with?
    Are you a piece of Human Garbage that gets off by being beaten by Nazeem?
    If so, then i have something neat For you.
     
     
    What Is this mod?
    It adds a dialogue option to most NPC´s with lets you proclaim to them, that they are in dire need of punishment (for whatever Reason. People are not gonna question that).
     
    The NPC will then be locked in a Magically appearing Furniture.
    you can now start punching /whipping / brutalizing Them.
     
    If you want to move on with you adventures, but feel like that NPC needs some more beating, you can walk up to any nearby Guard and ask them to do it for you.
    He will ask you what weapon he is supposed to use, and how long he should keep beating your victim.
    And so, you can continue in you Quest, with the sweet knowledge that Lydia that NPC is still beaten up.
     
    Or you can Proclaim "Punish me Daddy!" and see what happens.
     
     
     
    Seriously, What is this mod?
    Its a lightweight Framework-ish Mod for whipping People, Be it the player Or NPC´s. Its completely controlled by ModEvents and can therefore easily be integrated into other Mods without creating any Dependency's. The Dialogue Options which are included are merely for demo purposes and wont show up during regular play.
    A Detailed Documentation on the Functionality s, as well as which ModEvents it listens to and which it sends can be found under downloads. (pending, will compile those docs at some point)
     
     
     
    Main Features of this Mod
    -Dynamic Reaction to Getting hit. While being locked in a device, Characters will play multiple purpose made animations when getting hit with something.
    -Multiple devices to choose from (currently only 2, but this will hopefully expand in the future)
    -Persistence. characters will remain locked when leaving the area, or when you reload your game. (same goes for Guards)
    -supports 2 victims simultaneously (will eventually increase in a future update)
    -new devices and animations can easily be added via script property
     
     
    Installation
    -Install with mod manager of your choice.
    -Run FNIS
     
    Usage for Non-Modders
    In Order for any of the Dialogue Options to show up, you need to WEAR the Ring of punishment:
     
    You can Get it via the MCM, which also lets you set the duration for which you want the PC to be locked in a furniture if you ask someone else to Beat you.
     
    PS: For all those Sickos who kept nagging me about PC support, i hope you are happy now ?
     
     
    Credits and Special thanks:
    -Very Special Thanks to PsycheHHH.  for the Idea, as well as for providing the Animations and Furnitures.
    You should definitively check out his regular stuff. his SL Animations Are amazing
     
    -Also thanks to t.ara for optimizing the provided Furnitures.
     
     
    Support me <3:
    If you got some enjoyment out of this mod, consider supporting me on Patreon/Subscribestar!
    knowing that people like it really motivates us modders to continue what we do
     
    https://subscribestar.adult/pamatronic
    https://www.patreon.com/Pamatronic
     
     
     

    27,306 downloads

    Updated

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

    Description
     
    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!

     

    Troubleshooting
     
    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.

    1,996 downloads

    Updated

  21. Paradise Halls Enhanced (pahe) repacked with the customary addons

    This mod is for oldrim classic skyrim, see here for sse version:
     
    this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included):
     
     
    based on the work of blabla from paradise halls sexlab extension - original thread here:

    8.0.8 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)
    Requirements:
    SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11(version 7 will also work and version 8 should work) basic install pack only has the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod alt start addon requires arthmoor's alt start devious devices addon removed(further info below) Pahe_Dwarven_Devious_suits requires Devious Devices expansion4.3 or DD5 Run FNIS after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3 creature framework conflict appears to be removed from 7.x versions
     
    some saves seem to have the scripts burned in too deep to update proper:
    if you see the above info in your log, you need a new or clean save....unless its already a new save, then you forgot to update the esp
     
    Mods based on Paradise Halls
    Paradise halls has been built to be a platform for other modders to build their own content for.

    Be careful : some mods developped as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod.
     
    Currently Compatible with version7.4.1:
    home sweet home
    aygas(and you get a slave)
     
    these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely
    to be fixed anytime soon):

    Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462
    Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865

    These mods are not yet compatible with version 0.7. Using them will result in extreme weirdness (not the good sort).
    Paradise Halls Merchant add-on by lucen15: http://skyrim.nexusmods.com/mods/31907
    Dres Trade by RET45: http://skyrim.nexusmods.com/mods/30297

    These mods are obsolete, won't be updated and should not be used in current or future releases:
    Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex: http://skyrim.nexusmods.com/mods/31307
    Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex: http://skyrim.nexusmods.com/mods/31160

    chinese translation seems a bit old, but recent french translation is available
     
    What you can do now:
    * Enslave people
    * Train them as slaves
    * Train them to be respectful
    * Train them to fight for you
     fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear
    * Slaves can be leashed up to stop them running off (which they'll try to)
    also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear
    * All slave dialogue Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk
    unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks)
    Sell slaves to Master Jerrek in the Fellglow Slave Camp
    camp differences info of the update versus the original version from layam:
    alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch functions have been integrated into the scripts adding more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 128 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 release dialogs added as well as additional release option from mcm  
    What you can't do
    * Enslave anything which isn't a playable race
    some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs.
    well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc * Enslave any 'scripted' npcs.
    easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords  
    escape rules and prevention:
    first if they're above submission setting, wearables won't matter next if they're below the setting, but wearing a leash collar, submision won't matter devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state  
    using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state" ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge  
    Instructions
    to avoid the famous naked bandit bug, check mcm first and choose to disable the naked outfit - if you later see a dialogue to add the outfit to a slave, choose carefully - if its, not a unique npc, the outfit will be seen later as naked bandit bug(when next npc twin spawns like it)
    Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby.

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

    Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you.
    hmm, not so sure if that's true or not
    Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc.
    cuffs can also be made to restrain your slaves, iron being the most difficult to escape  
    To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods:
    home sweet home
    aygas(and you get a slave)
     
    Installation
    This mod requires SKSE Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. paradise_halls.esm AND paradise_halls_SLExtension.esp .....MUST be added to the game at the same time

    Use NMM or unpack into data folder. (mod organizer and vortex seem to work better than nmm)

    Your load order should be as follows:

    Skyrim.esm
    Update.esm
    Dawnguard.esm
    ... other Bethesda DLCs
    zaz
    sexlab
    paradise_halls.esm
    ... other stuff
    paradise_halls_xxxxx.esp
    paradise_halls_xxxxx.esp
    paradise_halls_xxxxx.esp
    paradise_halls_SLExtension.esp

    Important for U.F.O Users (not aft users or eff users)(thanks etaineleanor):
    >correct loadorder:

    paradise_halls.esm
    Other stuff
    paradise_halls_xxxxx.esp
    paradise_halls_xxxxx.esp
    paradise_halls_xxxxx.esp
    finally U.F.O.
     
    You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this:
    [General]
    ClearInvalidRegistrations=1
     
    Longer lasting whip-marks
    Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line:

    fDecalLifetime=9999.0000
    That will increase the lifetime for ALL decals in the game which you may or may not want.
     
    final trouble shooting methods when all else fails:
    Compatibility
    This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though.

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

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

    <weapon_exclusion_string>Whip</weapon_exclusion_string>

    then run the patcher. This way the whip will keep its damage as 1.
     
    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:
    AVS for the dwarven suits ground objects
    devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a
    Hambam9871 for the miaslair patch
    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
     
    PERMISSIONS
     

    - You can NOT post any derived works of this mod (= mods that contain portions of my code) outsides of LL without my explicit permission.
    - You can NOT repost or reupload this mod without my explicit permission.
    - You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of DCL's scripts or ESP in your mod) as future updates might break mine, yours and other mods if you do.
    - You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs.
    - You can NOT publish a full or partial fork of pahe (as in using it as a base for a project offering similar functionality) without my permission.
     

    303,105 downloads

    Updated

  22. Paradise Halls Extended UI

    Manage your slaves more quickly and assign squads(done) and caravans(WIP).
    This mod is WIP so it MAY HAVE SOME BUGS!
    (Please report them if you find any)
    Menu is called by pressing "L" button while looking at slave.
    This mod doesn't alter any paradise halls scripts/quests/dialogues.
    What is this mod?
    This mod adds radial menu for quick slave management. Menu contains almost all PAHE functions that accessible via dialogue and squad mode.
     
    Menu features (at version 0.4):
    Follow/Wait - self explanatory
    Do something - puts your slave into favor mode (currently slave can't reject your command, even if he has 0 submission)
    Inventory - opens slave's inventory with equip mode
    Carry - same but without equipping
    Fight for me - sets slave's combat mode on/off
    Strip now - strips all playable equipment that slave is currently wearing.
    Slave info - shows information about slave identically to "slave info" spell
    Caravan Settings - allows to make follow each other instead of player creating some kind of squads.
    If you have any suggestions about this mod feel free to share.
     
    Caravan/Squad mode:
    Warning: This mode is currently works not fast enough, so wait for a few seconds after you assign someone.
    This function allows you to form squads from slaves or to make slaves follow you in order one by one instead of them swarming behind you.
    So you can multiple slaves assigned as squad leaders, which will lead others so you can basically have squad system. (More complex features such as: fighting behavior, hotkey management and other squad control functions are currently being worked on).

    How to assign slaves in squads or orders:
    Once pressed, you will be prompted with current leader - that means that every slave that you'll choose as follower in future will follow this slave.
    You can assign as many followers as you wish to one slave.
    Also you can set any follower to leader and every slave you chose next will follow this, chosen slave. Doing this you can create queue of slaves. (I think it's kinda aesthetically pleasing to look at)
    Detailed Caravan menu breakdown:
    Leader - this button will mark slave as leader, so any other slave chosen as follower will follow this slave. (All old followers won't change target, until you assign them as follower again)
    Follower - this button will assign slave as follower to current leaser.
    Remove leader - this will clear leader position (this actually is useless button because none of the squads won't react to this)
     
    If you want slave to stop following others - just tell him\her to follow you.
     
    Some examples if you still don't get because of my poor explanation:
    Look at example of ordered slave caravan in mods screenshots.
    To achieve this effect the first slave (marked red and commanded by player) was selected as leader, then slave in middle was chosen as follower, then second(middle) slave was chosen as leader and the last slave(Blue follower 2) was chosen as follower. Doing so allows to move them as queue. 
    Also you can just assign all slaves to one leader and it will still work but they will follow without any order.
     
    - Convoy menu.

    Requirements
    1. Paradise Halls Enhanced (pahe) repacked with the customary addons and it's Requirements 
    https://www.loverslab.com/files/file/2872-paradise-halls-enhanced-pahe-repacked-with-the-customary-addons/
    2. UIExtensions
    https://www.nexusmods.com/skyrim/mods/57046
     
    Installation
    Just extract archive into skyrim/data folder and enable pahe_radialmenu_addon.esp in plugin list.
     
    Planned features:
    MCM Support Working restrain option with pose selection Punishment/Sex submenus Translations Improvements to caravan/squad system such as custom caravan destination and maybe trading.
       

    3,275 downloads

    Updated

  23. Prision overhaul PTBR

    Mod prision overhaul em português brasileiro
     

    94 downloads

    Submitted

  24. Prison Alternative - A modular Prison System

    READ THE REQUIREMENTS AND COMPATIBILITY SECTIONS BEFORE COMPLAINING!
     
     
    What is this mod?
     
    A lightweight Prison system with special emphasis on compatibility, extendability and intuitive feel to the game.
    Its designed to be a natural extension to the vanilla Prison system. without assuming that you have the entire DD-mod family installed.
    It even has (synthed) voices!
     
    Events
    Event based modular structure. Similar to Daymoyl or Simple Slavery
    new Events can be added without Dependency's.
    Trigger chance for specific Events can be adjusted in MCM.
     
    The System Has three types of Events. Daily Events, Punishing Events, Release Events.
     
    -Daily Events will occur on a daily basis, the heavier the crime, the more days the player will spend in prison.
     
    -Punishing Events will occur when the player is re-captured after an failed escape attempt, or while committing another crime while in prison.
     
    -Release Events will occur when the player sits out his entire Sentence. These Events can include normal Release, or something more unpleasant like a Simple Slavery outcome.
     
    Escape System
    The escape requirements have been changed to a somewhat more natural level.
    Which means you have to get out of the city rather than just reaching the first door.
    Which ALSO means that you can no longer just walk through the Guards barracks like you own the Place.
    when being defeated by a guard while on the run, you will be returned to your cell and punished. (This does NOT interfere with combat defeat mods)
     
    (Optional) - when you are imprisoned for a more serious crime or if you have already been recaptured once, you will be cuffed, which will make future escape attempts more difficult.
     
     
    Follower and NPC Support
    (optional) you follower will also be arrested and shackled in your cell.
    (optional) This mod Features a Detention and Bailout Mechanic for NPC´s (mainly followers). If you leave you follower behind during an escape, he will stay in Jail until you Bail them out.

     
     
    Requirements and installation
    SKSE - should be obvious, but apparently some people still manage to ignore that.
    SkyUI - Don´t ask
    Zap8/Zap8+ (both versions work)  - make sure to get the correct version for either LE/SE
    (optional) Sexlab
    (optional) SimpleSlavery++
     
    after installing Prison Alternative, run FNIS!
     
     
    Official Addons
     
    3rd Party Addons
     
    Its not recommended to install new addons mid-game, but If you really have to do it, please follow the steps below
     
    Compatible Mods
    -This mod also works with any other mod which would usually send the player to Vanilla prison (i.e. Daymoyl, Peril, Dragonborn in Distress, ...)
    -Extensible Follower Framework
    -Open Cities, Skyrim Sewers, and similar City modifying mods.
    -Sexlab Adventures
    -This mod has NO effect on Cidna mine and the Chill, so it wont cause problems with other mods which modify those.
     
     
    Partially Compatible
    -ANY Defeat mod. (Health-Threshold based Knockdowns should be disabled. Bleedout based Defeat triggers work without Problem)
    -Troubles of Heroine (No Problem when used on its own, But will break stuff when used together with DCL (which you shouldn't use anyway))
    -Got to bed (should be disabled via its MCM during your stay in prison)
    -Prison Overhaul Patched (Not meant to be used together, but you can use this Patch to keep POP´s bounty Hunters: PA-POP.zip)
    -Multi Follower mods other than EFF (i.e Nether´s, Amazing follower tweaks,...) Followers handled by those mods will be detected, but it might be required to disable certain features of these mods to prevent issues while in Prison. Use them at your own risk.
     
     
    NOT Compatible (don't ask for help if you have any of these installed!)
    -Devious Devices and anything that Depends on Devious Devices (The mere presence of DD doesn't seem to cause immediate problems, but stuff will break if you wear DD restraints)
    -Devious Cursed Loot (can be used by experienced users, but can and WILL break your game if not handled VERY carefully)
    -Other mods which have the Player go through forced scenes while in Prison
     
    Common Issues:
    -Broken Pathfinding:
    This is ALWAYS caused by external Factors. Its NOT an issue with my mod. If this happens to you, you need to do some cleanup in your setup to find the problematic mod. I cannot help you with that.
     
    -Stuck on Blackscreen
    This is usually causes by incorrectly registered events. Try opening the MCM, clear registry and re-register events as outlined in the spoiler above.
    If that doesn't help. Try starting a new game, that pretty much always works.
     
     
     
    enough said,
    enjoy!
     
    If you want some sway on the next extension, Want exclusive early access to new Stuff, or Just like my work, consider supporting me:
    https://www.patreon.com/Pamatronic  Or https://subscribestar.adult/pamatronic
     

    122,254 downloads

    Updated

  25. Prison Alternative - Punishment Pack

    What is This Mod?
    An Extension for my Prison Mod "Prison Alternative" which adds new Events to the Experience (work in Progress)
    Events are centered around the "punishment" category, i.e Events which will trigger if you misbehave during your prison stay or fail an escape attempt.
     
    How to trigger Events
    -For potentially deadly events, make sure the "Lethality" option in Prison Alternatives MCM is enabled
    -Get Imprisoned
    -Misbehave in Prison (attack someone / pickpocket / try to escpape /..... )
    -get recaptured
    -Profit
     
    Available Events
    - Cold feet / cold face
    (the former needs to trigger first before the later can play. Having a follower with you in Prison is recommended, but not necessary)
    - Poke n´pierce
    (can trigger everywhere. survival is dependent on what you say and how lucky you are (luck = MCM setting survivalchance))
     
    Planned Events
    And whatever else Ideas will pop up in between
     
    Requirements
    -Prison Alternative (see above), and its requirements.
    -Zap8(+) (LE/SSE)
    -FNIS
    -powerOfThrees papyrus extender (LE / SSE/AE)
    -Pama´s Deadly Furniture Scripts (V2.2.1 or higher!)

     
    Installation
    -Install with Mod manager of your choice and run FNIS/Nemesis
    -Run FNIS
    -Its recommended to use a new Save.
     
    Incompatibilities
    -Devious Devices (soft incompatibility. If you know what you are doing, you can use this alongside DD, but it requires caution)
    -Devious Cursed Loot (No, just no...)
    -Random Sex mods can potentially break scenes (my own mod YARM, is fully save to use, however)
     
    Special Thanks
    -to Dozen9292 for providing the voice files
    -All my Patrons for giving me the motivation to get shit done.
     
    If you want to join them, Want exclusive early access to new Stuff, or Just like my work, consider supporting me:
    https://subscribestar.adult/pamatronic
     

    22,454 downloads

    Updated


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