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SexLab SE mods that primarily deal with sex started through dialog

35 files

  1. SexLab Romance SE - Rekindled

    This is an updated version of Nomkaz' port of Spacemans abandoned mod "SexLab Romance".
     
    Preview version of what is to come. May have bugs.
    Upgrading from the old version should be fine.
    This is still in early WIP and I will probably only work on this sporadically for the time being.
     
    Ultimately, I hope to create two versions of this mod:
    Refurbished and Rekindled
     
    Refurbished will be a simple refurbishment of the older version without touching the scripts, the following features are planned:
    Immersive dialogue - Better voice lines for player and NPCs Unique dialogue - Unique NPCs will get lines that better fit who the are. Very basic relationship progression - NPCs will refuse the more outrageous requests such as rough sex, footjobs and such on the first encounter. Some voiced dialogue - I will attempt to use existing vanilla voices where it makes sense. More immersive romance targets - It won't be possible to romance bandits and possibly guards and other such factions to maintain immersion. Persuasion - If the target refuses there will be and option to persuade them to perform some vanilla sex acts where the player will be submissive or equal to the NPC. Intimidation - If the target refuses there will be and option to intimidate them to perform some rougher sex acts where the player will be dominant. Assertive NPCs - When you chat someone up and then leave, they may try change your mind.  
    Rekindled will be a proper update with the features from Refurbished and hopefully all of the following:
    Better MCM controls - Option to toggle as much of the features as possible to customize the experience to your liking. Relationship progression - You have to work your way up to unlock more adventurous sex acts with NPCs, depending on the NPC. Some will be more timid, some more open. Persuasion damages the relationship - Talking someone into sex when they initially didn't want to isn't very nice, so doing this often will make an NPC like you less and maybe even lock some sex acts. Intimidation is a crime - Intimidating someone to have sex with you is actually pretty shitty. Doing this will count as assault and damage your relationship with an NPC.  
    All of this is subject to change. I can't promise anything but will try my best. Suggestions, advice and feedback are always welcome!
     
     
     
     
    Changelog:
     

    35,502 downloads

    Updated

  2. SexLab Sex with Thieves SE

    SexLab Sex with Thieves SE
     
    I did NOT create this mod. That honor belongs to the Talented Guffel
    I only converted it for Skyrim Special Edition, and have shared it with you with their permission.
     
    If you enjoy this mod, click on the link and give Guffel some love, and check out their other mods!
     
    The following copied from the original LE page:
    -----------------------------------------------------------------------
     
    Description:
     
    I made this mod to fill in a gap that bothered me for some time now. With the different existing mods you can have sex with nearly everyone/thing, be enslaved or raped. But these random thief stick up´s are nearly not covered by any mod. Never is a thief interested in the player´s body.
    I think it would be very convenient for the thief to rob and rape the young elf girl waking alone through the wilderness... and now he does 
     
    This Mod changes the dialog of the generic thief encounter. The player has the new option to resolve the mugging with sex (i.e. being raped).
    Additionally the former option to simply pay the thief 200 gold now also triggers an aggressive sex animation (if you submit, then completely).
    The other options (intimidate, persuade, fight or being recognized as Thief Guild Member/Nightingale) still exist untouched.
    Also if you are wearing the Thief Guild/Nightingale armor the thieves still only help you.
     
    Requirements:
     
    SexLab Framework and its prerequisites.
     
    Installation:
     
    Use Mod Organizer 2 or Vortex
     
     
    Very likely any other mod that alters the thief encounters.
     
    Permission:
     
    I included the source scripts in the download so anyone who want to use them can do so or any new modder can take a look how i did it (it´s very simple, but maybe good for getting started).
    Credits:
     
    Ashal for his awesome SexLab Framework
     
    If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz

    34,775 downloads

    Updated

  3. SexLab SexLife SE

    SexLab SexLife SE
     
    I did NOT create this mod, I merely converted Dooge's mod for Skyrim Special Edition, and shared it according to the open permissions they gave on the original download page. I CANNOT give any perms not specified on the original upload page for this mod. If you wish to alter, edit, or otherwise make changes and upload them anywhere, please refer to the permissions (if given on upload page) by the Original Author or contact them directly.

    If you enjoy this mod, go to the Author’s page and give Dooge some love!
     
    The following is copied and edited for SE links from the Original Download Page:
    --------------------------------------------------------------------------
     
    About This File
    Major: YOU is removed altogether.
     
    "Enormous amount of banter precedes any coitus maximus" - Dooge
     
    Mod that defines all NPCs to have sexual preferences, and allows them to engage in sexual activities accordingly. When aroused, they will make sex oriented chatter to each other and try to match up for sex. It is also possible to create preset files that define what attributes each NPC have, this functionality can cover any other mod. Attributes can also be edited from the MCM menu.
     
    The mod is NPC-NPC.
     
    Accronyms: Sexlife is SLSL. Non-player character is NPC. Player character is PC.
     
    Preference types (called attributes)
     
    These affect who tries to sleep with who, who will sleep with who, and most of all, what sort of dialogue they make.
     
    Dominant - Behaves dominant and aggressive
    Excluded - Can not participate in sex, can not be raped, can not even be talked with.
    Faithful - Agrees to sex only with lover, can get raped. If single, acts conservative, not into flings.
    Golddigger - Thoughts orbit around wealth.
    Racist - Initiates and agrees only to same-race sex. Speaks hateful and hurtful things.
    Rapist - May rape when refused sex, speaks creepy stuff.
    Sizequeen - Prefers larger than average dick size on partner. Higher libido than average.
    Submissive - Pushover and a whimp.
    Victim - Can not refuse sex when approached. Distilled version of submissive.
    Prostitution - Has no moral issues about buying or selling sex.
     
    Hard dependencies
    Sexlab Framework SE Sexlab Aroused Redux SE Fuz Ro D-oh SE  
     

    Optional dependencies
    SOS SE devious Devices AIO SE, Devious Devices For Him  
     

    Recommended
    Silent bards (oldrim version works in SE as it's only voice files)or similar. SLSL adds lot of dialogue that is displayed with subtitles only.  
     

    Installation on a new game
    For default start, install only after Helgen (Helgen-start is very scripted and bad/difficult for mods) Preferably after other mods have installed At peaceful location, indoors perhaps Make a save game before Add mod and load the previous save After installation, wait 2 minutes in real life without doing anything in game Lot of notifications appear, later the MCM appear, only after that you are good to do stuff. First to do could be to make a new save. If you do not see them stuff after 2 minutes, you most likely will not see them later either. Restart your game and load the save and try again.  
     

    Installation on an existing game, updating
    Go to peaceful location, disable SLSL, and save game Quit, remove SLSL mod If you have made your own .json preset files for NPC attributes, copy them somewhere else. If this line makes no sense, ignore it. Perhaps cleaning the save Start game, load, wait real life time 2 minutes Save game Quit Install new version Start game, load, wait real life time 2 minutes  
     

    Known issues and tips
    Help to make mods compatible with each other. Read this short post. If you want to adjust properties for lot of actors quickly read this post At the moment , comma, is hardcoded as part of the debug system. Will remove it later. Do not change or click anything under "Locked actors"  
     

    Testimonials
     
    Click - Click - Click - Click - Click -
     
    Say nice things. Rate mod. Wow so thanksful, much grapetude, nom
     
    Credits
    iacex111 for coining SLSL acronym, testing, thread maintenance and excel sheet to make external attribute files luffyboy for organizing collection and conversion of lot of data for attribute assignment for all NPCs y_sengaku for huge amount of work contributing to npc attribute assignment, lots of playtesting with excellent bug reports judgement16 for many things in many areas ffabris for many good points made along the way Sutha for Logo Many old forum faces for answering scripting questions  
     

    Actors with predefined properties (y_sengaku, iacex111, luffyboy)
     
    - All vanilla Actors have been predefined
    - Atvir Dres: The Last Prince of Tear: http://www.nexusmods.com/skyrim/mods/19348/
    - (Updated Version)http://www.nexusmods.com/skyrim/mods/51915/
    - Aurora Village (working confirmed in v 1.5.2/ Real Shelter Ver.): http://www.nexusmods.com/skyrim/mods/41852/
    - Beyond Reach (v 3.52): http://www.nexusmods.com/skyrim/mods/48467/
    - Blood of the Nord (v 1.01): http://www.nexusmods.com/skyrim/mods/72817/
    - Camp Argentum (working confirmed in friendly ver.): http://www.nexusmods.com/skyrim/mods/72685/
    - Camp Varglya (working confirmed in friendly ver.): http://www.nexusmods.com/skyrim/mods/72805/
    - Carry on Skyrim: Professor Benjamin Doon (v 2.2): http://www.nexusmods.com/skyrim/mods/53557/
    - Companion Valfar (v 1.4): http://www.nexusmods.com/skyrim/mods/25360/
    - Darkwater Crossing (v 1.0.5): http://www.nexusmods.com/skyrim/mods/67305/
    - Edward Teach aka Blackbeard the Pirate (v 1.9.1): http://www.nexusmods.com/skyrim/mods/41311/
    - The Forgotten City (v 1.5.0): http://www.nexusmods.com/skyrim/mods/70219/
    - Helgen Reborn (v 105.3): http://www.nexusmods.com/skyrim/mods/35841/
    - Kynesgrove (v 1.1.4): http://www.nexusmods.com/skyrim/mods/67181/
    - Old Hroldan Ruins (Extended Ver. 2.6): http://www.nexusmods.com/skyrim/mods/66578/
    - Immersive Idiots - Roderick Redbeard (v 1.03): http://www.nexusmods.com/skyrim/mods/61441/
    - Shor's Stone (v 1.0.2): http://www.nexusmods.com/skyrim/mods/70751/
     
     
    If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz

    64,003 downloads

    Updated

  4. Deviously Enslaved Continued SE

    Deviously Enslaved Continued SE
     
    I did NOT create this mod. That honor belongs to the Talented Verstort
    I only converted it for Skyrim Special Edition, and have shared it with you with
    based on my interpretation of their permissions on the Adoption Info page.
     
     
    If you enjoy this mod, click on the link and give Verstort some love, and check out their other mods!
     
    The following copied from the original LE page:
    -----------------------------------------------------------------------
     
    This mod is up for adoption.
     
    13.20 probably benefits from save cleaning or new save if updating. I think the only real downside is papyrus spam, which you can probably ignore
     
    13.14.X+ Does not require DDI 4.0 yet, The changes I have made are for compatibility but do not require the upgrade yet, you can keep using 3.3 and DEC should still work.
     
    Tattoos and masters you can get sent too are all hard coded. If you find a tattoo that does not get detected TELL ME because I don't play with them all and need to know which ones are not being detected correctly.
     
    If you have any ideas for additional SD masters to get sent to, there are only a few requirements I have: The NPC must be found in an area that has at least one bed and 2 additional interactive items (enchantment tables, cooking fires, tables to eat at, ect) so that they have slightly interesting day-to-day activities. Must be a vanilla NPC, might make an exception for DLC If the NPC is interesting enough, or their area is interesting, I'm willing to add Mod and DLC specific NPCs. Cages or good lighting are a plus. Female masters and civilians are currently rare in the list.
     
    Description/summary:
     
    Deviously enslaved was originally created to make the world react to the player while the player was wearing slave gear and other DD/Zap Bondage gear.   If the player is found wearing such gear, they may be approached (out of combat) by the population of skyrim for free sex or acquired as a new slave.  
    This mod only handles approach by non-combat NPCs, in towns and on the road for instance, this is not a combat or defeat mod and should not conflict with mods that offer such functionality  
    13.0 added some follower interaction, so you can get Cursed loot-esque item finding in the world, some sex, even some bdsm with your followers. Still being worked on.
    Overview of changes since Chase's last 1.04 release:
    Better control over when the player is attack-able through MCM options More slavery outcomes: Instead of just the original SD and Maria eden, several mods have been added as possible outcomes Follower interaction beyond the regular outcomes Better integration with modern DD/Slavery mods, Requiring less user intervention and less DE interruption Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs Optimizations: DEC should be faster and lighter that DE, so users with weaker computers may be able to play it where previously could not.
    Frequently Asked Questions:
     
    What happens if I don't have any optional mods?  
    No enslavement, only sex and item adding. While DEC doesn't require any specific optional mod to work, DEC does not provide any player slavery itself, piggybacking on the available slavery provided by optional mods instead. Without at least one optional mod DEC does not make use of slavery.  
    There are options in my menu for mods that are greyed out, what mod am I missing?
     
    Not all greyed out items are because mods are missing, some are greyed out because they don't work yet and I haven't gotten around to adding them to the mod yet.  
    What do I need to do when updating from a previous version?
     
    Depends on the update, the larger the update the more likely a save cleaning is required, or a new save. Save tool and fallrim tools both work pretty well with Deviously enslaved to clean old versions off of a save; The only times save cleaning doesn't fix a broken DEC install is when stack dumps have ruined many other mods and the save is unsalvagable anyway. It is also recommended to manually reset mods detection in the debug menu, if it isn't set to auto-reset.
    Why should I use this instead of Cursed loot?
     
    Feel free to use it with Cursed Loot. Cursed loot provides many similar features, but does not handle enslavement, only sex and item adding (5.0). Cursed loot doesn't allow for male playing either, although I don't focus on dual gender usage, it remains available in DEC.
    Do I need the original mod (Deviously enslaved)?
     
    No, DEC is standalone, and does not require the original Deviously enslaved at all.
    Is this mod lighter than the original Deviously Enslaved?

    Efforts have been made to make it lighter on the papyrus script engine, a lot lighter, but it is still a script heavy mod and shouldn't be combined with too many other script heavy mods. There are a few ways to reduce the load DEC uses:
    Increase the time between approach attempts by increasing "Event interval" in the MCM menu to a larger number
    Increase the cooldown between attacks
    Turning off Slavetats detection
    Turning off Alternate Chest slot detection
    Leaving arousal detection on faction instead of function
    Limiting how many items you wear and carry with you in your inventory
    Turn off follower finds items in chest feature, heavier than it looks
    Reduce the number of mods DEC looks for, but that's silly
     
    Can you explain the Vulnerability system?  
    The vulnerability system needs an overhaul. There are 5 levels of player vulnerability (0-4) are described as such:  
    0: not vulnerable at all, except if you set it in the MCM menu 1: wearing collar or naked 2: wearing the following while naked: harness, collar, piercings, semen. without naked requirement: slaveboots, gag, blindfold 3: wearing armbinder, sitting in zaz bondage furniture 4: 1 lvl 3 items and one lvl 2 item or 3 lvl 2 items, with some exceptions   You can now set the individual levels of all items that are detected as vulnerable directly in the MCM  
    There is no difference with chance to get approached for the different vulnerabilities, any vulnerability over 0 leads to you being approached (sex) at the same chance, but you can set in the MCM menu what levels you want to get approached for enslavement (maybe sex is lvl 1, but you're not enslaveable until your hands are tied (lvl3) and you can't fight back, for instance)  
    The Sexlab Fame system mod can add +1 to vulnerability with the MCM settings as well, along with the night setting.  
    last updated: 11/2018
    How do I save clean?
     
    Fallrim tools seems to work perfectly with DEC. You can also try using Save tool if you aren't using the mod crash fixes.   For fallrim tools "Resaver":   * Make a new hard save for cleaning, I recommend the player being inside not surrounded by NPCs or too many objects * Open the save you just made in resaver. * add "crde" to the top left filter box, or select Deviously enslaved.esp in the mod filter box * right click "Scripts(#number)" and select "Delete elements(#number)" *   repeat for "Script instances" * Inside of the "Clean" menu in the top left, select "Remove unattached instances" * Inside of the "Clean" menu in the top left, select "Remove undefined elements" * save your changes   OR:   * Make a hard save with DEC already uninstalled * open the save in resaver * Inside of the "Clean" menu in the top left, select "Remove unattached instances" * Inside of the "Clean" menu in the top left, select "Remove undefined elements" * save your changes  
    For save tool:  
    * Make a hard save * Load the save in savetool.exe * Go to "Mod editor" and check deviouslyenslaved.esp on the list * Hit both delete forms and delete scripts on the right side, * go back to the main page and hit "FixScriptInstances" and "Fix all #" <- for good measure * save your changes  
              OR:
     
    * Make a hard save with DEC already uninstalled * Load the save in savetool.exe * go back to the main page and hit "FixScriptInstances" and "Fix all #" * save your changes  
    Throwing in a "fix broken inactives" might be a good idea too, after everything else, in the past it would cause more problems then solve, but that seems to have been fixed.  
    If Save cleaning doesn't refresh DEC's MCM, manually search for "crde" in save tools left script search,and delete all scripts that show up with that name, that has fixed that odd bug for me in the past.  
    I'm not an expert with using save tool, but this works really well for DE and DEC. The only part of your save that isn't cleaned are the crde StorageUtil variables, which are only used as time stamps currently anyway, so it shouldn't matter if they are left over
    What is "Armbinder conversation" and why does it never seem to activate?

    Chase put that in, and never finished it. I never got around to finishing it because I wasn't sure until recently what it was supposed to be. Right now it does nothing.
      What is Morality?
     
    Morality is an actor value found in the vanilla game. In the actual game, it is used to determine what crimes a person is willing to commit in aiding his allies and friends. See here: http://www.uesp.net/wiki/Skyrim:Morality#Morality  
    Not a perfect correlation with is willing to enslave someone they meet in the world but was the closest thing the game had to such a system. If there was a better system I would consider implementing it.
    Why are you still using "CRDE" as an identifier and "deviouslyenslaved.esp" instead of changing them to something more accurately named?

    Lazy.

    DEC doesn't work, what's wrong?

    Make sure you have all the hard requirements, DDx and UIExtensions are NOT optional. Double check that the mod is not working by enabling DEBUG through the MCM menu (ON by default), setting it to console so it doesn't spam your notifications (ON by default), and open the console and check if you get CRDE debug output every 8-15 seconds. The game must be moving for those 8-15 seconds (out of console/ui)
    Common reasons DEC is working but you aren't being approached:
     
    NPCs don't have high enough arousal, lower the threshold or find some way to warm them up
    NPCs have too high of morality, lower the threshold in the options or change the character morality through console
    NPC is wearing slave gear (Zaz/DD) or is in a faction that marks them a slave.
    You have a quest active that DEC uses to check if the player is busy, finish the quest

    Those weren't the issue! AND/OR you cannot see debug info in the console

    Describe what is wrong as best you can, and include a papyrus log (with debug messages turned ON) in the support thread and I'll see if I can figure out why it doesn't work for you. Some issues, especially if the mod stops working and will not print error messages, requires a save game be given to me so I can inspect the mod state in Fallrim tools. If you think this data is too sensitive you can post it to me in a private message, but please post issues in the support thread first as other users might have similar issues or have already found solutions.
     
    Mods that DEC connects with (slavery):
    SD+ Maria Eden (1.19 and 1.24 mostly work) Cursed loot Simple slavery Devious Cidhna Wolfclub (old) Slaverun and Slaverun Reloaded S_L_U_T_S Isle of Mara Tweaked
    The rest of the mods, and how/why they connect with DEC are explained in the second post on the forum.
    Incompatible mods:
    Currently, the only mod I recommend users not use in combination with DEC is Sky Slavery, which adds male slaves around skyrim. I cannot find a way to detect that they are slaves, so there is no way to stop them from attacking the player, and some of them were bugged out and could not interact with last time I tried the mod.  
    * Mia's Lair: I think I got all incompatibilities with Mia's lair sorted out, but you might still get a stack dump during the interrogation part, because I haven't added location based detection for that part yet. Everything after that is smooth, and you shouldn't need to turn DEC off, if you have reason to believe otherwise tell me. * Submit: Once in awhile, a user shows up saying they think Submit breaks the mod. I don't even know if or which submit variant is still being maintained, and I'm not going to test them all. I'm going to assume the issue was misattributed to something else until a user gives me a replicatable case with a specific Submit version, but be aware that there might be a real issue here. * Maria's Eden +2.0: Local enslave works, but not Khajit (Defeat), although that might fix itself if the problem was on ME's end. Some mods, for whatever reason, create template NPCs that have the wrong gender assigned to them. DEC uses ActorReference.GetActorBase().getSex() to get gender, you can fix this by changing DEC over to using sexlab gender instea of base game gender, then setting the gender of the NPC through sexlab's MCM interface, can't fix otherwise.   * Traps, Pitfalls and Dangerious Things: I never got a response back from Jim about how to get the two mods to detect one another, he seems MIA. For now this mod is on my list too As a reminder: if DEC is getting in the way of a mod/quest/scene you can turn it off temporarily in the MCM settings

    TODO: Find a good image to use for mod icon
    TODO: Find someone who wants to write dialogue
    TODO: Figure out minimum requirements for mod versions
    TODO: Find out why every time I edit this page paragraphs get extra new lines
     
    Permissions:
    DEC is now licensed as GNU Public License v3.0, which means it is opensource but you cannot fork the project without keeping it opensource (which for a buggy, poorly documented language/VM like skyrim, I feel open source is a huge benefit to the community). General code in the mod is free to copy for your own projects.

    Thanks to:
    Chase Roxand, the original author, for doing the hardest part Zippy for being a bro The authors of Sexlab, Devious devices and ZAP for providing the necessary framework The authors of LoversLab mods for freely providing their code source for code discovery and providing their assistance where available simplefries for pointing out that I was an idiot Firescrat for tracking down and fixing quite a few bugs. Legume for putting up with my bullshit Hexbolt8 for digging in the mod far enough to notice some dialogue was quietly broken and alerting me Everyone else who has helped me when I couldn't figure out the solution to a problem myself
    Old support thread for Deviously Enslaved (Chase Roxand): http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-47
    Old DE download page: http://www.loverslab.com/files/file/1602-deviously-enslaved-v104-1715/

    Less important details about the mod have been moved to the second post of the support thread to keep this page to a reasonable size
     
    If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz

    37,057 downloads

    Updated

  5. Sexlab Approach Redux for HIM SE

    Sexlab Approach Redux for HIM SE
     
    I did NOT create this mod. That honor belongs to the Talented -Caden-
    I only converted it for Skyrim Special Edition, and have shared it with you with their permission.
     
    If you enjoy this mod, click on the link and give -Caden- some love, and check out their other mods!
     
    The following copied from the original LE page:
    -----------------------------------------------------------------------
     
    Sexlab Approach Redux For the Male PC
     
    Very simple esp that changes the conditions and dialog in BakaFactory's Sexlab Approach Redux to work for those playing as a Male character
     
    To install you will need:
    Sexlab Approach Redux: No SE version yet :(
    and all of its requirements
     
    Then drop this file into your data folder and click "Yes to All" when asked to overwrite
     
    If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz

    7,816 downloads

    Updated

  6. Sexlab Eager NPC's SE (SLEN)

    Here it is, finally: My conversion of Eager NPCs for SE. Not with the permission of the original author Beamer Miasma, but 'legalized' by CPU. 
    If Beamer disagrees with porting and uploading it I will take it down. But until now he didn't read/answer my PM and so the mod seems to be abandoned. I have tested early all features including the Dibella refuge quest, and the Sex parties and everything is working fine here. So have fun.
     
    Thanks and flowers go to Beamer: 
     
     
    For questions see his thread. 

    534,658 downloads

    Updated

  7. Sexlab Dirty Talk SSE - Gay Edition

    This is a port of Sexlab Dirty Talk altered to work with gay men. Dialogue has been changed to reflect male anatomy, and minor script edits were made. This mod can be used in other situations, but the dialogue will be out of place.
     
    Requirements:
    SexLab
    Fuz Ro D-oh is highly recommended.
     
    Make sure System / Settings / Dialogue Subtitles is toggled on in-game.
     
    CREDITS:
     
    Sexlab Dirty Talk was originally made by Hugh Reckum, credit for the original mod goes to him.

    6,190 downloads

    Updated

  8. SexLab Dialogue SE

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

    13,783 downloads

    Updated

  9. SexTalk (gay) 1.7 SE by ffabris

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

    16,330 downloads

    Updated

  10. Spouses Enhanced SE

    (SE Edition)
    Current Versions
    Regular: 1.7.3
    SE: 1.7.3 (1.7.4 alpha)
     
    This mod is a port of the original Spouses Enhanced by TheDudeGuy and the updated Spouses Enhanced 1.7.3 by WraithSlayer
     
    Coming Soon: 
    Spouse Override -- Allows for a bypass of the base game marriage system in the event that you are using something that overwrites this. Allows for any npc in the game to be considered "married" to the player. This will nullify the compatibility requirement of an untouched "RelationshipMarriageFIN" listed below
     
    Author's Notes: 
     
       Hey y'all and welcome to the SE port of the original Spouses Enhanced mod by TheDudeGuy and WraithSlayer! I'd recently discovered this mod and was sad to see that both of those who've worked on it in the past have retired from working on it, so I sent a message over to WraithSlayer and got permission to keep going on with it! I've got a bunch of fun things planned for both this and the Oldrim version that will be developed in parallel, so expect to see much more activity coming from this end! I fully intend to stick with the overall vision that TDG had with the original, so don't worry about any ~unusual changes~.
     
       Because SKSE, SkyUI, and SexLab are all in their respective alpha/beta states, this mod might have some unusual quirks as things get updated. If you notice any bugs whatsoever, please let me know here, on discord, or on telegram (@AshAkiri) and I'll be happy to take a look. Also, if you are interested in receiving more frequent alpha builds as I work on the respective se and oldrim versions, please let me know as well!
     
    Development Plans:
    MCM "debug" menu for a few options that will greatly assist further development Unvoiced dialogue overhaul - As immersive as the voiced options are, I find it a bit weird for my husband to say "you've done well" every time we finish our thing. As a result, I'm adding an option to switch over to unvoiced dialogue and will add a much larger variety in conversations between you and your spouse (and any additional partners you may have) Look into potential solutions to the multiple spouses issue And much more!  
    (Adapted from the earlier version)
    Description:

    Spouses Enhanced is an intimacy mod made for use with the SexLab Framework by Ashal. It is meant to enhance married life in Skyrim. Your sex life with your spouse revolves around you, your spouse, and your bedroom. This mod was built to give married life in Skyrim a sense of progress and growth over time (i.e. during normal play), and to give you an easy and straight-forward way to be intimate with your husband/wife and to try to, in general, take a mature view of sex with your spouse (your spouse is a person, not a sex doll, etc).
     
    This mod features no "extreme" content. The focus of this mod is the relationship between two consenting, married adults.
     
    Core features:
    You can approach your spouse.  
    Your spouse will approach YOU, if a period of time has passed without you two making love, when you enter the same cell as your spouse. If you and your spouse aren't home, he/she will meet you at home. Rejecting them or deciding to keep them waiting longer than 24 hours will result in them becoming angry with you for a period, during which they will refuse sex. Your spouse has needs too, darn it.  
    Your spouse has an Affection Level. It starts at 0 and ends at 4. It goes up by 1 every 7 days you've been intimate at least once that day. Your spouse will grow more adventurous as their needs are consistently met and time passes. You can "cheat" and short-circuit this by using the MCM and unlock all options immediately.  
    You can give your spouse articles of clothing (or armor) for them to wear as an outfit. If the mood strikes them, they may put on outfits you have given them when they proposition you. You will also be able to simply ask them to put on something nice, once their affection level is high enough.  
    Spouses Enhanced "knows" if Hearthfire is installed but doesn't require it. If Hearthfire is installed, you will have to plan your intimate encounters around your children's schedules. You won't be able to select "I want you. Here. Now." if your children are in the house and awake. If you send them off to play outside or if they're asleep, you can do whatever you like. You can click "Ignore Children" in the MCM if you don't like this feature.  
    Requirements:
    SKSE 64 2.0.6 SkyUI SE Either SexLab Framework SE 1.63 Beta or SexLab Light SE (and their respective requirements) Fuz Ro D'oh (for custom dialogue)  
    Compatibility:
     
    Spouses Enhanced is compatible with virtually any marriable NPC, including those added by mods, but it requires the vanilla marriage quest to be unaltered (except for the Hearthfire edits, which are supported). Therefore, mods add multiple marriages, or provide significant changes to the marriage mechanics, run a very high risk of causing issues with SE, depending on how they're implemented. These incompatibilities will likely remain in a save even after you remove the responsible mods, as the changes to the RelationshipMarriageFIN quest are permanent once it initializes, and can only be fixed by starting a brand new game.
     
    Mods that are known to cause issues with SE:
    Spouses Can Live Everywhere - damages the marriage quest permanently if you have Hearthfires installed. Further Lover's Comfort (and possibly the original Lover's Comfort as well). May be fixed by ensuring Lover's Comfort is loaded before SE.  
    Feature Details:
    Dialogue:
    Almost everything in Spouses Enhanced is accessed by talking to your spouse and selecting the new option, "My love...".
     
    From here, you can:
    Kiss them (anywhere) Cuddle (when asked to go to a bed) Let them know you want them (access sex acts) (Requires Affection Level depending on act) Access their Wardrobe (requires Affection Level 1) Ask them to put on something specific from their wardrobe (requires Affection Level 2)
    Affection:
    Your spouse's Affection Level determines several things, including their receptiveness to perform certain acts, what Entry Events they will perform, and grants you more options to specify their outfits.
    Affection Level 0: Able to kiss (anywhere) and cuddle (ask to go to bed). Access missionary (Straight), Anal (Gay), or missionary + lesbian (Lesbian) acts only. Affection Level 1: Unlock "adventurous" acts (standing, etc). Unlock oral. Unlock Outfit Wardrobe access. Unlock all Entry Events. Unlock Lover's Scent spell. Affection Level 2: Unlock anal (straight + lesbian couples). Unlock "body" actions (boobjob, footjob). Unlock ability to specify exact outfit. Affection Level 3: Unlock "rough" acts. Unlock roleplay scenarios. Unlock "Lover's Surrender" spell. Affection Level 4: Unlock Three-Way acts. Choose to include your housecarl, a nearby follower, or a single person you've spoken to about this. This person can be anyone in the game that is at least your Friend or greater, and is accessed by selecting "I need to ask you a question. It's personal." They may decline if they have a particular relationship with the spouse (sibling, child, grandparent, cousin, etc) or if that person is married already.
    Master Bed:
    Spouses Enhanced has a concept of a "Master Bed". This is the bed your spouse will go to when you ask to go to the bedroom. By default, this is automatically selected for you depending on where your spouse lives (even Hearthfire houses).
     

    Keep in mind that, while inside your house, you can approach your spouse at any time. You do not have to be near the bed.
     
    You can manually set a bed as the Master Bed by opening your Alteration Spells and casting the LOVER'S SANCTUARY spell at a nearby bed. You can also clear the manually selected bed by casting the spell anywhere.
     
    If Hearthfire is installed, it will attempt to use the best bed available.
     
    If you ask your spouse to go to the bedroom and then never show up for 24 hours, it will have the same effect on them as turning down an Entry Event (explained below). They will be mad at you for a short time.
     
    While out in the field with a spouse that is also a follower, you can use a nearby unowned bed to perform a smaller set of the ordinary actions available.
     
    Outfit Wardrobe:
    The Outfit Wardrobe is accessed only through your spouse's dialogue; it doesn't actually "exist" anywhere in the world. The Outfit Wardrobe has 10 drawers, which can each hold a unique outfit.
     
    When asked to put on an outfit, or when your spouse surprises you with wearing an outfit, your spouse will attempt to put on EVERY ITEM that you place in a given drawer. So, use common sense and restraint in terms of what you put in each drawer. Your spouse will also take EVERYTHING OFF before they equip an outfit, so if a drawer only has, say, a set of high heels in it, and they select that drawer, they will come out wearing high heels only.
     
    At Affection Level 1, you can open their outfit drawer. At Affection Level 2, you can ask them to put on a specific outfit.
     
    Spells:
    Adds the following spells:
     
    Affection Level 0: Lover's Sanctuary. Allows you to manually set a bed as the "master bed".
    Affection Level 1: Lover's Scent. Allows you to see your spouse through walls, if in range. Works like Detect Life spell. Helpful when trying to find your spouse in your large estates.
    Affection Level 3: Lover's Surrender. Cast to make your spouse immediately amorous (start a random Entry Event). Greater Power; can cast once per day. Since it's a power, use the SHOUT KEY to cast it.
     
    You can remove all added spells by using the Remove Spells MCM option. Uncheck Remove Spells to immediately get them back.
     
    Entry Events:
    Your spouse will approach YOU for attention every so often, configurable in the MCM. There are, in this version, 7 different possible events. Only two of them will occur at Affection Level 0, but the rest become possible at Affection Level 1 and up. The Entry Event is always randomly selected based on the Affection Level and whether or not you have children awake and in the house at the time.
     
    If you turn down your spouse when they approach you, they will be disappointed, but nothing negative will happen. If you do it a second time (in a row, without initiating an intimate encounter in the mean time), they will be angry for 24 hours and will turn down any of your advances during that time. There are no "long term" side-effects. There is also no long-term side-effect of simply not being home when they become "amorous" or being gone for long lengths of time.
     
     
    Other options and features:
    "Enable Wake-Up Animation" plays a short cuddling or sex animation once every 24 hours when you wake up in the same place as your spouse and master bed.
     
    "Female-On-Male Dialogue Options" is off by default, but can be turned back on. This prevents dialogue options such as "I want you inside me." from appearing when you are playing as a male character, and talking to a female spouse.
     
    FAQs:
    "I think the Affection system is too complicated! I just want to bang my spouse any way I want!"
    Open the MCM and click Affection Level Override. Then, set the slider to 4. Poof, you have access to everything.
     
    "I have this really hot fantasy that I'd like to see play out in the mod as an Entry Event or something similar."
    I can't make any promises as my main intent for picking up this mod was to fix its bugs and bring it up to speed with the latest versions of the SexLab framework. However, if I like an idea a lot I may dedicate time into adding it. It's not likely, though.
     
    "Is this mod clean / has it been cleaned with TES5Edit?"
    Yes. There are some cell edits that are necessary. They only exist as edits because the original author linked some bed references to properties in a script. Your house modification mods should play nice. DO NOT re-clean this mod! You will break it!
     
    "Does this mod support spouses that are also followers?"
    Yes.
     
    "Can you pack the bazillion scripts in a BSA?"
    Not really. It's an extra hassle for me every time I want to release an update, and it shouldn't be necessary at all if you're using a mod manager to handle mod uninstalling for you. And if you're not, well, you're just crazy. 
     
    "Does this mod change the way marriage works? / Does it add divorce / cheating / etc?"
    The default Marriage and Adoption systems from Skyrim and Hearthfire were completely untouched. No changes were made to the default way you get married, etc. I do not plan to make changes of this nature. The purpose of this mod is to complement the existing system, not overhaul it.
     
    "Will you add XYZ feature to the marriage system?"
    No modifications will be made to the marriage system in the base game.
     
    "Does this mod support multi-marriage mods?"
    No, and it will likely never will. Spouses Enhanced was built with a single spouse in mind, and at this point it would probably be easier for someone to make a new mod from scratch rather than try to adapt SE to work with multiple spouses.
     
    "Does this mod support Serana as a spouse / Marriable Serana?"
    Yes. See Requirements section for the additional mods you need.
     
    "I'm married to a custom follower. Will this mod work with it?"
    As of version 1.6.0, yes. However, if they use a custom voice-type (like many modded NPCs do), their dialogue in Spouses Enhanced will be unvoiced. The lack of voice can be fixed by creating an add-on for this mod that adds new dialogue for that specific voice-type, assuming there's enough voice acting recorded to use in SE's context. This is NOT something I will dedicate time to, so please, don't ask me to provide voice acting for your custom spouse. Check the following question if you want more information on how to do that yourself.
    Custom followers that inherit a voice-type present in the base game will have voice acting for Spouses Enhanced dialogue, and don't require external support.
     
    "I want to make an add-on for SE that adds voiced support for my custom spouse."
    You'll need to add new dialogue topics for all the dialogue present in _SE_MainScript, with a condition that matches your voice-type. You'll also need to ensure that the voice-type is added to the _SE_SpecialVoices form-list when your add-on is initialized, otherwise SE will revert to the unvoiced dialogue path. You can check the Serana add-on for an example of implementation.
     
     
     
     

    128,373 downloads

    Updated


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