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The Auction House
By Wolfe6900
Welcome to The Auction House!
It's basically SimpleSlavery Plus Plus 12 years later
As of 2026:
I DO NOT have Starfield installed anymore and will not be providing updates anytime in the near future. The project is put on hold while I bounce over to the Fallout4 CK. The most current version (graciously provided by Jaam, should work - however, I'm unable to verify as I have not been modding Starfield for over a year nor have the game installed after an SSD crash)
NOTE 1:
With the current state of Starfield after it's most recent update, many of the dependencies (Custom Command Framework, NAF, Papyrus Ini Manipulator) are still waiting for an update. If you would like to use adult mods, I'd suggest rolling your Starfield back to 1.14.74.0 by doing the following:
1. Press WIN+R and type in: steam://open/console
2. Run these two commands:
download_depot 1716740 1716741 751978938301675949
download_depot 1716740 1716742 7986310915959292882
3. Replace the contents in your Starfield directory with the archived (downloaded) ones:
Example (most likely) path for the downloaded above: C:\Program Files (x86)\Steam\steamapps\content
4. Download and install this version of SFSE:
https://www.nexusmods.com/starfield/mods/106?tab=files&file_id=47484
(Credits to jbezorg for this fix)
NOTE 2:
Some users have mentioned that the mod "KZ Aggregation of Scraps" has renamed some of their files; to get AuctionHouse to recognize them, an earlier version must be downloaded or the files will need extracted and renamed:
- "KZ_AOS.esm" to "KZ_AIO.esm"
- "KZ_AOS - Main.ba2" to "KZ_AIO - Main.ba2"
- "KZ_AOS - Textures.ba2" to "KZ_AIO - Textures.ba2"
What does this mod do?
This mod creates 3 quests for the player to be enslaved; the Auction House Neon, The Auction House Akila and The Loan Shark. You can also sell your companion to AuctionHouse agents located at: StoneRootInn (Akila), Euphorika (Neon), MadameSauvage (Neon), AstralLounge (Neon). (NOTE: Your follower needs to be in the Companion faction to sell, normal mods, like Non-Lethal Framework, will NOT work since they only have a follow AI package).
- This is supposed to serve as a half-way point between defeat mods, etc. and slavery mods but does have 3 integrated quests currently (AH Apartment, The Pet, Generic Ownership) until other modders push out mods and I find a way to link them.
- This mod will prompt you to start "AuctionHouse Neon" and "AuctionHouse Akila"
- AuctionHouse Neon is the main mod with more support and things to do.
- AuctionHouse Akila is a side project but doesn't have as much work put into it. (You'll need to use a button to go to the Auction)
- The Apartment is the default quest/outcome that you'll be ported to after the Auction.
*A buyer decides to purchase you and bring you to his apartment. He has you clean his house, do his chores then humiliates you for his friends' enjoyment. You can either choose to play along or try to find a means of escape early.
- The Pet is my second quest that's a possible outcome for you to be ported to after the Auction.
*A dominatrix woman purchases you and wants you to play as her pet for her amusement.
- Generic Ownership is a simplistic option that ports you outside the AuctionHouse and assigns a follower to follow you. They have 30+ comments that will repeat. If they die, the mission is complete and can be restarted next time you enter the AuctionHouse. This option is very lightweight and shouldn't cause any issues with other mods. It's also not too restrictive to the Player (you can continue what you're doing in game without following a specific quest).
- If 'Enslaved' is installed, this mod will detect it and make that as a possible outcome as well. (I posted an English subtitle translation version to the Support section of Enslaved)
https://www.loverslab.com/topic/237533-missions-enslaved/page/3/#findComment-6929812
Assault: If the Player character consumes 5 or more drinks at bars/pubs, there's a chance that one of the two will happen: The Player may be assaulted by a patron or The Player may be drugged/blackout and awaken in a new location.
*Recognized bars/pubs (named by their 'coc' location):
CityNeonEuphorika
CityNeonTradeTowerAstralLounge
CityAkilaCityTheRock
SettleHopeTownPitStop
Requirements:
Neon Descent (Loverslab):
https://www.loverslab.com/files/file/34608-neon-descent-preview/
KZ Aggregation of Scraps (Nexus):
https://www.nexusmods.com/starfield/mods/11471
User Animation Pack (Loverslab):
https://www.loverslab.com/files/file/37440-user-animation-pack/
Native Animation Framework SF (NAFSF) (Loverslab):
https://www.nexusmods.com/starfield/mods/7360
Gray Animations:
https://www.loverslab.com/files/file/32332-gray-animations-mod-development-examples/
Moods of Andromas: (Some people get errors with this .esp/.esm with this mod. The Auction House mod just requires the ".glb" files from this mod to be placed in your Starfield\Data\NAF folder. It does not require the .esp/.esm)
https://www.nexusmods.com/starfield/mods/9784
Address Library for SFSE Plugins:
https://www.nexusmods.com/starfield/mods/3256
Suggestions:
Starqueen - For nude females
https://www.nexusmods.com/starfield/mods/6293
Slim Fit Body - For nude males:
https://www.nexusmods.com/starfield/mods/8020
enslaved:
https://www.loverslab.com/files/file/36543-enslaved/
NAF Surrender - For being sent to the AH after surrender (download: NAF_Surrender_Patch.zip):
https://www.loverslab.com/files/file/38336-naf-surrender/
*If "NAF Surrender" is installed, download the NAF_Surrender_Patch.zip and let it overwrite the files. This will make it so that the player gets sent to the AuctionHouse after defeat. This should work for (NAF Surrender 0.1) no guarantees for future updates.
How to start:
*AuctionHouse Neon: Talk to Velia at the Neon City Core by the entrance of the Mining League (coc CityNeonCore)
*AuctionHouse Akila: Talk to Tessa at the Akila Consulate (coc CityAkilaCityConsulate). Both will lead you to separate AuctionHouses that both have the same result of sending you to the AH Apartment, The Pet, Generic Ownership or Enslaved (if installed).
*AuctionHouse CodyHill: You must either coc the location or have a mod like NAF Surrender (with the patch) to port you there. This is a lightweight option that has no quests attached to it, making it better suited for repeatability.
For modders:
I'm leaving this as a .esp file, so anything can be modified how you see fit. I don't see myself going through and making a lot of changes or requests, so I'm leaving it open source for anyone to figure out how it works and modify as they please.
If you'd like to port your mod to the new location 'AuctionHouseCodyHill', you should just simply be able to add a script to your mod with something like:
Scriptname MovePlayerDynamic extends Quest
Function MovePlayerToCell(String CellName)
Debug.ExecuteConsole("coc AuctionHouseCodyHill")
EndFunction
(This should use the console commands as a 'coc' keeping your mod clean and not requiring this as a dependency)
Credits:
KryoZet - KZ Aggregation of Scraps
Gray User - NAF Seduce & User Animation Pack
ag12 - Neon Descent
zaira - enslaved; also for a lot of pointers and advise
Permissions:
I don't care at all what you do with the mod. Have fun, learn from it, use its resources, whatever. No need to notify me; I'm here to make Starfield a better game and give it that Adult themed atmosphere it should have always been to begin with.
10215 downloads
Updated
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NAF Surrender (Updated 05/28/26)
By Gray User
Current release will probably be last release for SAF Surrender unless someone else pick up project.
For me SAF mostly do not work. Animation do not play (except in camera mod) and NPC just stutter in place. This happen even when triggering SAF animation just with console and have tried many hours and reinstalls of troubleshooting but still SAF is broken. This means it is very hard to troubleshoot or develop this mod.
For some user, this do not seem to be problem. Do not know why SAF work for some user and not for other. It is very annoying. Hopefully system to make vanilla animation will become reliable enough to use and I will switch to no framework version. Until then, or until SAF works better, this mod will not work well for many user. I am sorry. Wish I could fix this.
Use only one version
NAF Surrender (v0.3 uploaded 04/09/2025)
SAF Surrender (v1.2 uploaded 05/28/2026)
Notes for SAF Test Version:
This require working version of SAF (not NAF). No longer needs user animation pack (animation are included with this mod)
VERY IMPORTANT:
Must remove old NAF versions, must remove ESP versions. Please remove all other version, open game, wait 3 day in game, save game. Then try to enable new versions.
If you have two version running (like old esp and new esm) will have CTD and other bad things.
I have trouble with SAF, only work some of time (otherwise animation flicker but not hold). Think this is just my install (so many times rolling game to different version back and forth and recompiling scripts and loading). Maybe it will work for you.
Summary:
This is a mod that triggers 2 person sexual NAF animations in response to defeat in combat.
Credits/Thanks:
Mielu91m (SAF, Technical help), DjLegends and ScriptedMind (Technical Help), Ashal (Sounds), Hiroshi (friend who does translation help)
Requires:
Starfield Animation Framework
This mod must be installed and working for Surrender to work. They handle the animations and if they are not installed actors will just stand and do nothing.
Features (status)
Defeat Sex Scene
Triggers sex scene when PC is hit in combat, PC hit points drop below threshold (configurable, default is 30%), and attacker is valid race (only humans right now).
Bad End Outcomes
These trigger after sex scene. They run on player (combat does not start again until after bad end scene). They are optional (turn on or off with debug terminal)
Robbery (beta testing)
After sex, player have option to pay ransom. If not paid, player is robbed and quest starts (player items held in chest in debug cell). For first day, objective is to kill enemy from sex scene (items will place inside enemy corpse). After 1 day, objective is to kill enemy boss (might be in same place or different place, items will add to corpse). You can turn on/off, change ransom, and stop quest using debug terminal (and can take items from chest in debug room if needed).
Capture (beta testing)
If ransom not paid, there is also chance of capture end instead of robbery. This will move player to random enemy base, take all items and put in boss chest in base, and start quest and start spell timer (Captor's Mercy). As long as spell timer is running, enemies probably will not attack (but AI is buggy). To reset timer, you must talk to enemies and start sex scenes. If you draw a weapon, or talk to enemies when you have digipicks or weapons or armor in player inventory, they will attack. Also, if you get into boss chest to get items back, enemies will become hostile.
Debug/QA Terminal and Room
If you coc 'aaSurrenderCell' you go to a debug room with a terminal. This terminal will let you set most mod options like health threshold and animation length and turn on or off stripping and combat stopping options.
You can also use the terminal to change parameters (actor stripping, how many times each sex stage loops, turn affinity and anger changes on/off or change the amount of affinity increase) and also use it to force the mod to stop/restart the quest that has the dialogue stages and animations, in case of problems.
Sounds/Facial Expressions
Player should have voice and face expressions during sex and bad end. Lip sync sort of works, sort of not.
Ecstacy Implant (beta testing)
Neuroamp in QA room that triggers masturbation animation at random times. Two version, normal version and trapped version that alert nearby enemies when done vibrating.
PLEASE DO NOT EQUIP/UNEQUIP QUICKLY. Each time implant is equipped it start timer (can set times in debug terminal). If you remove, wear, remove, wear, will end up with many timers and CTD. If you take implant off, wait 15 minutes game time before putting on again (there is message that print in corner of screen when it is ok).
Creature Outcomes (beta testing)
Have a bad end where player has barnacle spike insertion. This trigger when player is defeated by creature (can turn on/off in debug terminal). Having problem with collision detect, so player sometimes moved off of insertion.
Combat Stopping:
None of good ways to do this (stopcombat script function, adding to captive faction, using stop combat spell) worked. This version uses the tcai function in console. This should work very well, but because it is toggle (not on option/off option), if it is interrupted it might not turn combat AI back on at the end.
Actor Stripping:
This version has 2 methods for stripping actors: (Default is to strip and register both actors, but only to re equip clothings and armors for the NPC)
Method 1 Strip/Register method(default): The script will unequip items from slots 3 (body) and 35 (spacesuit) and saves those item IDs to a variable in the script, after the sex scene, it will requip them based on their IDs. Internal testing is that this works good, but we will see how it works for users.
Method 2 Force Unequip: This is a backup method. If enabled, it will run the unequip() function on all item slots. This method does not re equip after sex. You can tell companions to re equip clothing, but for others you will need to use 'resetinventory' command in console (or maybe after a long time their AI package will tell them to put clothes back on?)
Version detector and updator
This should compare the script version against the version in your save, and if they are different it should restart the main animation handling script.
Companions
Right now, this should cause up to 4 companions to adopt a 'hands up' animation and to not do anything until sex scene is over.
Haptic Support
Send debug messages to script log that can be picked up and used to trigger bluetooth haptics. You must have working version of GIFT that is set up for Starfield.
Warnings/Problems:
You may need to turn godmode off or enemy ai back on. These are console commands tgm and tcai.
Creature outcome and ecstacy implant are very much test features and may not work well.
This mod should go at or near the end of your mod list.
Please install the required mods listed above before posting that the mod does not work. It will not work without required mods to handle the animations.
Future Features (status):
Improving sounds and timings
Creature support
More animations/bad ends
More detailed furnitures for bad ends
More Devices that trigger events or conditions
Strap-on option, other extras (low priority)
Probably I will not add options to include companions or multiple NPC enemies in sex scenes (because I do not think I can do that and keep script reliable)
Probably I will not add option to trigger sex with defeated NPCs (because I think that will cause game bloat and lag, and I have other mod things to do first)
If someone wants these, they can use this mod as example and make own mod that does them.
Installation:
Copy the contents of this mod to your Starfield directory (the contents of the 'data' folder should go into your 'data' folder). You must enable NAFSurrender.
Uninstallation:
The files in this mod can be deleted without any special precautions. It should not alter any vanilla records or change/add to any vanilla quests or things.
Usage/Permissions:
You may use this files as base for your own mods, but you may not charge for anything that uses these files. Donations is fine as long as it is totally optional and users get the same functionality without giving money. Please do not repost these files elsewhere (unless LL is shut down and I am unable to put them back up on whatever replaces it). Please do not post mods that use these files to Nexus or Creations. That amount of publicity is bad for adult modding.
11755 downloads
Updated
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NAF Seduce (updated 5/28/2026)
By Gray User
Current release will probably be last release for SAF Seduce unless someone else pick up project.
For me SAF mostly do not work. Animation do not play (except in camera mod) and NPC just stutter in place. This happen even when triggering SAF animation just with console and have tried many hours and reinstalls of troubleshooting but still SAF is broken. This means it is very hard to troubleshoot or develop this mod.
For some user, this do not seem to be problem. Do not know why SAF work for some user and not for other. It is very annoying. Hopefully system to make vanilla animation will become reliable enough to use and I will switch to no framework version. Until then, or until SAF works better, this mod will not work well for many user. I am sorry. Wish I could fix this.
NAF Seduce (v0.5 Beta - released 5/21/2025)
SAF Seduce (1.3 released 5/28/2026)
Credits/Thanks:
Snapdragon (NAF, Technical help), Hiro (my ex, for translation help)
This is a mod that triggers 2 person sexual NAF animations in response to dialogue. It has parameters user can set to change scene length and if having sex with companions changes their affinity and reduces their anger with you.
Requires:
Starfield Animation Framework
(This is required to make animations happen, if not installed correct and working, none of animations will work)
SAF Seduce do not require User Animation Pack (I put animation in with Seduce mod).
Recommended:
Playable NPC Clothings (This will make most default NPC outfits so you can see/remove them from NPC inventories)
Naked bodies for male and female actors (otherwise they will have vanilla underwears during sex)
(mod tested with BBL female and Robert S male, others should work, animations are based on skeleton, so there may be gaps or clippings depending on body and body morphs)
Features (status):
3 Positions (Bridge, Eagle, Down Dog) + 6 Custom slots
This version has 3 finished positions (each is 3 stages, stage length is user configurable). There are also two custom positions for users to add additional options if other modders make sex animations. All positions are called through dialogue. By default 'custom' positions are just bridge, but users can replace the custom01x and custom02x glb files in the animation pack with other glb files to get other animations.
Triggers sex scene from dialogue (You need to use the Seduction Pheromone drug to enable to dialogue option, see below)
**Seduction Pheromone: I made the dialogue options conditional on the player taking a custom drug, so that it doesn't spam into all of your conversations. To get the drug, you can make it from organic hallucinogen and hippolyta at a pharm crafting station. You can also get it from the debug terminal (see below).
Note: Some NPCs with mandatory dialogue (vendors and some quest givers) do not show seduce dialogue. This is probably not fixable, but I think it is not serious.
Sex scene have sound (player only) and face expressions.
PC should make voice sounds during sex. Works for both gender. But only for player because it is set by voice type and would take 100s of hours to make all sounds for all in game voice times. Face expression should work, but lipsync is not reliable right now.
Actor Stripping: (This version has 3 methods for stripping actors)
Method 1 Strip/Register method(default):
The script will unequip items from slots 3 (body) and 35 (spacesuit) and saves those item IDs to a variable in the script, after the sex scene, it will requip them based on their IDs. Internal testing is that this works good, but we will see how it works for users.
Method 2 Force Unequip:
This is a backup method. If enabled, it will run the unequip() function on all item slots. This method does not re equip after sex. You can tell companions to re equip clothing, but for others you will need to use 'resetinventory' command in console (or maybe after a long time their AI package will tell them to put clothes back on?)
**You need to enable Force Unequip to make actor like guards put away their weapons during sex. They do not equip them again right away afterwards.
Method 3 Dialogue:
There is an option in the seduce dialogue to help NPC with their clothings. You can use this to equip or remove clothings for companions. For other NPCs it is probably only able to remove clothings. You may need a mod that makes NPC outfits 'playable' (outfits not marked 'playable' cannot be seen when the player looks in an NPC inventory). If you do not have a mod that does this, you can use Playable NPC Clothings which is a minimal mod I made to alter those clothing records.
Version detector and updator: (Works, I think)
This should compare the script version against the version in your save, and if they are different it should restart the main animation handling script.
Debug/QA Terminal and Room
If you coc 'aaSeduceCell' you go to a debug room with a terminal. This terminal can give you Seduce Pheromone.
You can also use the terminal to change parameters (actor stripping, how many times each sex stage loops, turn affinity and anger changes on/off or change the amount of affinity increase) and also use it to force the mod to stop/restart the quest that has the dialogue stages and animations, in case of problems.
Warnings/Problems:
I am having problem with SAF on my install, but I think this is because of so much changing game version and compiling and testing scripts. This probably work on less broken game installs.
Please watch for save game bloat or other weird things. Things I worry about:
That sex participants may become permanent actors, so if you sex all of the leveled UC actors or something, they may just be there forever. Running a force update from the debug terminal in the debug room may fix this if it happens.
That the update structure may cause the manager quest to try to run many times. This should not happen, but with duct tape mod and unknown dumb behaviors from game engine, who knows.
Future Features (status):
More animations, strap-on option, other extras (low priority)
Installation:
Copy the contents of this mod to your Starfield directory (the contents of the 'data' folder should go into your 'data' folder). You must enable NAFSeduce.esm (or the esp if you use optional esp version).
Uninstallation:
The files in this mod can be deleted/uninstalled without any special precautions. It should not alter any vanilla records or change/add to any vanilla quests or things. Naked NPCs will probably stay naked though.
Usage/Permissions:
It is fine to use these files to see what I have done for learning or to make something like it, and to copy/paste script parts. But please do not release other mod that are built on this esp (it will create conflict with this mod and then users ask me why nothing work). Please do not repost these files elsewhere (unless LL is shut down and I am unable to put them back up on whatever replaces it). Please do not post mods that use these files to Nexus or Creations. That amount of publicity is bad for adult modding.
17823 downloads
Updated
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Fertility Framework
By mystic_cat
Fertility Framework Discord: https://discord.gg/ufuffAeBAq
The discord has roadmap, development progress, ability to request features, etc.
Fertility Framework (Beta Release)
Welcome to the Starfield Fertility & Xeno-Incubation Framework. This mod is a complex, background state-machine that tracks your character's biological fertility cycle in real-time. It operates seamlessly in the background, handling everything from standard human pregnancies to deep sci-fi xeno-parasite incubations, complete with dynamic body scaling and custom companion integrations. It currently only works for a female player character.
Required Dependencies:
SFSE Cassiopeia Papyrus Extender XenoMasters
Optional:
SFF Body Replacer
Installation:
Drop the contents into your "..steamapps\common\Starfield\Data" folder or install using Vortex/MO2 Be sure that you have loose files enabled. Put this in your StarfieldCustom.ini if you don't already have it. [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
1. ⚙️ Core Mechanics & Features
The framework actively tracks Universal Time (UT) and seamlessly transitions your character through biological states using highly optimized background scripting.
A. The Cycle & Pregnancy Engine
Biological Phases: Automatically cycles through Menstruation -> Follicular -> Ovulation -> Luteal phases.
Phase Base (No Mutation) Stage 1 (Compatible) Stage 2 (Adapted) Stage 3 (Broodmother) Menstrual 72 hours 72 hours 72 hours 72 hours Follicular 144 hours 120 hours 96 hours 60 hours Ovulation 72 hours 120 hours 168 hours 240 hours Luteal 144 hours 120 hours 96 hours 60 hours
Insemination Tracking: Hidden scoreboards track cumulative volume (up to 1000mL) from sleep events and interactions, decaying dynamically over time. Gestation Progression: Successfully transitioning into the Fertilized state triggers a UT timer that progresses through Three Trimesters, culminating in Labor and a postpartum Recovery phase. Dynamic Lactation & Pumping: Triggers during the 2nd Trimester. Milk volume continuously generates (up to 1000mL), shifting your status between Producing, Full, and Engorged. You can now use the craftable Manual Breast Pump consumable to physically reduce your volume, clear the Engorged debuff, and yield usable Breast Milk items. Xeno Pregnancy Tracking:
Phase Stage 1 (Compatible) Stage 2 (Adapted) Stage 3 (Broodmother) Fertilized 24 hours 12 hours 3 hours First Trimester 96 hours 72 hours 48 hours Second Trimester 96 hours 72 hours 48 hours Third Trimester 96 hours 72 hours 48 hours Labor 12 hours 12 hours 12 hours Recovery 72 hours 24 hours 24 hours
B. The Xeno-Incubation Track
Mutation Phases: Tracks repeated xeno-exposure, mutating the womb through Compatible, Adapted, and Broodmother stages. Higher stages drastically increase xeno-fertilization RNG and alter cycle durations. Currently, sleeping with a xeno pet deployed while the player is 'Ovulating' will trigger insemination events (until we can get some animations). After 5 insemination events, that will trigger womb mutation. Live Xeno-Births: Completing a xeno-labor cycle will dynamically spawn a friendly, scaled-down creature matching the specific alien "Father". We have baked in explicit, native support for Terrormorphs, Heatleeches, Ashta, Xenogrubs, and Swarmlings. Pregnancies from these specific species will render dynamic, custom xeno-uterus graphics on your UI status widget. Unrecognized or non-mammalian alien fathers will default to an "Egg" pregnancy on your widget, resulting in the player laying a warm, incubatable Alien Egg.
C. Mod Integrations
XenoMasters Native Support: Includes a built-in, dynamically injected dialogue patch for the XenoMasters mod. You can approach your active companion pets (or stationed outpost pets) and select the [Mate] dialogue once your character's womb starts to evolve to be compatible with xeno.
2. 🌟 The Visual Morph Architecture
No more proxy items or invisible armors. The framework now utilizes a native, "Infinite Resolution" scaling system. By bypassing standard equip limitations and utilizing pure Papyrus math, the Morph Manager seamlessly scales belly and breast sliders by micro-decimals every single in-game hour. Your physical 3D mesh will dynamically and organically inflate/deflate in real-time to match your exact pregnancy progression and milk volume without ever cluttering your inventory.
3. 🗺️ Development Roadmap
With the core biological engines, visual morphs, and XenoMasters integration complete, the remaining focus is on player control and expansion:
Configuration Holotape: A craftable in-game tool to toggle specific framework features, adjust cycle durations/RNG chances, and view hidden statistics (like Total Xeno Births). SAF Integration: Hooking framework milestones into the Starfield Animation Framework. Expanded Consumables: Additional ingestibles like Forced Ovulation pills and cycle-altering suppressants. 4. 📝 Testing & Feedback
While testing this beta build, I am specifically looking for feedback on:
Morph Pacing: Does the hourly micro-scaling of the body morphs feel smooth during standard gameplay? XenoMasters Integration: Are the [Mate] dialogue options appearing correctly for pets across different active slots and outposts? General Pacing: Does the Universal Time (UT) math feel balanced for a standard playthrough?
1193 downloads
Updated
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The Last Nova Backrooms - A Pirate Brothel
By BadSquirrel
Requirements
KZ Aggregation of Scraps: Is optional. Adds default outfits for the hookers. If it’s not installed the hookers will be naked by default. SAF - Deputy NAF*: Is required only for the sex animations. If it’s not installed the animations will be skipped. Robert S Male Body Replacer**: Is the currently supported male body. If it’s not installed the male player will not have a penis during animations. A female nude skin is recommended to remove underwear during animations. * Make sure to also install the mod's requirements for it to work!
** Requires SF Extended Skeleton
Introduction
Welcome to The Last Nova Backrooms, where the rather prude atmosphere of the Last Nova gets a little more… lively. Deep down in the Key, you’ll find Cain Vortega’s brothel. This is where all the fun happens, with new characters and a place to unwind.
What’s in the Mod?
The Backrooms: A swanky brothel, accessible through the Last Nova. Five unique, fully voiced hookers in the Last Nova. Sex animations You can fully customize the hookers’ outfits using the mannequin behind Vortega’s counter.
Future Plans
Sex animations (Added in v1.2.0) Customizable outfits for the hookers (Added in v1.1.0) Add FF animations Add sound to animations Let the player become the owner of the Backrooms Let the player work for the Backrooms Improve the look of the Backrooms ...
A Note on Traitors
If you sided with SysDef at the end of the Crimson Fleet questline… well, congrats on being a traitor! The mod will automatically disable itself when you attack the Key because, let’s face it, the Backrooms probably wouldn’t survive a military invasion.
Credits & Thanks to
dentonjc for letting me use his animations from Gergel Ebanex Snapdragon2 and Mielu91m for creating Starfield Animation Framework (SAF)
Installation
Install it like any other mod. Use a mod manager.
Troubleshooting
If something breaks with the mod, you can reset it using Vortega’s computer (located behind his counter in the Backrooms).
If that doesn’t help, try the following:
Load your save without the mod enabled. Save the game and quit. Re-enable the mod and load your fresh, clean save.2200 downloads
Updated
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Dick for SFF
By Origamiboy
An edit of an edit, refitting @Theenco's original wearable dick mod, that was ported to ZBB by @looping, which I made to work with SFF. The UV has changed now so it only works with SFF. There are two separate armors you can add to your inventory by searching via "help Dick 4 armo": -Dick which is the erect variant -DickFlaccid which is the flaccid variant (It's still called dick in inventory but doesn't stack with the other one) I also made it abit larger. I didn't test the other skintones, but they probably don't match and there will be seams. I did the best I could, and if anyone else wants to fix or update this feel free to.
134 downloads
Updated
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blender Starfield Rig Collection V1.0 (Blender 4.3+)
By Darkflip95
This is a quick upload of Starfield's Armatures for characters, all creature types, and robots.
Taking advantage of Animation IO - the new animation and rig export tools recently released by Devaris45 for Blender 4.3+, I've extracted Starfield's vanilla armatures for the following characters, creatures and robots:
Humans (All human characters share the same skeleton, the only difference is the female skeleton is scaled slightly smaller than the male skeleton.)
- Male
- Female
Creatures
- Biped
- Critter
- Floater
- Flyer
- Hexapod
- Hopper
- Larva
- Manta
- Mantid
- Octopede
- Parasite
- QuadrapedA
- QuadrapedB
- QudrapedC
- Starfish
- Swimmer
- Terromorph
Robotics
- BallisticTurret
- LaserTurret
- MiniBot
- ModelA
- ModelS
- ModelT
- SecurityCamera
The goal of this resource is to provide a central file that has all of Starfield's vanilla armatures for the purposes of creating custom animations or even new types of armatures. This is purely a modder's resources, and is meant for Blender 4.5 and up. It can probably work in earlier versions as it just contains raw armatures. I just saved the .Blend while using 4.5, so there's a chance data can be lost if using a earlier version, but that is exceedingly rare.
Do note that since the animation tools are in their infancy and have only just been released, the author has cautioned that rigs that have been exported back into Starfield have caused some crashes due to some possibly undecoded parts of the format.
So with that being said, let me know how these work.
Requirements
- Blender 4.3+
- Knowledge of how to animate in 3D software.
- Animation IO addon by Deveris256 for importing Starfield's .Rig and .AF formats into Blender. .AFs are Starfield's native animation files.
https://www.nexusmods.com/starfield/mods/16184?tab=description
Credits
- Bethesda Softworks for Starfield itself
- Blender for being Blender
- Deveris256 for the Animation IO addon
Starfield Rig Collection 1.0.rar
106 downloads
- animation
- resource pack
- (and 1 more)
Updated
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Chattel In The Settled Systems
By mdc4211
CHATTEL IN THE SETTLED SYSTEMS 2.0.0 (March 2026)
Add a trait turning the character into chattel with forced nudity, but also buffs when the character is exposed. Spacesuits are allowed since they are required for large parts of the game play. CitSS can optionally turn some "logical" NPCs into chattel (Andreja, Vladimir, Matteo, and any other you) based on them being "you", or having run-ins with "the law". There is an optional alternate death script that can be enabled. The only way to remove the chattel status (other than with the console) is to pass through Unity.
The optional alternate death component will treat any death as a capture, and "sell" the character. Once the character is chattel, the title holder extracts "profits" at a rate determined by a game play option. A "Chattel Implant Hack" can be purchased from any Trade Authority that transfers the title to a fake holding company, "Chattel 'R Us, Inc" and redirects profits into the home ship cargo area (extortion seems to be a standard business practice in the Starfield
Universe). The hack is removed if the character is recaptured and will need to be re-purchased,. It does not remove the chattel status, or stop the forced withdrawals, but the character doesn't lose access to the credits.
This can be played as a standalone mod by selecting the Chattel trait during character creation, or as an outcome by an alternate death/player slavery mod (i.e. it could be an outcome for an "auction" mod). It also provides a simple actor value interface for other mods to enforce player actions (reducing the "Chattel_Compliance" actor value causes the character to lose buffs and stats to be penalized). See the player and modder HowTo below.
USAGE
Enable Chattel.esm. This only depends on the base game. [Need to check that it doesn't unintentionally depend on any SFSE plugins]. I suggest using "Hide Spacesuit in Breathable Areas" (https://www.nexusmods.com/starfield/mods/2095). There is a naked space suit included ("Chattel Spacesuit"). I suggest using "Starfield Masks" (https://www.nexusmods.com/starfield/mods/7434) for the spacesuit helmet, but several helmets work quite well.
Enable any of ChattelOtherYou.esm, ChattelAndreja.esm, ChattelMatteo.esm, and ChattelVladimir.esm that you want.
Enable ChattelCaptured.esm if you want to have the PC sold on death or jail (with a large bounty). If the PC is already chattel (i.e. has the Chattel Implant Trait), they are returned to the registered owner after a processing fee has been applied. This adds periodic credit removals, and a couple other effects.
You can enable ChattelCrowds if you are using BetterCitizens, but see "WIP" below.
WIP
CitSS has an optional "ChattelCrowds.esm" that is/was intended to work with BetterCitizens, but never worked out. It's still in the pack, but has odd artifacts. A better solution could be implemented with "Souls of Cities", but the latest versions CTD before the game starts (As of 3/26, the source isn't provided and logging is turned off, so I think "SoC" is a dead mod. Quite the loss).
The separate "ChattelNPC" masters should be part of "Chattel.esm" or a future "ChattelCrowds.esm", and controlled Game Play Options. Maybe in the future, but I don't see how to do it.
If (when) an extensible alternate death mod appears, ChattelCapture.esm could (should) be integrated.
If (when) an extensible "Slavery++" mod appears, ChattelCaptured could (should) be reworked to be an outcome. TheAuctionHouse looks promising, but when I checked, it has a lot of broken dependencies.
BACKSTORY
The panic to leave a dying Earth led to many people being transported under harsh terms of indenture, which eventually lead, under certain circumstances, to humans becoming mere possessions. Starting in the early to mid twenty-third, those convicted of significant crimes, in particular property crimes, who had broken terms of indenture, or had failed to pay a debt secured by their body, find themselves receiving a chattel implant and being sold on the open market. It is well known that pirates will sell their kidnap victims as chattel if a ransom is not paid, and for this reason, the usual penalty for piracy is to receive a chattel implant. While the status is never inherited, by the early twenty-fourth century, a significant part of the human population exists as chattel.
Chattel hold a legal status similar to other forms of livestock, and the treatment of chattel is covered by the same laws that prevent the inhumane treatment of animals. Chattel have fewer rights than a companion animal, but more rights to humane treatment than a non-sentient robot. The laws directly addressing chattel aim to remove their basic humanity by forcing them to be treated as less than fully human. This is achieved through a standardized implant interface. For instance, all implants prevent chattel from wearing clothing, and will severely punish chattel that disobey citizens and other people. Another aspect is that the owner may make purchases using the chattel as a mobile credstik.
Chattel are unable own anything, including their body and thoughts, with all ownership rights held by the title holder, or the local authorities if the title is ambiguous. As with livestock, chattel have no say in how they are handled, how they are housed, or any other aspect of their existence. A chattel cannot be the victim of a crime, but, in some situations, the owner may sue for civil damages. Healthy chattel are commonly used for community pleasure, and there is a strong market for chattel with specific traits.
The chattel implant cannot be removed without causing severe brain damage and it significantly alters the individual, so receiving an implant is considered equivalent to death, and a death certificate is issued. Depending on the circumstances, previous possessions are inherited by next-of-kin, or sold at auction. In the case of kidnapping, this leads tragic circumstances where, even if recovered, the antecedent victim is considered, leaving a chattel who will be sold as repossessed contraband. It is especially cruel when the chattel is recovered near the home world of the antecedent, since they will be sold in full view of their family and previous associates, no matter their original standing in society.
While many chattel will continued to be called by the name of their dead antecedent, or other convenient moniker, chattel have no legal name and are identified by a serial number contained in the implant.
RATIONALE
Starfield is a lot harsher, pessimistic, and apocalyptic than Fallout. The game clearly implies that people got left behind to die, and all life on earth was devastated. In that context, the Settled Systems, and in particular the main factions, seem a little clean and friendly for a civilization that is only two centuries away from the extinction of a planet where billions of people must have died because they could not be evacuated from Earth, and everything known to humanity was destroyed. The sense of loss, and the cheapening of life would be enormous. The chaos would be overwhelming. The wounds on society would be deep, and we see some of that in the prevalence of pirates and spacers. During the collapse of the Earths biosphere, people would have done anything to save their families and themselves, and that would have left deep indelible marks on civilization.
Starfield takes place in expansive multiverse. In at least some, the harsh conditions that followed the collapse of Earth meant the original terms of indenture would morph into humans being property. First as a punishment which didn't waste valuable resources, and, later, as a way to collect debts that had been secured through a person's body.
This mod implements a simple mechanism to simulate control over characters who have become property. Namely, a chattel implant perk that will harshly punish rebellious chattel that are not directly controlled by their owner.
HOWTO FOR A PLAYER:
From a player point of view, this implements a new trait. If the trait is active, the PC is denied clothing, and must wear a special neuroamp (the chattel inhibitor). Without meeting those conditions, the PC stats are significantly reduced (e.g. max health is reduced by 90%). If the implant is properly inhibited, the PC will receive increased resistances, as well as enhanced persuasion and stealth. On the other hand, a player is not forced to comply with the chattel implant requirements. Spacesuits are allowed because the game is unplayable without them, but a "naked" spacesuit is provided.
Make sure that the relevent mods are enabled. If you want some of the NPCs to be chattel enable the appropriate masters (e.g. ChattelMatteo.esm), and enable ChattelCaptured.esm for an "immersive" way to be turned into chattel. (See above)
The most organic ways to use this are through the new character creation (it's listed as a Trait), or using the ChattelCaptured.esm to enable an alternate death capture.
If you are directly using this, you will need to add the inhibitor to your inventory. You probably what the Chattel01 version and can get the formid using
help Chattel 4 ARMO
player.additem <formid-here>
There are four different styles of inhibitor. The Clothes_Chattel01 is the nominal inhibitor, while Clothes_Chattel02 adds a poncho. The other two (Clothes_Chattel03 and Clothes_Chattel04) are SFW versions (if you're not sure who might be watching you play, you might want them).
You can add the Trait_Chattel_Implant trait by doing
help Chattel 4 PERK
player.addperk <formid-here>
The perk can be removed just like any other.
player.removeperk <formid-here>
HOWTO FOR A MODDER:
This mod provides a possible outcome for a alternate death, or slavery mod. On it's own, it simply turns the PC into chattel with enforced nudity and penalties for not complying with nudity requirements. It defines a new actor value "Chattel_Compliance" to record how compliant the player behavior has been. This starts with a default value of 100 (fully compliant) and can be modified using modav. If Chattel_Compliance drops too much, the character will lose bonuses and the player stats will be reduced. While the range of compliance values is not limited, the Chattel mod assumes that it will have a value between zero (non-compliant, and harshly punished), and 100 (fully compliant and buffed). Even with a Chattel_Compliance of below zero, the Chattel mod will not kill the player character, but it will make the game more difficult.
To turn a player into chattel, you will need to add the Trait_Chattel_Implant perk, and then add at least one of the the inhibitor clothing items (e.g. Clothes_Chattel). If you are cruel, you can add the perk and then force the player to find/equip the inhibitor on their own. Use "help Chattel" to find the form ids, or check a tool like xEdit.
The esp files are included in the plugins directory to be edited with the Creation Kit. You need to copy them into the right place so they will be seen by the Creation Kit.
LICENSE: Please use and reuse Chattel as you will, but, as a courtesy, consider pointing to the original mod and changing the name to limit confusion. Modding is a hobby, so I may (or may not) disappear, but don't let that stop you from improving things. (I'd love to come back and find a CitSS++). All the usual caveats about game assets apply. And, please keep any changes "free" as in "freedom", so if you redistribute, please provide "source" for any changes you make.
ACKNOWLEDGMENTS: This mod was originally created using (the amazing) xEdit, and later with the (equally amazing) Creation Kit. None of this would be possible without the fantastic team at Bethesda which supports modding when they don't have to (and for free).
MEA CULPA: I didn't mean to remove 1.0.0, but misunderstood the interface and accidentally did. I don't think this removed any features, so hopefully it's OK.
905 downloads
Updated
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Starfield sex animation
Sex animation for Starfield with a female orgasm contractions:
Starfield sex animation
This is new animation for the NAF Seduce mod. -
3998 downloads
- sex animation
- sex
- (and 8 more)
Updated
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Starfield EZ Scripter
By Wolfe6900
Starfield_EZ_Scripter_v3:
What can you do?
TAB 1: AI Connect
- This is a tool with a built-in prompt so AI knows you're talking about modding Starfield. Example, instead of saying:
"I want you to design a script for the Starfield Creation Kit that disables on object"
You would instead just say "disable an object"
- This can attach to ChatGPT, Grok or DeepSeek's API if you have a full account.
(This is not fully tested, since I don't have full accounts with this ability to test them)
TAB 2: Script Helper
- This is a tool to help you build scripts from scratch as a Novice Modder:
- Assign a prefix: If all your scripts for your mod called "JohnnysMod" should start with "JH_"; this will apply it.
- Scriptname: Write a scriptname - if you name your script "DisableChair" with the prefix above, it would be called "JH_DisableChair"
- Categories: I've come to notice that I use 3 main categories in scripting:
1. Triggers (a box the Player walks into and activates the script)
2. Activators (The Player uses an activator like a book or something)
3. Quest (The player speaks to someone, after it's finished, something happens).
- Dependent on the 3 categories above, you may get more options. For example, triggers: you may have a flag for it to only trigger once. That way, it doesn't keep triggering every time the player steps into the invisible trigger box.
- Quests: Quests have an "Add", "Duplicate", "Remove" button and allow you to assign the priority. For example, you wanted the script to:
1. Add an Item to the Player
2. Show a popup message to the Player
3. Unlock a door
You could now do this, so an example of it running would look like:
1. Give a medpack to Johnny (the Player)
2. Tell Johnny, "YOU HAVE A MEDPACK!"
3. Unlock a Door for Johnny to go through
- These can also be in different sequences: For example, you can have 2 sequences in one script. A good example of this is if you'd like a single script to lock and unlock doors, but you would want to call it differently. You could use one dialogue fragment to unlock a door and a different dialogue fragment to lock the door, but all in one script. Additionally, this tool would provide both dialogue fragments needed to call this.
For an example: you could talk to an NPC and say either:
"Lock this door!" - call the lock function
"Unlock this door!" - call the unlock function
These would both be in the same script.
-Edit/Debug flags: These let you edit the script to how you'd like it and make it so the script always shows debugs. This is good for testing because Debugs can show you where something failed, especially in a sequence. For example, you:
1. Give a medback
2. Display a message
3. Unlock a door
This would say "Medpack given", "Message Displayed", "Could not open door due to XYZ" letting you know some parts worked, but some didn't pinpointing errors.
- Cull: This removes anything in the script that is not needed for the script to function. A lot of modders like to add little notes, extra spaces, etc., to their mods. This serves to eliminate them and show you what you need to get the mod to function, and nothing more. A good tool to clean up a heavy worded script or learn what is actually needed.
Tab 3: Useful Fragments:
When using scenes and dialogues to make things happen, these fragments are often used. This is just a quick copy/paste tool instead of writing and remembering the verbiage when calling.
Tab 4: Script Editor:
This allows you to pull entire scripts and edit/save them. This is more for an advanced modder, but also a useful tool if shortening scripts and etc.
123 downloads
Updated
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StarfieldDecipherTool
By Wolfe6900
StarfieldDecipherTool is a tool/.exe file used for Creating or Replacing an NPCs voices in Starfield. Inside this .exe., there are currently 5 functions:
1. StarfieldDecipherTool: This converts the dialogue export from the Creation Kit to a readable and understandable .txt file.
2. Ruckify; This adds dialect to the text, i.e., Irish, Southern American, Russian, etc.
3. VoiceGenerator; this generates voice files from Elevenlabs (This will cost $20 or so for a monthly subscription for the 'Creator' upgrade)
4. WavConverter; Elevenlabs API will generate 22.1kHz files (Creator Subscription), which need to be converted to 44.1kHz.
5. WavFileCleaner; WWise adds a suffix when generating .wems. This is a simple tool that goes through and cleans them all after you've made .wem files. It just renames them to the original ID.
NOTE: Replacing an entire Companion will burn 400,000 - 500,000 tokens in Elevenlabs, roughly costing $80-$100. I've got the WavConverter to help from needing to upgrade further, but that's it.
Permissions:
I say this with all my mods. I'm not interested in making money or getting recognition. This is a game you paid for, and you should be able to modify it however you like. Feel free to use the program, upload it where you want, modify it, I don't care.
Requirements:
Elevenlabs Account: A text-to-speech AI program used to clone and/or generate voice files.
($20/month 'Creator' Subscription or above) https://elevenlabs.io/
*Without an Elevenlabs Subscription, you can still generate voice files, however, you will not receive an API for this tool and may need to manually download each file and have a 10,000 token cap. This tool could still be used for 4/5 functions it serves.
WWise: A tool used to convert .wav files to .wem (Starfield Uses):
(FREE) https://www.audiokinetic.com/en/
Instructions:
*Included in the .exe file; just press the "?" button on which tool, and it will tell you what to do. This tool should make it easy enough that someone with no coding or modding experience should be able to understand and use it.
63 downloads
Updated
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GenderBender - Ervin To Cassandra
By Wolfe6900
GenderBender (Ervin To Cassandra)
Features:
-Changes Barrett’s spouse from Ervin to Cassandra across 100+ lines (text, voice, and facial animation).
-Alters the "Break of Dawn" quest: Hilda (female) replaces Hugo (male).
-Updates romance options to focus on heterosexual relationships.
-Adjusts companion romance logic to reflect these changes.
-Updates Cora Coe’s hairstyle to align with her character's ethnic background.
How It Works:
-Barrett’s voice was analyzed across 16 emotions (consolidated into 8 categories).
-Each emotion group was used to generate seamless voice replacements (e.g., Barrett Happy, Barrett Angry).
-Supporting NPCs (Helgi, Pauline, Ellie) were also voice-cloned to ensure dialogue consistency.
-Subtitles were updated in the Creation Kit to reflect these text changes.
Installation:
-Install like any other mod: includes .esp plugin, .wav / .wem audio, and .ffxanim animation files.
-If the plugin is disabled, audio overrides will still work but subtitles will not update.
-To uninstall: remove the files, and your game reverts to normal.
Compatibility:
-Generally compatible with most mods.
-Only conflicts with mods that directly edit Barrett’s dialogue.
Requirements:
-Base game Starfield only. No DLC required.
Permissions:
-Free to share, redistribute, and modify.
-Once downloaded, it’s yours—mod your game however you like.
A Note on Availability & Player Choice:
-It does not contain hate speech or target any specific group.
-It offers an alternative experience for players who prefer different romance options or character designs.
-This mod exists to provide players with more customization choices, similar to other mods that adjust gameplay difficulty, appearance, or other narrative elements.
-If this mod is removed from one site, you should be able to find it through a simple search on other hosting platforms. I also plan to mirror my mods on additional sites to ensure continued availability.
Looking Forward:
-The techniques used in this project have opened the door to broader modding possibilities. With the same process, any NPC could be fully re-voiced and re-styled—whether you want Rick Sanchez instead of Sam Coe, or entirely different personalities for companions. This mod is just the start of experimenting with Starfield’s voice, dialogue, and animation systems.
Final Thoughts: This was beneficial to a tool I created to replace any Companion with anyone you want. In a trial, I was able to completely replace Barrett with Uncle Ruckus from the 2005 TV show "The Boondocks" changing 6707 voice lines to Uncle Ruckus's cloned voice and comments. Unfortunately, due to copywrite errors, this mod can not be posted anywhere without being taken down immediately. If you would like to use this tool to create any character, feel free to download it at:
95 downloads
Updated
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No pants under skirts addon for Eit Clothier Plus
By Apot1
Small mod, removes the leggings under the three dresses/skirts from Zone79's Eit Clothiers Plus (ZBB version).
plugin is a light master.
Requires: Eit Clothiers Plus
I spent all day yesterday trying to figure out how the Nif files work in this game with the mesh paths and morph data, and I still don't quite get a lot of it, but here is my first attempt at modding Starfield.
I had to make a plugin to load the changes because each nif can only have one related morph.dat file, otherwise the legs would be missing morphs. From what I understand, the only alternative would be joining the body mesh and the outfit together in blender, but that would also require editing the textures, I think this way is simpler and less intrusive.
Credits:
Zone79 for the original mod
691 downloads
Submitted
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Issues of Spacefarer
By DSHV
Warning: Disguising, sexist, humiliation and violent content.
Starfield's version of my Skyrim mod - Troubles of Heroine and Fallout 4 mod - Problems of Survivor. Adds NPCs, quests, and events to make being a woman (pronouns: she or they) in the space age more cruel and degrading.
Quest ids and global values in the readme.
If you want to play female content as a male, change global value AAAiamsissy to 1.
The mod’s test cell: AAAIOSSpecialCell.
Lines of dialog: 785.
Content:
- Your Dignity system;
- Per Degradatio ad Astra: Dominant male follower Brute in UC Security Office in New Atlantis. The ultimate degenerate, taking the worst of all the degenerates I've created. Can insult, can boldly demand, can fuck, can beat, can exchange internal fluids, can play, can roleplay, can joke.
- Nasty Beggar: Find Stinky in Neon, near the garbage container. He will have a small quest for compassionate women + whoring for a special currency with which you can buy special boxes of loot;
- Slave in The Key;
- Nasty Potions;
- Very Cultural Books.
Possible problems:
- Force greets not works as intended;
- Boxes of loot do not work.
Permissions:
Do what you want with the mod.
Future plans:
- Dominant and submissive female followers;
- Dominant NTR and raceplay follower;
- Prison ship (The Chronicles of Riddick's Butcher Bay and Mass Effect's Purgatory): Prisoners are mining an asteroid where the prison facility is located. After leaving a punishment room, a guard calls you to humiliate, taunt, molest, and establish dominance. Then you go to the common shower room where the prisoners do the same. A true space-age utopia. Or a backwater star station where misogynistic men rebelled against female command;
- Terrormorph!
- More dialogues;
- More quests;
- More encounters;
- More followers;
- More filth.
3566 downloads
- humiliation
- encounters
- (and 2 more)
Updated
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User Animation Pack (updated 05/21/25)
By Gray User
NAF User Animation Pack (v0.5 released 05/21/2025)
Credits/Thanks:
Snapdragon (NAF, Technical help), Hiroshi (my ex, for translation help)
This is a pack of NAF animations for my Starfield mods. If used by itself, all it will do is let you call the individual animations using NAF.
Updates:
Version 0.5 include more custom slots (6).
Version 0.4 include 3 female masturbation animations, and animations for hogtie, neckrope/pole, and standing/anal probe (each with 3 animations).
Version 0.3 include 2 animations needed for NAF Surrender, and I changed the defaults for the custom01x and custom02x to be Eagle and Downdog (So that the random picker in Surrender does not just run Bridge every time). Users can change this if you want to.
Installation:
Copy the contents of this mod to your Starfield directory (the contents of the 'data' folder should go into your 'data' folder). Because these are not a native Starfield file type, mod managers like Vortex, etc are unlikley to recognize the files and will probably not install them correctly. I say again you must copy files manually. So many posts and DMs about people who try to use mod manager for this.
Requirements:
NAF (Native Animation Framework)
Recommended:
Naked body mods.
Vanilla bodies have underwears. To have naked bodies you will need to download and install from Nexus or another site.
If you use a male body that has both erect and flaccid mesh, you will need to use that mod's way to make male body mesh erect (for Robert S mod, it is with console). Or, in you data folder you can copy the erect mesh and paste it over the normal naked body mesh. This will work easy if you have correct file paths, but will make all make bodies erect.
Animations (v 04)
2 Actors (Sex)
Eagle position (sex on ground, bottom has legs up): 3 stages
Down Dog position (sex on ground, bottom is on hands and knees): 3 stages
Bridge position (top actor kneeling, bottom actor raised torso resting on shoulders): 3 stages
1 Actor
Some surrender animations
StandSurrender01 (standing hands up)
StandCover01 (standing hands over self)
FacedownSurrender00 (ground on hands and knees)
Masturbation animations (made for female actor): 3 animations
Bondage and predicament animations: (models are in Surrender mod, this mod just have animations)
hogtie position (3 stages)
neckroped to pole position (3 stages)
standing penetration by probe (3 stages)
Uninstallation:
The files in this mod can be deleted without any special precautions. All it will do is remove those animations from the available NAF animation files.
Notes:
All paired animations are 20 seconds long at each stage and have 3 stages for each actor involved. (Note: animations are 480 frames, supposedly, the animations play at 24 frames/second, but in game they do not quite take 20 seconds so that may not be accurate. Setting to 19 seconds is much closer.)
The naming convention is: (animation)(stage)(position) so 'bridge01top' is the animation for the top actor in the first stage of the bridge animation pair.
Paired animations will work with any gender in either position. They were made using an M or F model in the top position and an F model in the bottom position, but alignment is vague about which orifice is being penetrated for the bottom actor, so if you want these to be pegging, they can be pegging.
There are two sets of 'custom' animations (custom01x and custom02x) these are for projects like NAF Seduce, so that if a user wants to put an animation from another modder in their Seduce dialogue, they can just replace the custom01x files with the glb files for that animation.
There are sometimes problems with vertical aligning. Mostly this is a problem on not level ground, but I think it is about the collision detecting in the game engine. I am looking at it, but it may not be able to be fixed.
Usage/Permissions:
You may use these files to make your own mods, but you may not charge for anything that depends on these files. Donations is fine as long as it is totally optional and users get the same functionality without giving money. Please do not repost these files elsewhere (unless LL is shut down and I am unable to put them back up on whatever replaces it). Please do not post mods that use these files to Nexus or Creations. That amount of publicity is bad for adult modding.
18286 downloads
Updated
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Shemales
By remidala
I deleted the old files. The new version is compatible with Starfield 1.14.74
844 downloads
Updated
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Big dick male and huge tits female
By remidala
The male`s dick size is fix. The female tit size can set by chargen.
Overweight
Strong
Thin
The textures Also contains detailed body. Pussy hair, breast nipples etc.
It does not work with any othes body mesh as like as VBB body. (Maybe you can overwrite it)
SFSE LOADER is mandantory.
Naked swimsuit or my naked flight suit is necessary for naked body to appair the naked body in the gaming.
They are in the zip file also and no conflict with any other mods.
But you have add them into the plugins.text file.
Like this
*Naked_Flightsuit.esm
*Naked_SwimSuit.esm
If want all citizens be naked or the males or the females you need the Souls of cities https://www.nexusmods.com/starfield/mods/8517
In the load order it must be after
*Naked_Flightsuit.esm
*Naked_SwimSuit.esm
*ModularPeopleSystemLight.esm
I also put Souls of Cities setup into the zip file with the setup of females naked.
C:\Steam\steamapps\common\Starfield\Data\SFSE\plugins\ModularPeopleSystem
It works with any Starfield from 1.11.36
Currently I play on the latest update what is 1.14.74
Installation
Just extract the file and drop to the main folder C:\Steam\steamapps\common\Starfield or the drive where you installed the Starfield game.
I do not like vortex because it means dependecy. But I think it can istall it. Do not forget the Souls of Cities Mod if you want to make naked crowded ctizens.
I created it by Blender from CRT_MESH_SKINS_COMPATIBLE_Classic 1.11.36-6519-1-11-36-1716057423
520 downloads
Updated
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Lost In Space (Ship combat defeat mod) Version 0.1 (02.27.2025)
By Gray User
Lost In Space (with enemy boarding groups). Added/Updated 02.27.2025
Credits/Thanks:
Hiroshi (my ex, for translation help)
Features (status):
Defeat in spaceship combats
This mod triggers when player ship is damaged in combat (threshold is 60% and can be changed with debug terminal). This will cause combat to stop, enemy ship that damaged PC ship to dock with you, and you will exit pilot chair.
If boarders are turned on, enemy boarders will come through hatch to attack you.
If you kill all of boarders or boarders are turned off, you can go through hatch to attack enemy ship (and take it over if you have correct pilot skills). Or you can undock (this will restart combat).
Version detector and updator
This should compare the script version against the version in your save, and if they are different it should restart the main combat script.
Debug/QA Terminal and Room
If you coc 'aaLostCell' you go to a debug room with a terminal. This terminal lets you set options for mod (damage threshold up or down, enemy boarders on or off, max waves of enemy boarders).
Warnings/Problems:
Ship weapons do a lot of damage. Threshold is set to 60% because when it was lower, often the enemy ships would destroy the PC ship before mod could trigger. If you set it lower, might not work well.
Boarding enemies may not have good pathing. They should spawn at your hatch and attack if they see you or crew, but if your ship has large or complicated layout they might just stand there and wait for you.
If enabled, mod should register your home ship when mod loads. After that, it will register new ship any time you change home ship (by sitting in pilot chair of new ship, using ship builder, etc).
Future Features (status):
Maybe better boarder AI. Troubleshooting/bug fixes.
Installation:
Copy the contents of this mod to your Starfield directory (the contents of the 'data' folder should go into your 'data' folder) or with mod installer. You must enable mod for it to work.
Uninstallation:
I think mod can be deleted without problems, it does not change any vanilla records.
Usage/Permissions:
You may use this files as base for your own mods, but you may not charge for anything that uses these files. Donations is fine as long as it is totally optional and users get the same functionality without giving money. Please do not repost these files elsewhere (unless LL is shut down and I am unable to put them back up on whatever replaces it). Please do not post mods that use these files to Nexus or Creations.
890 downloads
Submitted
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Adoring Fangirl for Starfield
By Reigor
Hello! What this PC/Xbox Creation does is turn Starfield's Adoring Fan companion into an adorable (but still annoying) fangirl with a new female voice. Her appearance is fully customizable via the Enhance menu and the trait "Hero Worshiped" was also changed to reflect the gender change. The trait and companion can be added to an existing save, check out the player's room in the Lodge (see below).
In all other respects she SHOULD behave exactly as the original Adoring Fan. This means in order to have her as a companion, the player must have the Hero Worshiped trait and have joined Constellation. If those two things are true, the Adoring Fangirl will spawn and seek out the player near the New Atlantis spaceport or MAST Metro.
This mod's voice was created by using ElevenLab's AI driven text to speech generator.
NEW! In-game way of modifying the Adoring Fangirl skills!
As a dialogue option you can talk to the Adoring Fangirl about what role you want her to be on your spaceship. She'll respond with a menu of choices. One for a primary (up to rank 4) starship systems skill like Pilot or Payload and a secondary (up to rank 3) weapon system skill like missles. These two skills can be changed at any time by repeating the dialogue option.
NEW! In-game way of adding the Trait
Any time after joining Constellation, go to your room in the Lodge. On the table opposite of the table is a note. Pick it up and your character will be given the Hero Worshiped trait and her quest will start. Go to the MAST metro and head for the Spaceport. Along the way you should meet her.
NEW! In-game way of customizing her appearance
When talking to the Adoring Fangirl, the player should see a new option “I want to talk to you about something.” This will be where all of this Creation’s future content will be accessed.
There will be the option “I want to change your look”. Selecting this will open up the Enhance menu with the Adoring Fangirl avatar loaded. Change her however you like!
Save your work with YOUR character’s name and pronouns, otherwise it will change your character’s name and pronouns. If possible, I’ll try to fix this in a future update.
If you experience a crash or other error, trying stripping your player character's gear off first, then use the appearance change option. Custom clothing and accessories can sometimes cause the Enhance menu to crash.
Load Order and Requirements:
Load her after any crew or companion creations. There are no other requirements.
There is an OPTIONAL voice pack with a different AI voice.
This is my first creation, so appreciate any feedback and bug reports, especially if she uses the male voice or no voice at all. I know some lines, like her initial greeting sound a bit off, I'll try to fix those in the future.
Troubleshooting:
Some users, especially on Xbox, have reported her showing up with no head, male voice, etc…this is most likely because the archive files did not load properly for some reason or the creation is being overwritten by another creation.
Try deleting the creation from your load order and Bethesda.net. Make a save without it. Then redownload the Creation.
If you are using another audio replacer, the two creations might conflict. Try disabling other audio replacers and see what happens. If Adoring Fangirl starts working, well I can't fix that. Its a BGS issue.
Move the creation to the end of the load order. You might have to go back to an old save or start a new game. I HIGHLY recommend SSK Fast Start for testing.
With SSK Fast Start is a great creation one can use to test mods by quickly starting a new game. Choose 2, 1, and whatever starting gear when starting a new game. Get the trait from the note if you don’t already have it, fast travel to some other part of the planet, then back to the lodge, then head to the spaceport.
Recommended Mods:
CRT Body MeshVBB (Voluptuous Body for Beauties)
STARQUEEN - enhanced vanilla female skin
Peko's Eyelash
Fancy Teeth
The Eyes of Beauty - Starfield Edition
Crew and Companion Overhaul (with patch)
Tools used:
Visuals:
Starfield Creation Kit
SF1Edit
WinHex - To switch back and forth between esp and esm for editing.
Voice:
xTranslator
ElevenLabs "Freya" voice
Foobar2000
WWise
MediaHuman Audio Converter
This guide was very helpful in creating the fangirl's voice.
A step-by-step guide on AI voice modding at Starfield Nexus - Mods and Community (nexusmods.com)
1338 downloads
Updated
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NPC Enhancer Gun
By Reigor
Introducing, the NPC Enhancer Gun!
Hello! This mod will, upon loading a game, add the Enhancer Gun, based on the Novablaster, to the player’s inventory. Firing this gun at a non-crowd/child NPC will bring up a menu of choices for modifying the NPC:
Open the Enhance interface that enables players to change the NPC’s appearance. Open a new set of menus to change a crew member or companion’s skills. Remove equipped items such as armor and weapons. Open the NPC’s inventory.
The Gun does no damage and firing it is flagged in the Creation Kit as a non-hostile act.
The Gun will only work on non-crowd NPC’s and adults. The Enhancer Gun is zero weight and value. It uses heavy fuse ammo. The Gun and some ammo are added to the player’s inventory when the mod is first installed or the start of a new game.
If lost, a replacement Gun can be found in a weapon’s case in the Den inside the Trade Authority. Look down on the floor to the right just as you enter the TA kiosk.
Change NPC Appearance:
In Starfield, the Enhance interface only works for the player, so it can’t be used for an NPC. However, one can copy an appearance from one actor to another in papyrus. This work-around in the code is what the Gun uses to change an NPC’s appearance through the Enhance interface. First, the Gun’s script copies the player's appearance onto an invisible dummy NPC to save it.
It then copies the gun target NPC's appearance to the player and opens the Enhance menu. The player changes the appearance of the avatar to what they want the NPC to look like and saves using their character's name and pronouns.
(On PC, you can hit the ESC key to autofill the player’s info)
The script then copies the new appearance from the player to the NPC and finally restores the player’s old appearance by copying it from the Dummy NPC.
Due to limitations with the Enhance interface and the Creation Kit, the Gun does not work on crowd NPCs, children, nor the player's parents if they have the Kid's Stuff trait. If you change the NPC's gender, they could lose lip sync or talk in the opposite gender's voice.
If you want to gender flip a character, for now it has to be done by directly editing the actor entry in the Creation Kit and providing new voice files. If you want some guidance on how this is done, see my Adoring Fangirl mod.
Also, the Gun doesn't work well with custom clothing or accessories and can cause crashes if used with them. Take anything but vanilla clothing off the player character and the target NPC before using the gun if you run into problems.
Non-vanilla hair and other cosmetics MIGHT work. I know some do, but don’t have any compatibility information. Please share your successes!
You can use mods like Biometric ID at Enhance (link below) to use preset appearances. Doing so will load up a random biometric ID instead of the NPC's appearance which will be ID 1.
I've noticed that sometimes NPC's will "disappear" after the gun is used to change appearance only to have respawned in a different location. For example, when using the gun on Sam at the Lodge he will disappear and respawn in the upstairs bar area.
Change NPC skills:
Choosing this option will bring up a series of menus that will enable the player to change a companion or crew’s skills using the addperk and removeperk functions in papyrus. The player can add or remove skills as they like, but there are limitations. Some skills do not have a full 4 ranks, but 3 or fewer. The Gun will not add any ranks that do not exist in the player’s game.
The Gun should play nice with other mods that modify crew skills and add ranks to them but will not be able to change any NEW skills that those mods add. That will require a patch.
The Gun cannot remove skills that are a part of the actor’s entry in the Creation Kit. For example, you will not be able to remove Andreja’s Theft skill. That will require directly editing the Actor’s entry via the Creation Kit or something like SFEdit.
Unequip NPC:
This selection will strip an NPC of any equipment they are carrying or wearing. Yes, this makes them naked depending on your appearance mods. Note, I could not find a method of reversing this in Starfield papyrus. So NPC’s will stay stripped unless they are one whose inventory you can control, like a companion. Use with caution!
Open NPC Inventory:
This selection will bring up the NPC’s inventory. You can take from the NPC’s inventory and into yours and the reverse. Sometimes, this is considered stealing! Again, unless you have full control of an NPC inventory, you won’t be able to force equip items. I might be able to enable this in the future, but only if there is a way in the vanilla papyrus to do so.
Requirements:
There are no requirements other than the base game.
Recommended Mods:
Biometric ID at Enhance
SKK Fast Start New Game (Starfield)
Beauty mods of your choice
(Possibly) Incompatible Mods:
Souls of Cities - SFSE - May have some odd interactions when the gun is used on Crowd NPCs. Use with caution.
Scared of Shootings - NPCs react to shootings - This and similar mods may cause a hostile reaction to the gun shooting someone.
Troubleshooting:
Screen stays Black or the Mod crashes when changing NPC appearance: This is possibly because of interference with another mod, especially custom clothing. Try stripping your player of any clothing and gear first before using the gun.
The Gun does not work. Shots pass through NPCs: If this bug happens, try modifying the Gun at a workbench and try again.
If the above fix actions don’t work, go back to a previous save without the gun installed. Make a new save. Load that saves with no mods enabled except the Enhancer Gun. Try it and see what happens. If there is still an error. Try deleting, downloading the last updated version, and reinstalling the mod. Changing your Load Order might help as well. Try moving the mod at the end of the load order and test.
You can also use SSK Fast Start to make a new test game with just fast start and the gun installed, then add one mod at a time until you find the incompatible mod. If you do, please report it.
Tools Used:
Starfield Creation Kit
962 downloads
Updated
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Vanilla Landing Animations
By azvampyre
Tricks the engine into thinking every landing is the first landing so the animation will play once again.
This will disable fast travel to landing zones
193 downloads
Submitted
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Playable NPC Clothings
By Gray User
This is simple mod to make all NPC clothings marked 'playable' so they show in inventories and can be removed. It will also make default companion outfits show in inventories so they can be removed or re equipped by opening companion inventories. It is to go with mods like NAF Seduce that let you inside NPC inventories, but BGS made many of the clothings 'non-playable' so they can not be seen by player.
All clothings I changed are marked 'NPC' in the clothing name. I do not know if it will cause problems to wear them as PC.
I think it has all outfits that show up for normal NPCs but were not 'playable.' It has no crowd NPCs clothings (not human race I think) and no child NPCs clothings (which are illegal to make with no clothings).
There are both esm and esp versions to download. They can be enabled or disabled without messing up anything else I think.
9403 downloads
Submitted
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Unity Framework - Framework that allow modders to inject new variants into NG+ handler
By Djlegends
Its been over a year now and I've noticed that many people were disappointed how BGS handled scenarios and how they were implemented. I was even more disappointed when I looked under the hood and saw how many safety checks that were that caps how many scenarios you have. So I'd decided to changes some things.
FEATURES
Restructure the New Game Plus script within the Quest Manager so that its properly compatible with modding. As a result of the above modders have the ability to inject New Scenarios and create their own "Universe".
FAQ
How do I start using this mod?
If you’re using a mod that has this as a requirement, just install it! No configuration or special steps necessary. If you want to use this to create your own Scenario, see the articles tab and check the optional files for an example plugin.
Is this compatible with Shutdown Constellation and Trigger NG by SKK?
Simple answer:
Long Answer: Yes its compatible with SKK Trigger NG but no because you won't be able to choose mod added NG+ Scenarios and only the vanilla versions. Hopefully I can talk with SKK so that people can choose their own NG+ scenarios as well instead of relying on RNGesus
Where can I get mods that use this?
At the moment currently no mod exists :(. Beyond that, if a mod requires this framework, the author will likely tell people.
I don’t use anything that requires this mod, why should I bother with it?
I you don't have any mods that requires it this is fine just do know that if you ever find a mod that add new Scenarios BGS made a soft cap limit which this mods removes. Also, if you install the example plugin, you can occasionally find a scenario with a special surprise.
297 downloads
Updated
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Naked Spacesuit
By DocClox
NOTICE
It's increasingly obvious that I'm not going to find the time for this any time soon. Sad fact is I'm good at starting projects, but not so good at seeing them through to theend.
Accordingly, I hereby open the mod under a Creative Commons license: CC BY-NC-SA. Which means that you can do what you like with it so long as you share the modifications under the same terms and you don't make any money from it. And give me a mention in the credits as the original creator.
I may be back to do more with this in the future - I had plenty of ideas, but I can't see that happening any time soon.
Thank you all for your patience.
[Edit]
I've uploaded a fixed version of the mod. Hopefully it works for everyone. My thanks to everyone offering fixes and apolgies for taking so long to post the damn thing.
The above CC licence still applies.
Intro
This mod provides a version of the Constellation spacesuit which leaves the wearer apart from cuffs, boots and helmet. I'm aiming for a classic '50s pulp S/F feel. The suit functions in all ways as a spacesuit - the wearer just looks naked. Think of it as generating a force-field for protection. There are also skin tight latex-like bodysuits for those who want to reserve a modicum of dignity while nevertheless leaving nothing to the imagination.
In keeping with the pulp S/F vibe, there are three fishbowl style helmets included. One of them keeps the flight cap from the constellation helm and will stop long hair from clipping through the helmet. There is also a "no cowl" helmet that shows your character's hair inside the bowl. The third option is a half-cowl which is intended to provide a collar but no hood. Unfortunately I still can't get edited meshes to import correctly, so this option still doesn't work. In particular, this means that the bodysuits have deep, square cut necklines. I'm sure we can all cope for the time being.
The suit uses whatever body mesh and textures you have installed. So you'll need a nude mod, unless you want to explore space in your undies.
Requirements
A nude mod. This mod doesn't provide a naked body, but uses whatever you have installed. I've tested this against CRT - BODY MESH + CRT - SKINS, but anything should work. Alternatively, if you want to run around through space wearing a thong or a bikini, any undies backed into the body mesh should also show up.
Installation
Install normally. MO2 recommended, but however you normally install your mods.
Usage
For now, you'll need to console add the items. Use player.additem and one of the numbers from this list. Remember to change the 02 at the start of the number with the mod index for your modlist.
Or type "help NSS 4 armo" into the console and get a list of IDs that way.
The "Va'ruun Dominatrix Edition" is temporarily unavailable, as are Sarah and Andreja's suits.
Uninstallation
Just remove the mod. There are no scripts and the worst that is going to happen is that your character's spacesuit will vanish,for real. You might want to make sure you're in a safe place with a breathable atmosphere first.
Upgrading from 0.04a
Just remove naked_spacesuit.esp and activate NSS.esm. Your naked_spacesuit suits will vanish as a result, so as for uninstallation, you might want to do that when you're in a safe place, atmosphere wise.
Lore
To Do
This is very much a work in progress. There's a few things I don't know how to do yet. Things I want to do:
Provide a version that keeps the naked texture, but adds a glow shader to the body to represent a force field. Nishina Emissive Blue is pretty close, if a bit too glowy. Work in progress. Recipes so you can craft the suits. And modify them. I'm thinking about a cut-down boost pack. Any one will do, and the Constellation one works nicely, but it could be maybe 30% smaller. And maybe some straps or some sort of harness, maybe combine that with a belt of some sort. At some point I want a capture version of the suit which functions like a set of cuffs. And probably a slaved boost pack. At some point high heels and cute little gloves. I'd like this to look fashionable and impractical. Or I might just stick with the bronze cuffs. Variants for other spacesuits with better stats. Legendary versions. Starborn versions. I'm thinking about keeping the Starborn rags that come with the suit, but dialing the alpha way up if I can manage it.
Issues
There are currently no male versions. That should be rectified with the next release. The suit uses the default Constellation suit's resistances, which may be a bit lacking in protection for high level characters. Feel free to crack open the esm with SF1Edit and adjust the numbers to meet your needs. The "clear" suit has slightly better protection for lore reasons. Or to encourage people to run around the galaxy glossy and naked. "White" and "Clear" are a bit too similar. The white could be a bit less transparent, and the black probably a touch more so.2236 downloads
Updated
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enslaved
By zaira
Player Slavery and Prostitution
German voiced version
Disclaimer
The sex scenes are very very rudimentary and the actor adjustment is a paint in the eye - I have to figure out how to adjust objects in Starfield since the coordinate system is different from Skyrim where I gathered years of experiences - and some of the Papyrus positioning functions are broken.
But I am sure that now, where I opened pandoras box, more modder will come on board to turn Starfield into an adult adventure.
I wanted to continue my modding adventure with Cyberpunk 2077 since this is absolutely my preferred setting but quest modding is still almost impossible.
Then I saw @ag12 Neon Sub-Core and this inspired my to give Starfield modding a try.
All credit goes to the modding pioneers whose assets I use. Due to the complete lack of documentation, the complex modding of Starfield is a real challenge.
And of course to Bethesda. Their decision to open up Starfield so widely to modders cannot be appreciated enough, especially when you see how little other companies care about modding.
Dependencies
KZ outfits - https://www.nexusmods.com/starfield/mods/11471 Eit Clothiers Plus - https://www.nexusmods.com/starfield/mods/8473 NAF - https://www.nexusmods.com/starfield/mods/7360 Robert S Male Body Replacer - https://www.nexusmods.com/starfield/mods/6975 Neon Sub-Core - https://www.loverslab.com/topic/232741-other-neon-descent-preview/ Grey Animations - https://www.loverslab.com/topic/227285-animation-gray-animations-mod-development-examples Skimpy Leather - https://www.nexusmods.com/starfield/mods/4877
Quest 1:
Ask Bill in the Neon Subcore Brothel for a Job
Scenes in this quest:
prostitution in the fuck container public strip dancing naked hooking in the restroom of the astral lounge sleep hogtied in a sleeping crate the slave gets sold to CrimsonFleet (end of quest)
Quest 2:
Whore job quest - a john is spawned and approach you to ask for sex.
If Maria is nearby, she will negotiate for you and also take the payment
Hotkeys
Installing the enslaved hotkeys:
Add bUseConsoleHotkeys=1 to the [Menu] section of your StarfieldCustom.ini Copy the downloaded StarfieldConsole.ini to the same location as StarfieldCustom.ini (or merge the content with your existing one)
The default hotkey configuration:
Numpad 0 = Toggle Submissive kneeling Numpad 1 = Toggle Sleeping on the ground Numpad 2 = Toggle Sweeping Numpad 3 = Toggle Surrender Numpad 4 = Toggle Dancing Numpad 9 = Masturbate Numpad * = Toggle Fly Cam (you should be in 3rd person view first!) Numpad + = Equip invisible handcuffs Numpad - = Unequip invisible handcuffs Numpad / = Triggers a whore job quest
Plans
Apart from fixing issues and polish and clean-up stuff I have the following plans
Flying courtesan - do you remember Inara Serra from the TV series FireFly? I want to turn my ship into a flying brothel. You hear rumours from the Fuckbox beside yours about a family tragedy. If you manage to escape from the Neon brothel you try to rescue the family of your whoring college. Her sister was sold as sex slave to pirates. You become a slave of your follower - in memory of the good old days with Maria Eden in Skyrim. Nothing special but some humiliating jobs and obviously prostitution. You get locked into the brig of your (former) own ship... And of course some BDSM stuff when more assets are available
5678 downloads
- prostitution
- slavery
- (and 1 more)
Updated