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Paradise Halls Enhanced (pahe) repacked with the customary addons 8.1.1, 8.1.3 beta update patch

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About This File

This mod is for oldrim classic skyrim, see here for sse version:


this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included):



based on the work of blabla from paradise halls sexlab extension - original thread here:

8.0.8 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!)
clean save no longer required to upgrade old saves (aside from "friendly bandits bug")
slave camps and addons are now separate - choose those from the download page
7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs
7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes)

  • SexLab V1.61+ and its requirements:
  • SKSE (V1.7.3)
  • SkyUI
  • Zaz animation pack V6.11(version 7 will also work and version 8 should work)
  • basic install pack only has the above mod requirements and the requirements of those mods and fnis must be run after install
  • the lakeview manor cell requires hearthfires
  • tdf patch requires tdf prostitution mod
  • alt start addon requires arthmoor's alt start
  • devious devices addon removed(further info below)
  • Pahe_Dwarven_Devious_suits requires Devious Devices expansion4.3 or DD5
  • Run FNIS after installation!
  • ALL requirements for the above mods must also be installed
  • full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3
  • creature framework conflict appears to be removed from 7.x versions

Mods based on Paradise Halls
Paradise halls has been built to be a platform for other modders to build their own content for.

Be careful : some mods developped as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod.

Currently Compatible with version7.4.1:

home sweet home

aygas(and you get a slave)


these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely
to be fixed anytime soon):

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

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

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

chinese translation seems a bit old, but recent french translation is available


What you can do now:
* Enslave people
* Train them as slaves
* Train them to be respectful
* Train them to fight for you

  •  fuck your slaves as punishment or for your own pleasure
  • adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod
  • sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod

* Slaves can be given equipment to wear
* Slaves can be leashed up to stop them running off (which they'll try to)

  • also advanced leash options available in mcm to allow the slave to continue following the player for training
  • similar to the old leash, the slaves can now also be restrained
  • ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint
  • restrained slaves also receive pose training

* Slaves have a separate backpack for carrying stuff you don't want them to wear

* All slave dialogue Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk

  • unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh
  • many newer voice types added to the list of voices for the slave so its not always even toned

* You have a whip (it even leaves whip-marks)

Sell slaves to Master Jerrek in the Fellglow Slave Camp

camp differences info of the update versus the original version from layam:


Short history is this... first there was the camp Layam built, but it was kind of difficult to get in and out of. One day this crazy Irishman :cool: shows up and offers to fix that. And so the Altered camp was created which was Layam's camp but with the entrance moved to make it easier to get in and out of but no other changes. After that there were many requests for further improvements to the camp such as adding a merchant and other features and various ideas for more expansion later. So the crazy Irishman went to work and using Layam's original file, created a "rebuilt" camp that was larger, had a merchant, and was intended to have still more features to be added plus some collapsed tunnels that could be used for future expansions. Not all of that happened due to unforseen events, but there you go. That's how the three camps came to be. Which should you use. I'd suggest the altered camp if you just want a point to sell slaves and nothing else. The rebuilt camp adds a merchant named Dhanesh who has leveled gold amounts, sells collars and whips and a variety of other things and can also buy almost anything.

only reason the update is kept separate is we were unable to determine why it wouldn't update everytime on current saves and its not an easy fix aside from a new game

  • alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner
  • devious devices patch functions have been integrated into the scripts adding more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves
  • 128 slaves instead of 15
  • Easier enslavement (see changelog "Initial Release")
  • MCM
  • Simple jail expansion for HF Falkreath
  • enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users)
  • teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm
  • release dialogs added as well as additional release option from mcm


What you can't do
* Enslave anything which isn't a playable race

  • some creature exclusions are now available and further will be added at my discretion

* Enslave any 'important' npcs.

  • well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest
  • random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc

* Enslave any 'scripted' npcs.

  • easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere
  • enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords


escape rules and prevention:

  • first if they're above submission setting, wearables won't matter
  • next if they're below the setting, but wearing a leash collar, submision won't matter
  • devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape
  • if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state


  • using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state"
  • ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between
  • iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system
  • ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run
  • leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge


to avoid the famous naked bandit bug, check mcm first and choose to disable the naked outfit - if you later see a dialogue to add the outfit to a slave, choose carefully - if its, not a unique npc, the outfit will be seen later as naked bandit bug(when next npc twin spawns like it)

Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby.

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

Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you.

  • hmm, not so sure if that's true or not

Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc.

  • cuffs can also be made to restrain your slaves, iron being the most difficult to escape


To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods:

home sweet home

aygas(and you get a slave)



  • This mod requires SKSE
  • Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it.
  • paradise_halls.esm AND paradise_halls_SLExtension.esp .....MUST be added to the game at the same time

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

Your load order should be as follows:

... other Bethesda DLCs


... other stuff


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

>correct loadorder:

Other stuff
finally U.F.O.

You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this:


Longer lasting whip-marks
Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line:


That will increase the lifetime for ALL decals in the game which you may or may not want.


final trouble shooting methods when all else fails:

  • Install Let's Tie You Up
  • Bind every slave you have into position
  • Save your game
  • Remove everything PAH-related
  • Load game, wait 5 minutes, save game
  • Clean save with Papyrus Data Transfer
  • Load cleaned game, wait 5 minutes, save it
  • Enable all PAH stuff again
  • Enslave your slaves again

This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though.

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

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


then run the patcher. This way the whip will keep its damage as 1.

Recommended mods(useful, but not required):


addition thanks to:

AVS for the dwarven suits ground objects

devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a

Hambam9871 for the miaslair patch
EinarrTheRed for the felglow slave camp updated npc's and navmeshes
a1b2c3d4e5f6h7i8 for the female player oral animations fix
julzor for compiling my script while i'm away from my pc
Vykroft for fixing the lakeview manor cell addon
Pfiffy for translation updates
Xorgroth for more slaves patch2 allowing upto 100 slaves
WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors)


BlackShades for finding the faction check bugs in condescending dialogs
ragnam for his help with the behaviors

Edited by CliftonJD

What's New in Version 8.1.1, 8.1.3 beta update patch


update 8.0 beta:

  • multiple changes to respectful dialog conditions to prevent disrespect from fully trained slaves
  • additional script changes to prevent disrespect from fully trained slaves
  • more intelligent dialog conditions for dress or strip commands to be able to order to strip when clothed or armored and to "put your clothes back on" when naked
  • retired the leveled actorbase enslavement option
  • new mcm option to skip or disable the automatic (naked) outfit during enslavement
  • new dialog added to strip and apply the naked outfit
  • additional dialog fixes for certain quested npc's with special dialog blockers to allow them to give slave dialogs when enslaved
  • updated the straitjacket fixes to dwarven suits addon for dd5.1
  • other possible changes and fixes i can't remember

update 8.0.1 beta:

  • fixes a property issue for slaves tied faction
  • slave count per list reduced to 43 for uniformity between pages
  • possible fixes to felglow slave camp bugs during and after sale
  • better backward compatibility for aygas

update 8.0.2:

  • fixes a bug reading slaves tied faction as none when calling idles
  • fixes a bug calculating combat training
  • added feature, devious plugs or dwarven suits now provide sex training during combat for combat slaves
  • fixes an outfit bug if the disable outfit toggle is used during transfer to hsh or aygas


update 8.0.3:

  • more bug fixes during training calculations
  • bug fixes for none object errors equipping after sex (mostly regarding male slaves)
  • better backwards compatibility with aygas
  • keyword fixes for a bit less restrictive slave suits(not the pet suits) so they still can't escape, but they can fight
  • new dialog to strip and redress added for fixing devious devices on slaves
  • more dialog fixes to quest npc's

update 8.0.4:

  • more dialogue fixes to quest npc's adds more cicero quest npc's
  • bootstrap fixes for low slave counts during reboot
  • mcm fix for loading events out of sequence
  • added slave suit effects of protection to devious dwarven suits of both types adding combat strengths and wizard bonuses for better dwarven devious slave soldiers
  • possible fixes to slave camp arrays


update 8.0.5

  • mostly random bug fixes i forgot the specifics
update 8.0.6
  • respectful slaves will now get an additional dialogue chance for max respect training--fix change difference from previous fixes was an or situation that could lead to slaves told  to speak as they want using those dialogues as well if they have respect maxed
  • disrespectful angry slaves will now get a respect cap of 65, meaning they should no longer be allowed to show their anger thru disrespect once they reach 65 respect training
  • fearful slaves will now get a respect cap of 80, meaning they should no longer be allowed to show their fear once they reach 80 respect training
  • dialogues of a normal speaking manner that don't show any emotion will now be capped at 100 respect training, unless the slave is told they can speak how they want now

the above respect changes for this update effect eventoned voices(default for Most slaves), nord voices, and sultry women effecting their greetings only, other voice greetings will be fixed in later updates, followed by the other dialogue branches for each voice type

  • devious strait jackets and dwarven suits will now be fixed periodically by stripping the slave and re-equipping, this should also clear some bugs in the log for combat training related to slaves who were sposed to be wearing them but weren't
  • combat training no longer progressively slows down after 50, but instead might progressively speed up
  • Kaie of cidna mine quest dialogues added so she should be able to speak as a slave
update 8.0.7
  • just a quick bug fix for some slip-ups and a bad bsa file in 8.0.6
update 8.0.8
  • above mentioned respect changes for young and eager voices, should leave only the condescending voices left to fix greetings
  • more qust npc dialogue fixes
  • fixes to check for dd exists before using the above re-equip dd functions

update 8.0.9

  • the above respect changes added to condescending and young and eager greetings, should complete the greetings for all voices
  • more qust npc dialogue fixes
  • changes to when dd items are re-equipped to prevent the script from spamming it
  • fix to the devious plugs master file id to fix none object keyword errors during combat training
  • combat training cap reduced from 800 to 150 or 175 to prevent training losses of the faction limitations
  • initial quest dialogues of "friend like these" added so the slave should be able to speak as a slave during this quest
  • dialogue confirmation added to the strip and set outfit dialogue to prevent accidental clicks and better inform the user of its repercussions
  • current sex dialogues updated to inform the script its not punishment sex--this sets the framework in place for the dialogues to know its sex or punishment sex
  • new oral dialogues for some voice types informing the script, it is punishment sex--this sets the framework in place to add a toggle for always aggressive punishment sex
  • changes to how the sex training is applied to new slaves to more accurately measure sex training and eliminate or reduce the odds of the sex training stat starting with a number and losing said value after first sex encounter with the slave
  • fix/changes to the properties in iron cuffs pointing to the steel cuffs
  • fix/added steel cuffs are now separate cuffs with their own forge recipes--this just adds the item and recipes to make it, future update will handle how these new cuffs work in pahe
  • slaves wearing devious plugs or devious suits will now get additional sex training based on which plugs are worn and whether its oral sex or anal or vaginal
  • actor packages and factions should now prevent slaves from dancing to the bard in taverns, except when the slave is sandboxing
  • mandate nudity toggle added to periodically strip slaves at times when skyrim would apply there outfit clothing or armors
  • tied slaves added to the mandate nudity stripping as well as nude armor added to tied slaves to reduce the odds of outfit clothing or armors being worn by the tied slaves
  • wearable enslavement rope added to the devious suits addon for reverse pickpocket enslavement--this adds the device to the game, future update will add it to vendors and tanning rack recipes
  • fixes to how the mcm processes the slave lists to speed up slave list and slave info processing

whip hotfix restores the previous version whips without the enchantment

update 8.1:

  • more quest dialogue fixes for astrid
  • whip enchantment removed (doesn't need a hotfix)
  • fix to mcm code for aygas

update 8.1.1:

  • more quest dialogue fixes for astrid
  • more oral punishment dialogues prepped for the aggressive punishment option coming
  • fix to fear faction to move it to the master file, should help to prevent 0 fear training
  • fear faction corrections added to reset so any slave can synchronize fear training 

update 8.1.2:

  • more quest dialogue fixes for astrid
  • quest dialogue fixes for Gormlaith
  • new mcm option for always aggresive punishments
  • combat training limit reduced to 127 to fix being read as negative numbers after surpassing the faction limitations
  • ai1 version has sneak preview on my progress with the lakeview manor addon

update 8.1.3:

  • astrid should have all quest dialogues ready now
  • some changes to roadside cicero dialogues between quest stages to allow full conversation with other mods when ever possible. quest dialogues at these stages also moved to a new topic "you had something to tell me?"
  • inter-mod communication between addons slightly adjusted(this is the stage i would consider beta)
  • stuff( forget what else i changed here)

User Feedback

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· Edited by donttouchmethere

   13 of 14 members found this review helpful 13 / 14 members

Paradise Halls Enhanced (pahe) repacked with the customary addons v7.5.9


PAHE gives you the ultimate control over (nearly) all NPC and (nearly) all creatures in Skyrim.

Become a famous and feared slaver by collecting even the strongest of NPC. (looking at you Ebony Warrior :classic_happy:, he's the secret ultimate PAHE weapon)

Get your revenge on all those that did harm to you, not by killing them, but by making them your personal bedwarmer.

Need more fire power but you don't have the gold? Slaves ftw!

Need a cargo mule? PAHE got you covered.

You want to play Shadowrun in Skyrim and hack all those Dwemer Bots? With Pahe you can!

Want to start a milk and soul gem business? PAHE got you covered.

SLaroused makes your followers look at you with a grin? Get a PAHE sexslave now for your long travels!

Did you ever found yourself asking the question "why did I install ZAP?". PAHE has the answer to that question.

Level up your smiting skills the immersive way by creating wagon loads of slave collars.



  • enslave (nearly) everyone
  • it's essential and can't be killed? PAHE ftw
  • build your own slave army
  • it's always good to have at least one sex slave in the party to give those lewd followers a distraction
  • could theoretically replace any follower framework ?
  • creature enslavement
  • every tavern should and can have a slave with PAHE
  • collect quest NPC you would have to kill otherwise

DTMT's ingame Experience:

  • somehow always in any of my setups
  • Longest continuous game with PAHE: 1200 hours (source Wrye Bash)

  • very rare game breaking incidents

    • not transformed (but probably scripted) Werewolf NPC from Solstheim made the game unstable (CTD) after being enslaved with PAHE

      • only way to stop the game from being unstable was to fall back to an older save

        • always save before enslave!

  • no clusterfucks

  • updating PAHE midgame is always risky, keep a save or two!

Synergy with:

  • PAH-Slave Cart
  • ZAP
  • DDaix
  • SCB (hunt your slave down with chain beasts)
  • The Bondage House
  • Jaxonz Positioner + Cell builder
  • Harvald's Slaver Homes

  • PAH-DoM


  • SGO II

  • Estrus chausus/spider/dwemer

  • BNSfDD

  • TDF-Prostitution

  • Hearthfire Dungeon Addon


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