Sexlab Snuff
Strangulation, Necro, Death Aftermath mod
Content warning: Contains themes of Sexual violence, necrophilia. User discretion advised
Description
With the number of animations that feature choking, i've never found a mod that actually reduces the players health mid animation to simulate strangulation of the player/npc.
This mod allows your player or an npc to receive damage during sex scenes on stages marked as strangulation and if your health reaches 0 it will kill the player and keep the sex scene going without ending the scene.
This mod also features a player necro mechanic also that will scan for nearby actors that wish to use the player and then a configurable resurrection chance can be set that will resurrect the player and allow you to keep playing, allowing for another death alternative method.
I've included a breakdown below on how the mod works
How the mod works (This is important)
This mod can be broken down into a few main mechanics
- Strangulation and death from strangulation during sex scene
- Player necro mechanic
- Resurrection
- Overrides (which anims actually drain)
- Diary
Strangulation:
- During a sexlab scene, if the animation and stage appear in our custom "overrides.json" file then we treat it as a strangulation stage. It can be marked as either the following in the
override file. It can also fall back to SLAL json tags, but the override json in this mod is the primary lookup
- a normal strangulation stage which will reduce the players health while that stage is active to the minimum threshold without actually killing the player. If you change to a non
strangulation stage/animation now, the health drain will stop and normal sexlab sounds will continue
- death stage which will also reduce the players health if above the threshold, but if 0 hp is reached we mark the player for death and silence them for the rest of the scene
regardless if you switch to a new animation and keep
- During the strangulation the choking sounds and custom facial expressions in this mod will replace the sexlab sounds and expressions
- If the player dies during a death stage, they get marked for death instead of actually killed on the spot (as this would end the animation). We play a final death sound
and then apply the death expression to the character. This allows the animation to continue while making it appear the player/npc has been killed.
- While marked for death, the player/npc strangled is silenced in sexlab so they cannot moan and we use our custom expression instead of sexlab expressions
- If marked for death, when the sexlab scene ends, the player is then killed as normal and will fall to the floor.
- When the player is marked for death, a 1st person notification can play from their point of view (last thoughts, it is over). Once per scene, player only. Toggle is Strangle death notification on the Stats page.
- Sexlab defeat should be compatible. If the player is killed during a scene triggered by defeat, this mod strips the defeat victim debuffs and tells defeat to stop listening for the
scene ending, then this mod takes over instead of any defeat features like further rounds / post aftermaths from taking place as they would clash with this mod.
Defeat itself stays running so later non-lethal defeat scenes still work.
In MCM the following can be set
- Enable drain - master toggle for the whole strangulation health drain
- Affect player / Affect NPCs - pick who actually takes the damage during a scene
- Drain as % of max HP / sec - off is a flat amount each tick, on is a percent of max health per second
- Drain amount - how hard the choke hits each tick
- Min remaining health % - 0 means they can be marked for death. Anything above 0 they never drop below that percent so they live
- Require death stage - on means only a death stage can mark them for death. Off lets a normal strangulation stage do it too if you want
- Force death expression - uses our death face at 1 HP instead of sexlab. You can copy your own face on the Faces page
- HP drain expressions - scared / panic / fading / vacant as health drops. Same Faces page if you want to replace those
- Mute heartbeat at 1 HP - stops the vanilla heartbeat so they sound dead while marked
- Choke / last-breath sounds - mutes sexlab moans on choke stages, plays choke loops, then a near-death loop, then one last breath when marked for death
- Choke loop / near death loop / near death HP % / volume - how long the wavs wait before restarting and when we swap to the near-death clip
- Take over Defeat on snuff death - if Defeat started the scene and they die to strangulation, we tell Defeat to stop extra rounds and aftermath so we own the death
Player necro mechanic:
- Necro is on by default. When it is on, this mod intercepts the player dying (strangulation, combat, console, whatever). Turn Enable necro off on the Necro page to keep the vanilla death menu.
- A scan loop then looks for nearby loaded actors. First it rolls a human necro chance, then creatures, then a gangbang. If nobody is there or the roll fails it just waits and
scans again. The scan does not try to bring you back, that is resurrection later.
- The scan favors whoever is closest, if multiple actors are near each other then it will pick at random from those actors instead of always picking the closest by distance, for
example, if 3 bandits sit around a campfire near the player's body, it will pick a bandit at random from that 3 rather than always selecting the one that's technically closest.
- If someone starts a necro scene it is silent from the start (no choke / last-breath sounds), the death face stays on, and sexlab is started with necro / dead / unconscious tags so
this mod does not treat it as a live strangulation.
- When that scene ends they collapse on the floor again
- If looting is enabled, the npc will steal from the player, either gold or unequipped equipment (the equipment steal might be buggy and take quest items as a warning)
- after the looting we run the resurrection chance
- Necro also has flavor messaging on stage change that is aware of the actor, anim type, and number of uses that necro session. These are all AI generated, some are great
others are pure shit, feel free to change these in "necro_stage_messages.json" if you wish
- If necro is enabled, there's also a feature to make the players skin turn pale over time (default to 300 seconds, 5 mins), the settings for this are in the resurrection page on the MCM
In MCM the following can be set
- Enable necro - master toggle. On by default. Off keeps the vanilla death menu for combat too
- Human necroists - what gender the human scan can pick. Default males only. Creatures are not filtered
- Necro chance / creature chance / gangbang chance - rolled in that order each scan. 0 means that band never happens
- Scan radius - how far from the corpse to look
- Nearby huddle - how close someone has to be to the nearest actor to share the pick
- Scan interval - seconds between scans when nobody starts a scene
- Decay notifications by uses this death - the flavor lines get nastier the more scenes happen before you get up
- After necro loot - off, gold, or unequipped gear. Once per death. Worn clothes stay on, this is because you might have tattered clothing or something equipped. makes sense to keep it on
Resurrection (Not sure of the ramifications on save games for this feature?):
- After a necro scene ends we wait on the floor, then roll resurrection chance. We stand you up from the corpse pose rather than using a real resurrect, so the game never thinks
you actually died. As running the resurrect command on the player is buggy
- If the roll succeeds, optionally the world timeskips a few hours, you get a wake up message, then you stand up. Combat stays ignored for a short getaway (default 30 seconds)
so you are not instantly hit the second you are on your feet.
- If the roll fails, then kill the player so you stay in the same dead state and the scan starts over. The death menu stays held, you do not reload.
- There is a hotkey option that forces a successful rez while you are dead and not in the middle of a necro scene if you want to make
your character alive (for debug or if your play through makes sense for it). You can also optionally make that cost a filled black soul gem or
a dragon soul. The post necro sex scene chance never spends those however.
- Mentioned prior, the pale skin over time feature on death will reverse on resurrection. so the skin fades back to your player's pre death skin color.
- Optional debuffs on strangulation / rez, plus permanent ones after enough deaths or rezzes.
In MCM the following can be set
- Resurrection chance - rolled after the floor delay when a necro scene ends. Success stands you up. Fail stays dead and scans again
- Health restored % - how much hp you wake up with
- Rez decision delay - seconds lying there after necro before the roll
- Timeskip hours - world time jumped on a successful rez, before the wake box. 0 means no skip. Failed rez does not skip
- Getaway after rez - seconds combat stays off after you stand. 0 restores combat immediately
- Resurrection hotkey - forces a successful rez, does not roll chance
- Hotkey cost - none / black soul gem / dragon soul. Only the hotkey spends this
- Stop cold breath / change skin color / pallor RGB / fade - corpse look. Fade 0 snaps the color, higher values ease it in
- Strangulation debuffs / resurrection sickness / permanent milestones - the CK spells, if you filled them
Skin fading mechanic (Pallor):
- This is defaulted to a pale gray/blue icy color, this can be changed in MCM to match your desired color if that doesnt work for you. It uses RGB values so you'll
need to go to race menu and set the desired pale skin color and make a note of the RGB values and set that in MCM... There's definitely a better way to do this, but for now
this is how to do it
Sexlab Defeat (Including Baka and Bane editions):
Again should work with the strangulation mechanic, The mod should disable any defeat features after the player has been marked for death, such as extra rounds and defeat
debuffs, But defeat will continue to work as normal again if say you get resurrected and then have a separate encounter
Overrides (THIS IS IMPORTANT TO READ):
A bunch of anims are already preset in overrides.json (chokes, some death stages, etc). If your pack is in that file, those stages will drain / kill as listed.
If an anim is NOT in the file, we fall back to SLAL json flags then tags. The second you list an anim in overrides, that file becomes the only source for that anim. Stages you did not mark do nothing. So if you add stage 2 as strangulation and forget stage 3, stage 3 will not drain even if SLAL said it should.
Adding a new one is a pain in the ass right now:
- Start a sexlab scene that uses the animation
- Wait until you are on the stage you care about
- Open MCM -> Overrides while the scene is still playing (the page does nothing if there is no active scene)
- It shows the anim name, id, current stage, and where the decision came from (override / SLAL / tag)
- Set "This stage" to Not strangulation, Strangulation, or Death stage. That writes both the sexlab id and the display name into overrides.json
- You have to do that per stage you want. Skip through the anim, open the page again, mark the next one. Yeah it sucks. A hotkey to mark the current stage without opening MCM is a maybe for later.
You can also edit SKSE\Plugins\StorageUtilData\SLSnuff\overrides.json by hand (the live one is under your game Data folder if you have already run the mod) then hit Reload overrides.json on that same MCM page.
In MCM the following can be set
- This stage - not strangulation / strangulation / death stage, writes the current scene stage into the json
Diary:
Every lethal death this save can get a diary row. Killer, cell, time of day, anim, and optionally a 3rd person sex-death note from diary_messages.json (those stage from sad to enjoys the more you have died to strangulation). Combat deaths stay factual. There is a separate obituary field too.
The Diary page lets you filter by time of day / lore date, flip through older and newer deaths, and click a row to read it. Export writes a json named after the character under StorageUtilData. Does not wipe the in-game list.
In MCM the following can be set
- Sex death notes - on means we roll a flavor line on sex deaths
- Time filter / Date filter - cut the list down
- Export diary - write diary_<character>.json
- Newer / older deaths - pages of 8
Debuffs:
These come into effect when you actually stand up from a rez
Temps (diseases)
- Bruised Throat - strangle death rez. Speech -20. MCM: Strangulation debuffs
- Hypoxia - strangle death rez. Heal rate -50 and stamina rate -50. MCM: Strangulation debuffs
- Resurrection sickness - every successful rez, any cause. Heal rate -100 and stamina rate -100. MCM: Resurrection sickness
- Rigor - rez after a necro scene this death. Movement speed -20. Not behind the strangulation toggle, only needs the spell filled
Permanents (abilities, MCM: Permanent milestones)
- Damaged Windpipe - 3+ strangle deaths. Speech -10. Does not come off
- Anoxia - 5+ strangle deaths. Heal rate -25 and stamina rate -25
- Lingering Weakness - 3+ rezzes, any death cause. Magicka rate -25
- Frayed Soul - 5+ rezzes. Magicka -20
Related, not the same spells
- 7+ rezzes - skin fade leaves a bit of corpse color (25% of the full fade effect). Same permanent toggle, not a spell
In MCM the following can be set (Resurrection page)
- Strangulation debuffs - Bruised Throat + Hypoxia after a strangle death rez
- Resurrection sickness - every successful rez
- Permanent milestones - windpipe / anoxia / lingering / frayed soul at the counts above
Demo Video
Video below to demonstrate strangulation stages, Health is draining fast as i set it high in the MCM for purpose of video
Also ignore the notifications top right, just debug notifications i have enabled
Features:
- HP drain on strangulation stages (player and/or NPCs)
- Optional lethal death stage; 1 HP clamp until the scene ends
- Per-anim overrides (stages / death_stages) from MCM or json
- SLAL json and tag fallback when an anim is not in overrides
- Choke, near-death, and last-breath sounds
- MFG drain faces and death expression
- Heartbeat mute at 1 HP
- Death notifications by strangle-death count
- Optional SexLab Defeat takeover on a snuff kill (Defeat stays for later non-lethal scenes)
- DeadState on any player death while necro is on
- Necro scan: human, creature, gangbang, nearby huddle
- Silent necro, death face, stage notifications, notification decay by uses this death
- After-necro loot (off / gold / unequipped gear)
- Rez chance, delay, timeskip, getaway timer
- Rez hotkey with optional soul gem / dragon soul cost
- Pallor and undead-keyword cold breath
- Strangle / rez / milestone debuffs (CK spells)
- Death diary, obituaries, export
- Stats counters
- SkyUI MCM: Drain, Overrides, Necro, Resurrection, Stats, Diary, Faces
Requirements
Required
- Skyrim Special Edition / Anniversary Edition (Tested on 1.5.97)
- SKSE64
https://skse.silverlock.org/
- SkyUI (MCM; SkyUI is not a plugin master)
https://www.nexusmods.com/skyrimspecialedition/mods/12604
- SexLab Framework 1.63 classic (SexLab.esm is the master). Not P+.
Optional
- SexLab Defeat (takeover on snuff death only; not a master). Baka Edition and Bane should both work (SexLabDefeat.esp).
Baka Edition:
Install
- Copy the contents of this folder into Data (or use a mod manager).
- Enable SLSnuff.esp. Load after SexLab.esm.
- Start a new game or load a save, then open MCM and set Drain / Necro how you want them.
- Necro is on by default. Any player death (combat included) is intercepted and the death menu is held. For choke drain only, turn Enable necro off on the Necro mcm page.
Not tested on SexLab P+, feel free to make a patch as you see fit
Incompatibilities:
Death Alternative mods:
Or any mod that makes the player essential / immortal / ghosted, that will interfere with death mechanics in this mod. If something else is also catching the death menu (Death Alternative, similar "captured instead of dying" mods, god mode, tgm) they will fight over who owns the corpse.
Other sexlab mods that have events that happen after a scene has finished:
Defeat has been accounted for, but others like Acheron or simple defeat might not work? Needs testing. Anyone is welcome to make patches as they wish. Same idea for anything that starts extra rounds or a post-assault quest when AnimationEnd fires
Sexlab Player Gets Necro'd and Player death aftermath:
Will clash with the necro mechanic of my mod, but if you want to use those instead it should still work but just disable necro in my mod. Two mods scanning the same corpse for sex will both try to StartSex.
SexLab P+ / OStim:
Not written for those. This plugin talks to SexLab 1.63 classic APIs only. Feel free to patch.
Decapitation mods:
Not handled yet. Sexlab undress on necro can put a head back on a headless corpse. Treat as untested / likely messy.
AI / combat overhauls that keep re-aggroing:
This mod pacifies hostiles while you are a corpse. Mods that constantly reset aggression may still swing at you on the floor. Not a hard break, just may look wrong.
Credits
Pamatronic - for allowing me to use the two point gallow sounds from his mod
Pama's Interactive Gallows:
Pama's Deadly Furniture:
Patreon: https://www.patreon.com/Pamatronic
Ashal - SexLab Framework 1.63 (the APIs this plugin is built on)
Expired6978 - PapyrusUtil, RaceMenu / NiOverride (pallor), and the Mfg Console stack the faces use
schlangster / SkyUI team - MCM
SKSE team - SKSE64
Baka and Bane - SexLab Defeat editions the optional snuff takeover is written against
Grok - for the spaghetti. See AI Disclosure.
AI Disclosure
Most of the scripting in this mod was heavily generated by AI... Quite frankly I didn't have the time to do this mod otherwise. The code is fucking nasty and spaghetti and in desperate need of a cleanup.... So if you want to go digging around making changes, do so at the risk of your own sanity!
I've intervened in a few places where it made sense but yeah... Vibe coding i know... im a monster...
Known Issues
Skin fade can occasionally cause body tattoos and body paints to flicker. This is normal as i'm having to re-apply those with each skin fade repaint
otherwise they would appear gray too. Not sure of work around for this but it's not too noticeable and only happens for a fraction of a second
Delays between scene ends and deaths. For example after player is marked for death and the sexlab scene ends, you remain standing for around a second. This is also
intended to ensure timings of mechanics are correct. Probably could be optimized but it's not perfect
Occasional glitchy animation starts. I have to un-ragdoll the player before animation start so the animation doesnt look broken. Occasionally the timings might not work and cause the
anim to bug out with the player appearing misaligned in the animation. this is rare though. It mainly happens if you remain in free cam when the animation is trying to start.
Strangulation wont play on switching from one animation to another, Fix for now is to change stage and go back. Check happens on stage change, not anim change, will add a fix later
Future Plans
- Rewrite the flavor messages as these are all ai generated and some are a bit shit
- code cleanup for the love of god it needs It
- Decap support with next gen decap
- Seperate prostitution and quest plugins utilising this framework
- Ironman mode that locks access to play that character across all saves. But allows you
to keep watching any necro events after
- NPC gossip based on number of times player has died
- Dirt overlays maybe?
- Extra sound effects?
- Stop blood pools on post strangle death & post necro scenes (doesn't make sense with cause of death)
Edited by WhatTheElf
What's New in Version 0.0.1.1
Released
removed extra folder layer
- Copy the contents of this folder into Data (or use a mod manager).
- Enable SLSnuff.esp. Load after SexLab.esm.
- Start a new game or load a save, then open MCM and set Drain / Necro how you want them.
- Necro is on by default. Any player death (combat included) is intercepted and the death menu is held. For choke drain only, turn Enable necro off on the Necro mcm page.
Pama's Interactive Gallows: https://www.loverslab.com/files/file/12352-pama%C2%B4s-interactive-gallows/
Pama's Deadly Furniture: https://www.loverslab.com/files/file/12508-pama%C2%B4s-deadly-furniture-scripts/
Patreon: https://www.patreon.com/Pamatronic
Ashal - SexLab Framework 1.63 (the APIs this plugin is built on)
Expired6978 - PapyrusUtil, RaceMenu / NiOverride (pallor), and the Mfg Console stack the faces use
schlangster / SkyUI team - MCM
SKSE team - SKSE64
Baka and Bane - SexLab Defeat editions the optional snuff takeover is written against
Grok - for the spaghetti. See AI Disclosure.