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Paradise Halls Enhanced (pahe) Special Edition with the customary addons 7.5.0 wip

About This File

this is skyrim special edition conversion for :


  • Skyrim SE 1.5.39
  • SKSE SE v2.0.7
  • SkyUI SE
  • SexLab Framework SE 1.63 - BETA 2
  • Zaz animation pack se V7 or 8
  • 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
  • pahe-dwarven suits patch requires  Devious Devices expansion 4.3 or 5 for sse,(newer versions now have their own patches, please be sure to use the ddx patch that matches your version) (DDX file is hidden download button at the bottom of the download list for the dd for sse download)
  • Run FNIS SE after installation!
  • ALL requirements for the above mods must also be installed
  • full install requires all above requirements and the included dwarven suits patch requires Devious Devices expansion 4.1 for sse
  • creature framework conflict appears to be removed from 7.x versions

thanks to fred200 and Pfiffy for their conversion efforts

based on this mod here:


with additional features of this mod here:



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 developed 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.

as this is sse, those mods are all waiting for this to be released so we won't go into that at this time....


Currently Compatible with version7.4:

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 converted anytime soon):

These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort):

  • Dres Trade by RET45Paradise Halls Merchant add-on by lucen15
  • Paradise Halls Merchant add-on by lucen15


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
  • Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex



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 re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk

  • 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 not yet converted to sse
  • alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner
  • devious devices patch adds 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
  • huge 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


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


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

To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep or use "home sweet home" mod or aygas



* 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.

Use NMM or unpack into data folder.

Your load order should be as follows:

... other Bethesda DLCs


... other stuff


Important for U.F.O Users (thanks etaineleanor):

>correct loadorder:

Other stuff
finally U.F.O.


If you're experiencing weirdness, here are some troubleshooting tips:

-Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them.

  • additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework

- Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version.

- Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console:
>help reboot
>player.addspell <the id of the reboot spell>
Then cast that spell.

  • that spell has been removed and replaced with an auto-start
  • mcm option also exists, but that's due for repairs soonfixed

- Rebooting as above can solve a lot of weirdness.

- 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.







look for sse versions of these mods, recommended but not required:


addition thanks to:

AxarT for the expanded lakeview dungeon addon

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

What's New in Version 7.5.0 wip


  • fixes the hearthfire wall in lakeview cellar for alternate start scenarios that were previously covered by that weapon rack
  • updates the miaslair patches to the newer sexslaves 7.0 and loveslaves 7.1
  • new button added to debug features to reclone a buggy slaves

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