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Bane Master

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About Bane Master

  • Birthday 01/05/1962

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6 files

  1. Backpack Containers LL Patch

    This is compatibility and QOL patch for Backpack Containers by BusinessGoose.
    I originally made this patch for personal use as I play with a carry weight limited game and wanted a way to access my pack more easily and make the way the pack works more immersive when the player undresses (or is stripped). Since it seems to work well I thought I'd see if anyone else finds it useful.
    Patch Features
    For Players
    Holding down the Left Alt key when using the drop backpack key will open the backpack after it is unequipped and equip it again when you close it's container menu. The backpack will not auto open if you are in combat or swimming. When you (or anyone else!) unequips your body armor or clothing your backpack will also be unequipped and placed on the ground beside you.  Integration with  Sexlab Survival - Your equipped backpack will be searched for contraband and items will be stolen from your backpacks if left unattended Equipping a new backpack whilst your old one is on the ground will convert the "old" backpack into a static container Returning to the old backpack and emptying it will place the old backpack item back in your inventory removing it from the world Up to 10 "abandoned" backpacks are supported , if an 11th pack is abandoned the oldest "abandoned" backpack and it's contents will be deleted!   
    For Modders
    Added a lightweight dependency free method to access the items in an equipped backpack.  
    Requirements LE/SE
    Backpack Containers V1.0 LE  - Compatible with SE   
    PapyrusUtil LE V3.3+ / SL V3.9+
    Recommended for the full limited inventory/backpack experience
    Realistic Capacity LE / SE
    Install with your Mod Manager and allow the patch to overwrite the original files. To uninstall just remove the patch and reinstall the original mod. 
    As the scripts on run on demand it should be safe to install/uninstall on a game in progress.
    It is safe to upgrade from  V1.23+ to V2.03



  2. Skooma Whore: Addicted

    This mod is an optional Addon for Guffel’s excellent Sexlab Skooma Whore . It adds new problems for drug users and more immersive drug seeking behaviors to addicts.

    It is OK to update from version 3.63+ to version 3.635 and from Skooma Whore patch version 1.01+ to version 1.03
    All versions previous to 3.63 are incompatible - a new game or clean save is required
    Version 3.631+ also requires that the Skooma Whore Patch from the download page is installed - The patch fixes a number of broken properties and script errors and also disables forced drugging by creatures and during XPO arrest/imprisonment.
    You can still use the Patch to fix bugs in Skooma Whore even if you don't use the Addicted Addon
    Use or possession of drugs is now illegal in Skyrim
    Using drugs in public will cause nearby Guards to arrest the user (can be disabled by setting GlobalVariable swa_DrugUseIsIllegal to 0) If a suspect is in possession of drugs they will be assumed to be a dealer and their bounty increased accordingly Only fences buy drugs. Merchants (including dealers) will not - the Thieves Guilds take a dim view of buying from non-guild sources Taking drugs during combat is more difficult  

    The mod further affects Player Characters at high levels of addiction who are in withdrawal and have no drugs in their inventory. In desperation the player will:
    Automatically loot and use the first drug they find. This may, of course upset the owner of the drug if they happen to be alive to notice! Automatically buy and use a hit from any Merchant that has a stash at a price that seems affordable to a desperate junkie! Be unable to sleep more than a few hours a day before waking up due to withdrawal symptoms Dealers may drug and abuse desperate junkies  

    SWA supports (and I recommend) Trade & Barter to allow you to modify buying and selling prices so that gold is harder to come by. As in real life, when money is scarce, addiction becomes a much more serious problem. For an added challenge you can use a "needs" mod (I use Realistic Needs & Diseases) to make the effect of not being able to sleep whilst withdrawing a challenge.
    Please note that there are far too many modifier permutations to test every combination and so the price of a desperate hit may occasionally be a few septims higher or lower than the merchants advertised price - think of it as the merchant taking pity on, or to taking advantage of a desperate customer.
    How the mod works:
    Sexlab LE 1.59+/SE 1.63 Beta9+
    Sexlab Skooma Whore LE V1.0/SE 1.01
    Skooma Whore Patch 1.03 LE/SE
    Trade & Barter - allows you customise buying and selling prices so that gold is scarce and addiction is a serious problem!
    Using a "Needs Mod" (e.g. Realistic Needs & Diseases ) will make withdrawal more challenging due to exhaustion effects from sleep deprivation.
    Simple Slavery and/or Sanguine's Debauchery Enhanced to increase the risk of unfortunate consequences when addicted & desperate
    Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode! You should see an installation message when you load the game. SWA does not have an MCM.
    Under no circumstance can this mod or any of its parts be posted outside of LL without my permission. You may not use the code as part of a for-profit project.
    Guffel author of the excellent Sexlab Skooma Whore
    Min for the countless times I have found solutions to my problems by looking at dD code!



  3. Failure Mode Effects Analysis in Skyrim (FMEA)

    Has it ever bothered you that rather than going off adventuring and risking your life you can get rich in Tamriel using an alchemy lab in an inn and a few septims worth of Garlic and Salt? Do you wonder why people lock valuable items in chests or in rooms but hardly ever use magic or poison to deter thieves? Are you amazed that at level one you know the name of every useful alchemy ingredient and how to harvest it safely?
    FMEA is designed to provide additional risks and failure effects to non-combat skills and resource harvesting. Since many of the consequences are based around sex and slavery FMEA has been written with the female adventurer in mind, however FMEA works perfectly well for male adventurers there are just fewer outcomes available.
    The current release includes plugins for Lockpicking, Alchemy, Enchanting, Mining and Harvesting potion ingredients. Each plugin is highly configurable with its own MCM page and any or all of the plugins can be enabled or disabled as required.
    Whilst disenchanting an item there is a risk that you may lose control of the Magicka flow as you destroy the item The risk of losing control when disenchanting is dependent on the magnitude of the enchantments and the skill of the enchanter Whilst enchanting an item there is a risk that you may lose control of the Magicka flow from the Soulgem as you complete the enchantment Whilst recharging an item there is a risk you may lose control of the Magicka flow and fail to charge the item, or worse! The risk of losing control when enchanting or charging is dependent on the level of Soulgem used and the skill of the enchanter Uncontrolled Soulgem flows can result in dimensional anomalies or allow the imprisoned soul to use its psychic energy to lash out seeking revenge An uncontrolled release of Soulgem Magicka may attract an interdimensional parasite Uncontrolled Soulgem flows will render the enchanting workbench dangerously unstable and unusable until they dissipate Endangering the lives of innocent bystanders as a result of recklessly allowing uncontrolled Magicka flows is a serious crime  

    Any locked door or container might now be trapped Traps can be set to either rearm or be cleared when triggered Traps may have tamper detection built in – just inserting a lock pick might trigger the trap, also, the longer you take picking the lock the more likely it is that the trap will trigger There is a chance you may spot a trap before you trigger it, or you may THINK you spot one Traps are persistent in the world – as is their individual level of difficulty. Maybe you should come back to that dangerous looking chest with the master level lock when you’ve got a bit more skill? Setting off a trap can result in a range of consequences including audible alarms, darts & gas traps There is also an option to add an Alteration skill based Open Locks spell to the world The level of magicka control required means the Open Locks spell has a very short range, take care not to trigger any traps! The risk of a trap being triggered (if one is present) by the Open Locks spell increases with each failed attempt The tome required to learn Open Locks can be bought from specialist merchants selling rare Alteration spells, it might also be found as loot  

    Any attempt to make a potion may fail based on the Alchemists skill and their experience at making that particular formula Alchemical research is particularly risky even when successful , if unsuccessful it’s downright dangerous When an Alchemist fails to make a potion the resulting mixture may be unstable, if they are lucky it will result in some fumes and a bad smell, or they could be unlucky… Reckless use of alchemy workbenches in inns and shops poses a risk to innocent bystanders, endangering the public is a crime Alchemical failures tend to be noisy and smelly and are likely to attract the attention of anyone (or anything) nearby  

    Plant and fungal ingredient sources will be renamed to “Plant” or “Fungus” until the one of the ingredients magic effects is learned. Optionally harvesting of plants and fungi can be blocked until an effect is learned Insects and other activator type ingredients can be blocked from harvesting until an effect of the ingredient is learned When an ingredient is harvested there is a risk of adverse effect, due to allergy, poisoning or something taking offence at having its friends torn to pieces… The risk of an event is based on the number of unknown effects on an ingredient. Once all the effects are known the ingredient is safe to harvest  

    Any attempt to mine may fail based on the difficulty of the ore vein and the skill of the miner Miners may lose track of an ore vein as they dig Pickaxes may break if used incorrectly Inexperienced miners may find the "Ore" they have mined is in fact just useless rubble Sparks from the pick may ignite a pocket of flammable gas, injuring innocent bystanders is a crime Miners may encounter things that were best left buried Ore veins may contain pockets of noxious gas Poor mining technique may result in injury  

    Skyrim Legendary Edition / SE
    Sexlab 1.62+ / Sexlab SE 1.63 Beta9
    SkyUI 5.1+ / SkyUi SE 5.2
    Estrus Chaurus+ 4.390+
    Sanguine Debauchery Enhanced 3.53+
    Simple Slavery 4.6+
    Devious Followers 1.72+
    Prison Overhaul Patched V3.59+
    Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them!
    SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect
    Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode!
    You should see an MCM initialisation message when you load the game. Once the MCM is initialised you need to install the plugins from the FMEA menu.
    Updates can be installed over an existing save. A clean save is not required.
    If there’s sufficient interest I plan on developing a FMEA Plugin for Smithing, along with more effects & outcomes for the current plugins. Suggestions welcome !
    If a plugin is not working as intended try disabling it in the MCM, waiting a few minutes and then reactivating it.
    Under no circumstance can this mod or any of its parts be posted outside of LL without my permission. You may not use the code as part of a for-profit project.



  4. Estrus Chaurus+

    See http://www.loverslab.com/files/file/149-estrus-chaurus/ for a full description of what this mod does.
    All credits go to the original author of this mod, Jbezorg. Since he has taken a hiatus, I will be maintaining this mod for the time being. Thanks to Min for helping to keep the Mod alive by updating it for SL1.5+
    Version 4.390
    As version 4.390 has major changes to the esp file I do not recommend trying to upgrade - a new game is required
    For the LE version NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards
    For the SE version SKEE and XPMSE are required for pregnancy scaling to work.
    Thanks to t3h0th3r for providing the updated scaling code!
    There are three methods by which the EC effect can be applied to the player or a follower:
    Chaurus spit attacks can trigger tentacle attacks - the chance of attack is configurable via the EC MCM Sexlab scenes involving a Chaurus triggered by another mod (e.g. Sexlab Defeat) EC+ scenes triggered by other mods (e.g. FMEA, Deviously Enchanted Chests, Sexlab Parasites, Deviously Cursed Loot)
    Chaurus Spit can also trigger Tentacle attacks on non-follower NPCs! At present NPC pregnancies will be lost if you or the NPC changes cell.

    Updating from version 4.381 to version 4.390 requires a clean save or new game.
    For Modders

    Required Mods and Versions
    Legendary Edition 
    Estrus For Skyrim V2.41r1 (Must be installed but the mod does not have to be activated)
    Sexlab 1.62
    FNIS 6.1+
    FNIS Creature Pack 6.1+
    SkyUI 5.1
    XPMSE 2.80+
    Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO)
    Special Edition 
    Estrus For Skyrim SE V2.45 (Must be installed but the mod does not have to be activated)
    Sexlab 1.63 Beta 9+
    FNIS 7.6SE +
    FNIS Creature Pack SE 7.6+
    SkyUI 5.2SE
    XPMSE 4.80+
    Racemenu SE 0.4.16+ (includes SKEE - required for pregnancy scaling)
    Known Issues
    None - please report any problems (or success) and I will try and sort them.
    qotsafan for the Sexlab Inflation Framework integration cod
    osmelmc for the automatic EC animation registration patch



  5. Deviously Enchanted Chests

    Deviously Enchanted Chests V3.11 for DD5 by Bane (SE 11/04/2020)
    Rumours are circulating that a cache of ancient scrolls bearing a terrifying new enchantments have recently been discovered.
    Some say these scrolls can create a protective enchantment on a chest or even an ordinary container that will lock anyone opening the chest without permission into devious bondage. Others claim the enchantment binds a sinister creature to the chest that will do unspeakable things to any woman foolish enough to come within its grasp.
    Recently there are claims of strange Dwemer devices that drain sexual energy from the victim leaving them almost helpless. Why the Dwemer ever wanted to collect female sexual energy no one has discovered - yet....
    It should be OK to upgrade from Version  3.x to 3.11 - if you experience any issues then clean your save and reinstall
    Upgrading from Version 2.x to Version 3.0+ requires DD5 and a new game - no exceptions
    It is safe to update from Version 2.22 to 2.24 
    It should be OK to update from Version 2.20 to 2.24 - if you experience any issues then clean your save and reinstall
    If you have updated EC+ then a clean save is required for Deviously Enchanted Chests to ensure it can correctly trigger EC+ animations.
    How the mod works:

    SkyUI v5.1 
    SexLab 1.62+
    SexLab Aroused v20140124 or Sexlab Aroused Redux 16+
    Devious Devices V5.0
    SkyUI v5.2SE 
    SexLab 1.63+
    SexLab Aroused SE 
    Devious Devices SE V5.0+
    Estrus Chaurus+ v4.34+
    Captured Dreams v3.84+
    Any Mod that takes advantage/interacts with of victims of devious devices
    Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode!
    Under no circumstance can this mod or any of its parts be posted outsides of LL without my permission
    The idea for this mod and the code it is originally based on come from Deviously Cursed Loot by Kimy.
    Thanks Kimy! Without your work I would never have got this project off the ground…
    Many thanks to:
    Xaz for letting me use his Crowd AI Packages to handle attacks on tentacle victims Min for the Dwemer Machine sound Fx  



  6. Dibella's Grace

    Dibella's Grace V1.00 by Bane (03/03/2015)
    Enforced chastity is an affront to the Lady Dibella! She will not tolerate her Priestesses being denied the freedom to practice her rites.
    To counter this threat to her Followers, Dibella has granted a Sister at her Temple in Markarth the ability to call upon Her Grace to free Priestesses who have become trapped by one of these wicked devices.
    How the mod works:
    SkyUI v4.1
    SexLab 1.58+
    SexLab Aroused v20140124+
    ZaZ Animation Pack v0562+
    Devious Devices Assets v2.8.2+
    Devious Devices Integration v2.8.2+
    The Sisterhood of Dibella
    Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode!
    Under no circumstance can this mod or any of its parts be posted outsides of LL without my permission - other than that feel to use/mod it as you see fit!



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