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Code Serpent

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Files posted by Code Serpent

  1. Morphology

    Morphology is an expansion mod that adds potions, enchantments, spells and other mechanics that can change the player's body or NPCs bodies.
     
    Illicit Ingredients
     
    Humanoids and humanoid creatures can be dissected to obtain powerful ingredients. Currently, Hagravens, Trolls, Falmer, and Giants can be dissected in addition to the playable races. Some of these ingredients can be converted back into normal ingredients at Alchemy Tables. Others can be cooked into odd meals.
     
    To perform dissections, the minimum you need is a simple dagger. Activating corpses with a dagger equipped gives the option to harvest flesh of the cadavers. To obtain the other ingredients, you will need more tools. Specific embalming tools found in warlock lairs and nordic ruins allow you harvest fluids and organs. The scalpel, pick, and scissors aid with organs, while the screw tool aids with fluids. If you come across a dwarven extractor, that will also help you drain fluids. Whenever you are dissecting a cadaver, you can choose to dissect either flesh, fluids, organs, or all. Selecting only one type of ingredient to harvest reduces the amount of time taken to finish the dissection.
     
    If you obtain a human heart or flesh, or one of the ingredients added by this mod, you can craft Dissection Tools at a forge, which allow you to harvest most cadavers easily. Warlocks, vampires, falmer, and other mages may carry a set of these tools, in addition to the ingredients themselves.
     
    These ingredients, by themselves, only cause bodily changes. However, you can refine other ingredients with them to make elixirs, salves, and cured organs with experimental effects. These effects are different from normal alchemical effects, in that they can stack over eachother, with the 'draw-back' of causing bodily changes. To refine ingredients, simply place one of the mod-added ingredients in the world, and activate it, then select an ingredient to attempt to refine. The effects that can be refined are based on the type of ingredient; flesh, fat, and bone meal can only refine Fortify Effects; bodily fluids can only refine Resist Effects; organs can only refine Health, Magicka, and Stamina Effects.
     
    The bodily changes caused by these ingredients can be partially reverted by making a Blood Elixir at an Alchemy Table.
     
    Unstable Enchantments
     
    Soul gem fragments from Black Soul Gems can be warped at an enchanting table, and used to Destabilize the enchanted armor you find. Placing enchanted armor in the world and then activating it while carrying at least three of the same kind of warped soul gem will make the enchantment unstable. If you disenchant the item, the unstable enchantment can be applied to any type of equipment. However, the enchantment will slowly alter your body if you wear it for extended periods of time.
     
    The warped soul gem fragments can be combined with a roll of paper at an enchanting table to make a Scroll of Restore Form, which will revert some of the effects from unstable enchantments.
     
    Morphing Spells
     
    A handful of new Alteration spells allow you to siphon body sizes to and from NPCs. These spells are currently only found as spell tomes carried by some warlocks and witches.
     
    Size Effects
     
    Having a ridiculous voluptous body now has some effect on your gameplay. At increased sizes, your Health, Magicka, Stamina, and associated regeneration is increased, at the cost of mobility debuffs, all depending on what parts of your body were enlarged. For example, enourmous breasts increase your maximum Magicka, but cause you to trip and stumble while running or sprinting; while having an enourmous ass increases your Magicka Regeneration, but causes you to stumble and make noise while running or sprinting.
     
    The effects take into account all body changing mods, not just Morphology. So, if your character is enlarged by some of my other mods like Body Builders or Corruption, or through another mod that uses NiOverride Morphs, then you will still succumb to these effects.
     
    You can toggle the effects off in the MCM if it doesn't mesh with your gameplay.
     
    Vanilla Effects Plugin
     
    If you don't want to go through the effort of finding and using these enchantments to start changing your character's body, you can download the Vanilla Effects optional plugin. This causes all vanilla armor enchantments and beneficial potions to cause changes.
     
    Compatibility
     
    This mod requires NiOverride or RaceMenu, CBBE RaceMenu Morphs, and Armor and Clothing Models built through Bodyslide with Morphs Enabled.
     
    If you don't know about anything I just said, do some Googling or ask in the forums.
     
    This mod should be compatible with everything else. It just needs a bashed-patch due to some item list edits.
     
    Change Log:
     
    2.0 (9/5/21)
    Major update. Shouldn't require a clean save.
    -Depreciated 'fresh' ingredients
    -Added body part ingredients for trolls, giants, hagravens, falmer
    -Added ingredient refinement
    -Moved player morph updating to separate effect, so using multiple morphing potions at once shouldn't crash the game
    -Removed morphs decaying when sleeping
    -Enchantments now periodically morph npcs, up to a point
    -Added body measurement spell
    -Added size effects: large bodies increase HMS and Regen at the cost of some mobility
    -Added the first set of morphing spells
    -Added an MCM with a few options

    5,939 downloads

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    Updated

  2. Corruption

    An extensive addiction and transformation mod. Implementing everything from alcoholism to tentacle addiction, and causing plenty of mischief from those addictions.
     
     
    Overview:
     
    Corruption is a catch-all mod for addictions, implementing as many as I could think of in a single system. The addictions range from substance abuse like alcoholism and drug addiction, to sexual fetishes like fellatio and bondage, to becoming to addicted to daedra and submitting to them as their plaything. All addictions are controlled and monitored by three character traits, Withdrawal, Addiction, and Corruption, as well as a shared trait Trauma. These determine gameplay benefits and penalties, can cause disturbing thoughts, and make your character act spontaneously without your control.
     
    Trauma is increased by entering bleedout or by being raped. When it is high enough it will cause disturbing thoughts and some gameplay penalties like lower experience rate, increased spell costs, and debuffed crafting skills. These penalties can be disabled in the MCM if they are too extreme for your playstyle. Trauma decays overtime, also configurable in the MCM, but can also be cured by increasing your Corruption in an addiction.
     
    Corruption is the trait that measures how far gone you are to an addiction. Every time you commit an addictive action, drinking a beer, wearing a chastity belt, fucking an atronach, your Corruption will increase. Your Corruption also increases through other actions, eating certain ingredients or lingering in certain places can increase your Corruption passively. Increasing Corruption through an addictive action decreases your Trauma at a 1:1 ratio if your Corruption is above a threshold.
     
    Your Corruption starts below zero, and naturally decays if you keep it below zero. If you become so lost in an addiction you get your Corruption above zero, then it becomes permanent, only cured by offering gems at a Divine's Shrine. However, becoming so invested in an addiction will also cause some gameplay benefits. Many addictions will cause some physical change to your character at high Corruption, this can be disabled in the MCM for each addiction.
     
    Addiction is the trait that measures how currently addicted you are to some action or substance. Addiction is increased by performing addictive actions, moreso when traumatized, and decays overtime, increasing Withdrawal at a 1:1 ratio. However, Addiction is bounded by your Corruption, unable to fall below it. So, your Withdrawal may constantly increase when at a positive Corruption. Both Addiction and Withdrawal determine how likely your character is to act spontaneously.
     
    Withdrawal is the trait that measures how badly you need some addictive substance or action. Withdrawal is increased when Addiction decays, by a 1:1 ratio, and decreases when performing addictive actions. Withdrawal also decays naturally if Addiction is at zero. Allowing your Withdrawal to increase will cause some disturbing thoughts and debilitating effects. Both Addiction and Withdrawal determine how likely your character is to act spontaneously.
     
    The rate at which these four traits change can be customized in the MCM. More details are listed in the MCM for each addiction's benefits, penalties, and transformations.
     
    List of Addictions:
     
    This is the current list of implemented addictions, and their transformations. All addictions start disabled, and must be enabled through the MCM menu.
     
    Alcoholism:
    Addiction to drinking alcohol. High Withdrawal causes you to spontaneously take and drink alcohol you see or are carrying. This can be prevented by wearing a closed gag.
    High Corruption gives you a beer belly. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Mara.
     
    Dosing:
    Addiction to consuming skooma, moonsugur, lactacid (If Milk Mod Economy is Installed), and other drugs. High Withdrawal causes you to spontaneously take and consume drugs you see or are carrying. This can be prevented by wearing a closed gag.
    High Corruption causes emaciation. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Mara.
     
    Feederism:
    Addiction to eating decadent and valuable food. High Withdrawal causes you to spontaneously take and eat food you see. This can be prevented by wearing a closed gag.
    High Corruption causes weight gain. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Mara.
     
    Kleptomania:
    Addiction to stealing valuable items. High Withdrawal causes you to spontaneously take valuable items you see. This can be prevented by wearing wrist restraints.
    Corruption can be decreased by placing gems at a Shrine of Stendarr.
    Objectification (Requires Devious Devices):
    Addiction to wearing bondage devices or concealing masks. High Withdrawal causes you to spontaneously equip bondage devices you are carrying.
    Corruption can be decreased by placing gems at a Shrine of Stendarr.
     
    Exhibitionism:
    Addiction to being nude or wearing skimpy clothing. High Withdrawal causes you to spontaneously strip off non-skimpy clothing and make you reluctant to wear non-skimpy clothing. This can be prevented by wearing wrist restraints.
    Corruption can be decreased by placing gems at a Shrine of Dibella.
     
    Lactation (Requires SexLab or Milk Mod Economy):
    Addiction to being milked or having your breasts suckled. High Withdrawal causes you to spontaneously use nearby milk pumps and to spontaneously attempt to force others to suckle you. This can be prevented by wearing wrist restraints, a chastity bra, or a bondage suit.
    Withdrawal is capped by your current milk percent.
    High Corruption increases the size of your nipples. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Zenithar.
     
    Cum Bathing (Requires SexLab):
    Addiction to feeling cum on your chest and body. High Withdrawal causes spontaneous attempts to sexually force yourself on men and male creatures. This can be prevented by wearing a chastity bra.
    Withdrawal is capped by either arousal or Corruption, whichever is highest.
    High Corruption causes breast expansion. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Dibella.
     
    Cum Guzzling (Requires SexLab):
    Addiction to performing fellatio. High Withdrawal causes spontaneous attempts to suck off men and male creatures. This can be prevented by wearing a closed gag.
    Withdrawal is capped by either arousal or Corruption, whichever is highest.
    High Corruption plumps your lips.
    Corruption can be decreased by placing gems at a Shrine of Dibella.
     
    Vaginal Sex (Requires SexLab):
    Addiction to normal vaginal sex. High Withdrawal causes spontaneous attempts to sexually force yourself on others. This can be prevented by wearing a chastity belt or a vaginal plug.
    Withdrawal is capped by your arousal.
    High Corruption thickens your legs. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Dibella.
     
    Anal Sex (Requires SexLab):
    Addiction to anal sex. High Withdrawal causes spontaneous attempts to sexually force yourself on others. This can be prevented by wearing a chastity belt that doesn't allow anal sex or an anal plug.
    Withdrawal is capped by your arousal.
    High Corruption plumps your ass. (Requires NIOverride and Bodyslide Morphs)
    Corruption can be decreased by placing gems at a Shrine of Dibella.
     
    Furry Sex (Requires SexLab):
    Addiction to sex with Khajiit, werewolves, and furry animals. High Withdrawal causes spontaneous attempts to sexually force yourself on Khajiit and furry animals. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes you to grow fur, a tail, and cat ears. (Requires Furry Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Kynareth.
     
    Scaly Sex (Requires SexLab):
    Addiction to sex with Argonians and dragons. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes you to grow scales, a tail, and horns. (Requires Scaly Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Kynareth.
     
    Teratophilia (Requires SexLab):
    Addiction to sex with humanoid monsters like falmer, giants, hagravens, and trolls. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes a monstrous transformation that gives you black marks on your skin. (Requires Monster Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Talos.
     
    Formicophilia (Requires SexLab):
    Addiction to sex with giant insects like frostbite spiders and chaurus. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes a insectoid transformation that gives you chitinous spine. (Requires Insect Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Talos.
     
    Xenophilia (Requires SexLab or Estrus Chaurus+):
    Addiction to sex with tentacled creatures. High Withdrawal causes spontaneous attempts to sexually force yourself on them, and cause spontaneous tentacle attacks in caves. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes you to grow fish scales. (Requires Tentacle Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Talos.
     
    Daedraphilia (Requires SexLab):
    Addiction to sex with the daedra. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes you to grow horns and causes your skin to split. (Requires Daedra Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Akatosh.
     
    Necrophilia (Requires SexLab):
    Addiction to sex with the undead. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes your skin to crack and become grey. (Requires Undead Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Arkay.
     
    Agalmatophilia (Requires SexLab):
    Addiction to sex with automatons. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes you to transform into a living china doll. (Requires Automaton Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Julianos.
     
    Arborphilia (Requires SexLab):
    Addiction to sex with spriggans. High Withdrawal causes spontaneous attempts to sexually force yourself on them. This can be prevented by wearing a chastity belt or wrist restraints.
    Withdrawal is capped by your arousal.
    High Corruption causes you to transform into a dryad. (Requires Spriggan Transformation Files)
    Corruption can be decreased by placing gems at a Shrine of Kynareth.
     
    Compatibility:
     
    This mod only requires the base game for basic functionality, and doesn't modify any vanilla forms, so it should be compatible with almost everything, and with every mod list. The DLC and any other mods that are used by this mod can be installed beside it without any need for patches, with the exception of a DLC patch needed for the latter addictions. (Furry Sex - Arborphilia)
     
    The only mods that can cause compatibility issues are mods that change the player's "Skin" model, as that will prevent some transformations from happening.
     
    The following mods are supported and add to the experience:

    SexLab (Why do I even need to link this?)
    SexLab Aroused Redux
    Devious Devices Integration or Devious Devices 5.0
    Milk Mod Economy
    Estrus Chaurus+
     
    Third-Party Mod Support:
     
    The spontaneous addictive actions added by this mod can break other mods, like capture and slavery mods. So, I've added mod events for other mod authors to use that stop addictive actions. There is also an MCM toggle option to disable addictive actions as well.
     
    To stop addictive actions, simply send the mod event:
     
    SendModEvent("CorruptionStartBlock")  
    To re-enable addictive actions, send the mod event:
     
    SendModEvent("CorruptionStopBlock")  
    Mod authors should also register for the mod event "CorruptionPromptBlock", when this mod event is triggered, it means another mod has re-enabled actions. If your mod still needs actions to be blocked, send "CorruptionStartBlock" again.
     
    Future Updates:
     
    Additional addictions are definitely on the table for future updates, as well as more mods to incorporate. However, the current priority is to expand upon the addictions currently implemented; adding dialogue and npc comments, adding more player thoughts, and adding more player actions. Also, this is not the only mod I work on, and I have a life outside of Skyrim, so don't expect updates to be frequent.
     
    Credits:
     
    All-in-One HDT Animated Pussy
    Eyes of Aber
    Astaroth Horns Redone
    China Doll Race
    Half Dragon Race
    Homumkul Race
    Naiad Race
    TDN Equipable Horns
    Xenius Otherwordly Beings
    Mrissi's Tails of Troubles
     
    Thanks to everyone who posted on my writing suggestions thread for this mod!
     
    Change Log:
     
    BEFORE UPDATING to 1.1.x or Higher from 1.0.x:
    -Disable all transformations, and press "Force Transformation Update" in the MCM for all addictions you have enabled.
    -Disable all addictions.
    -Delete old version, then install new version. No Clean Save required.
    -Re-enable all addictions and transformations you use.
     
    After updating to 1.2.x from 1.1.x it is recommended you disable and re-enable any addictions currently running.

    1.2.2 (7-21-21)
    -Added global mult and decay options for Corruption,Withdrawal, and Addiction.
    -Changed addiction increase from sex events. It is now random, but the floor is determined by the enemies' levels.
    -Changed addiction decay, it now decays much slower at higher addiction. Addiction still decays faster at higher addiction than at lower addiction.
    -Fixed addiction increasing much slower than it should be. Addiction increases should be at least equal to withdrawal decreases when performing an addictive action.
    -Fixed spriggan horns not appearing for most of the transformation.
    -Fixed a few withdrawal effects not marked as 'detrimental'.
     
     

    44,975 downloads

       (0 reviews)

    Updated

  3. Devious Lore

    This mod adds several new NPCs, quests, and mechanics to better incorporate Devious Devices into the world of Skyrim.
     
    As you adventure across Skyrim, you may stumble upon strange items; abandoned crates, ancient urns, and other containers. It is likely worthwhile opening them (select them in your inventory), they may contain some gear useful to adventurers, but they may also contain some more devious things; skin-tight dresses imported from the Summerset Isles, ancient engraved steel jewelry used by the Dragon Cult, extreme restraints of Daedric origin. Depending on how aroused you are, it's possible that you will find yourself locked in these devices! Fear not, as blacksmiths, lockpicking experts, some of your allies, and even some of the guards may be willing to help you out of your predicament. Be warned, the blacksmiths and lockpickers will charge you for their time, the guards may take advantage of you, and your allies may come to enjoy seeing you bound up and helpless.
     
    If you aren't able to find someone to help you, and don't want to risk talking with the guards, you can ask the local innkeeper if they've seen anyone strange recently. There's a chance one of the Lore-Mongers has come to town, and may help you if you complete their quest.
     
    Blacksmiths, Fences, Guards:
     
    If you find yourself in any restraints, you may be able to seek out blacksmiths you've befriended, or fences you've recruited to the Thieves Guild. Blacksmiths will be able to cut off any generic device, for a price. Fences and Lockpicking Experts will be able to un-jam and unlock the devices, but will cost twice as much to hire.
     
    You may also approach any hold guard for help. They may be able to get you out of heavy restraints; like yokes, armbinders, bondage mittens; ankle chains and hobble dresses; gags; and chastity items. Keep in mind that being a guard is a boring job, and they may decide to have some fun with you after unlocking some devices.
     
    If you want to avoid getting locked up in jail. You might also be able to convince guards to have some fun with you. Surrendering to them and pleading with them may result in them simply locking you in some iron chains and letting you go. Keep in mind that most violent crimes won't be able to be blown over that easy.
     
    Jailmasters
     
    In each hold there is now a jail-master, in charge of overseeing the prisoners the guards bring in, usually found in the prisons or barracks of the hold capitol. They are incredibly suspicious, and will refuse to talk to you if you are wearing any restraints, as they will suspect you are an escaped prisoner. If you aren't bound in any way, then you will be able to buy generic iron restraints from them, or sell off any of the more devious items you've collected in your travels. You will also be able to buy restraint keys from them, though at a high cost.
     
    Devious Allies:
     
    The friends and allies you've made in your travels can now help you with the strange items you find. If you find you are too 'distracted' to open those items safely, simply ask your allies for their help, and they'll open them for you. Keep in mind, if both of your minds are wandering and daydreaming, you may both end up bound.
     
    If you've managed to pick up a large assortment of devices and keys, you can give them to your allies for safekeeping. You can then ask your allies to try to unlock devices locked on you. Your allies will likely break the keys and tools you gave them, but there will be no risk of jamming the locks on your devices. If your allies unlock several devices of the same type, ie devices that come from the same strange item, or are sold by the same vendor, they will become more skilled with those devices, and less likely to break keys and tools when removing them.
     
    If your allies are skilled warriors, mages, or thieves, they may be able to remove devices locked on you without keys. Keep in mind, warriors and mages may end up breaking the restraints, and thieves will require several lockpicks to get through most restraints.
     
    If you are in a playful mood, you can also ask your allies to lock devices on you or tie you up. They will use the the devices you gave them, or, if you haven't given them any devices to hold onto, they will use simple rope and tape restraints. You can ask any friend to untie you, but the regular devices will be more difficult to remove. If an ally locks several of the same type of device on you, they will become more skilled with those devices, making it easier for them to unlock those devices later.
     
    Note, that whenever an ally locks, unlocks, ties, or unties you, they will become slightly more dominant towards you. Eventually, they may refuse to unlock or untie you for up to two in-game days, depending on how dominant they are, and will persuade your other allies to wait as well.
     
    Struggle Minigame:
     
    As a replacement for the standard timer-based struggle system, you can now struggle out of your restraints in this new minigame!
     
    If you are bound, you can select lockpicks or standard restraint/chastity/piercing keys in your inventory to start the minigame. Or you can use a hotkey you define in the MCM. You can then select the device you want to struggle with (heavy restraints like armbinders, yokes, and bondage mittens have to be removed first before you can struggle out of anything else), and what you are trying to do with it: unlock it, pick its lock, force it off, cut it off, or repair its lock.
     
    Once you have chosen the restraint, and what you are trying to do with it, you'll start the minigame. Your character will start playing a struggle animation (if one is available) and your stamina will start to drain. What you need to do is press and hold one of the WASD movement keys to keep struggling and slow the rate at which your stamina drains. Holding the correct WASD key will slow the drain on your stamina, and improves your struggle attempts. Holding more than one key at a time, or spamming them, will cause you to run out of stamina more quickly. The key you need to hold changes every few seconds. If you fail to escape or repair the device before your stamina runs out, you'll get a temporary stamina regen debuff, preventing you from trying again until you wait for it to wear off or you drink a potion.
     
    The Devious Devices global difficulty settings, device difficulty settings, and your skill in Smithing, Lockpicking, and Pickpocketing will all determine how long it takes you to struggle out of a device, and you will gain some experience in the relevant skill through attempting this minigame.
     
    The Lore-Mongers:
     
    These six individuals are women researching, collecting, or distributing those same devices you may find. If you find them out of their laboratories or shops, then they are looking for one of those strange containers. If you help them, they will help you out of your predicament. They can also give you gold, useful gear, or keys if you decide you enjoy your situation. Ask the local innkeepers if they've seen any strange people recently, they may point you to one of them.
     
    These women will only start venturing out of their shops once you've found and opened one of their associated items. Once you encounter them in a town and city, after asking the local innkeeper about odd-people visiting the area, they will open up their shops.
     
    While out of their shops, they will be looking for an item found in a nearby dungeon.
    If you retrieve it without opening it, you will receive a random reward of gold, gear, or keys. If you open the item and then are bound by the devices enclosed, you can return to the loremonger to be unlocked and given a random reward. If you open the item and avoid being bound, you can ask the loremonger for a specific reward. Or, you can simply give the item for no reward, which increases your favor with the loremonger.  
    Once their shops are unlocked, you can ask the loremongers for a variety of things.
    Each loremonger sells a variety of useful items; scrolls, potions, robes, armor, etc. After asking about the items they're looking for, you can bring one to them for a random reward. If you open up one of the items they're looking for while retrieving it for a loremonger, you will discover the restraints they're actually looking for. Once you do this you will be able to ask about them, and you'll be given the option to buy a set of restraints from them. If you've gained the loremonger's favor, you can ask them to unlock devices locked on you. If you've gained the loremonger's favor and asked about the devices they're interested in, you can ask and receive training from them that gives you unique benefits while wearing devices.  
    Hjorni the Distracted, the Scholar
     
    Hjorni is searching for information about her ancestors: members of the Dragon Cult. She has found texts discussing rituals involving virgin women, and the ornamental gear used to keep them virgins. She is currently looking for more sets of this ornamental jewelry, and some clues as to how to recreate the rituals. Her last attempt left her locked in the jewelry for months, and has left her...distracted.
     
    The jewelry she's looking for are stored in nordic Ceremonial Urns. They are most often found in Nordic Ruins, but might be found in Giant Camps, Vampire Lairs, or as cargo of shipwrecks. It's possible they may also contain some more practical enchanted jewelry. Once you open your first urn, Hjorni will begin gathering information on the various nordic ruins from the people living in towns and cities.
     
    She is currently working out of the Nordic Archives outpost, located on the road West of Windhelm. There she also sells a handful of enchanted jewelry she has found in her excursions. Hjorni will open up her shop after you first speak with her in a town or city. Though, she may not remember your conversation.
     
    If you've gained Hjorni's favor, you will be able to receive training sessions from her. Currently only one kind of training is implemented. More will be added soon:
    Frustration: After this training, weapon damage is increased if wearing a chastity belt without plugs while arousal is over 50. Fury: After this training, shouts are stronger and intimidation attempts are easier if wearing a chastity belt and plugs. Focus: After this training, spells require less magicka to cast if wearing a chastity belt and bra.  
    Llathesi R'uer, the Scribe
     
    The Dark Elf, Llathesi R'uer, has spent her life studying the Dwemer. She was certain she could find some technology in their brass ruins to help make life in Morrowind more hospitable. While she was exploring ruins in the Eastern side of Skyrim, she discovered a brass vial of some strange fluid, and some tomes discussing a new use for Dwarven Oil. She has fallen in love with the skin-tight suits she has made from the stuff, and is always looking for fresh vials of the material.
     
    The viscous fluid she is looking for is found in Dwarven Vials, most often found in Dwarven Ruins. Falmer hives and Bandit hideouts might also have a set stored away. It's possible these vials may instead contain some useful potions. Llathesi will begin asking townsfolk of nearby Dwarven Ruins after you find and empty one of these vials.
     
    Llathesi works out her labratory in a small Dwarven Ruin on the road running along the Velothi Mountains, South of Windhelm. She still has a decent collection of potions from her alchemical experimentation, and is willing to sell some of them off. Llathesi will open up her laboratory after you first encounter her in a town or city.
     
    Mistress Elarie, the Seamstress
     
    This Altmer ambassador has taken it upon herself to show the women of Skyrim the refinement of her people. Specifically, the skin-tight dresses and nine-inch heels worn by so many in the Summerset Isles. She claims these items, among others, train a women's posture and poise to the highest degree. She also claims the women of Skyrim, wrapped in naught but fur, are in need of some serious training.
     
    Elarie makes most of the dresses and other devices herself, but also often receives shipments from the Summerset Isles through the East Empire Company. These East Empire Company Crates have a habit of not making it to her shop, and can end up in nearly any hideout in Skyrim. The crates occasionally carry some enchanted clothing from the various magic guilds on the isles. After you first find one of these lost crates, Elarie will start making appearances in towns and cities, looking for them.
     
    Mistress Elarie works out of her shop, Aldmeri Imports, on the road between Dragon Bridge and Solitude, and only a short distance away from the Thalmor Embassy. In addition to the tight dresses she herself wears, Elarie also has a large collection of mage robes to sell. Elarie will open up her shop after you first encounter her in a town or city.
     
    Vigilant Laekette, the Seer
     
    This Vigilant of Stendarr has ended up in an unfortunate predicament. A perverted Dremora has asked his worshipers to create sets of brightly colored buckled gear to completely immobile their victims. His worshipers end up binding their sacrifices in this gear before sending them to their master. Laekette managed to remove a set from one such victim, but was locked up in the same devices herself! No magic she knows has been able to weaken the locks, so she has spent her life since seeking out the remaining sets so that no one ends up in the same situation she's in.
     
    Laekette knows that this perverted gear is sometimes transferred to its victims through a Daedric Charm, a miniature Sigil Stone. The devices are thrown through a portal the charm creates, locking onto whatever poor soul is before it. She aims to collect and disarm these charms before they are put to use. Strangely, some charms may instead spit out staves and soul gems. Vampires, Warlocks, Necromancers, and Forsworn are the most likely to carry one of these charms. After your first encounter and use of one of these charms, Laekette will start venturing into towns and cities looking for them.
     
    Vigilant Laekette is stationed at her vigil, an old imperial watchtower set on a hill North-East of Whiterun, South-East of the Hall of the Vigilant. Laekette is in charge of hoarding magical items deemed to dangerous for the general public, including staves and soul gems. Laekette will open up her vigil after you first speak to her in a town or city.
     
    Thelia, the Stable Master
     
    This redguard blacksmith girl was sent across the border by her master in Hammerfell. She is to tame and send back servants to her master. Since being renounced from the Empire, Hammerfell has grown more hostile to outsiders. Thelia's master has taken this to his advantage, and has been smuggling in servants of other races across the border, where no one will search for them, and no one in Hammerfell will care about them. The restraints Thelia's master uses are designed to resemble horse harnesses, to further disguise his actions when the devices cross the border.
     
    Thelia makes these restraints herself, and sends them off to other servants of her master, and the occasional deviant noble. However, the couriers she sends are not of fighting stock and are often lost along the way. The Smuggled Packages end up in any number of locations. Some other group has also been shipping similar packages, but they seem to be smuggling enchanted weapons and armor. After you find one and take a look inside, Thelia will start showing up in towns and cities looking for the couriers she sent with them.
     
    The new servants Thelia corrals end up at her farm, Hammer-Worn Stables, along the road between Whiterun and The Reach, South-East of Rorikstead. Thelia master has incredible resources at his disposal, some of which is spent on Thelia's creation. Powerful enchanted armor and weapons are often being made at her stables, and she may part with a few. Thelia will open up her shop after you first talk to her in a town or city.
     
    Mirtienne the Mix-Blood, the Sorceress
     
    Mirtrienne claims to be an Imperial mage, though her nickname doesn't agree. She has moved slightly North of the Cyrodiil border to set up shop, and now travels the province looking for the work of one of the last members of the Mage's Guild. The binding and animating spells he created are of incredible interest to her, and their results she finds very precious.
     
    The old mage's work lies within Old Grimoires, which can be found in most hideouts, but most often with Vampries and Warlocks. Inside you will find the remnants of one of the mage's binding spells, still waiting to be activated. You may also find grimoire's from other mages, which will still hold useful pages which can be used as scrolls. Once you find one and start looking through its pages, Mirtrienne will start appearing in towns and cities looking for hints of their location.
     
    The new shop Mirtrienne has set up is called Mix-Blood Magics, and is within eyesight of the gate to Cyrodiil. There, she has brought an extensive collection of books and scrolls, and works diligently to make copies to sell. Mirtrienne will open up her shop after you first talk to her in a town or city.
     
    The Skeleton Key:
     
    One final way to get yourself out of any device. If you manage to find and secure the legendary Skeleton Key, you will be able to remove any device at any time. Simply examine it, and it's power will unlock you.
     
    Credits:
    Kimy, creator of Cursed Loot, which was my inspiration for this mod.
    The Devious Devices Dev Team, who made this game much more interesting
     
    Use only one of the following patches:
    Devious Devices - Struggle Idles Patch, Updated 4/16/2020 (Currently includes all devices up to DDi and DDx 4.3)
    -Almost all devices, apart from corsets and petsuits, now use available and somewhat appropriate struggle animations.
    -Several ground models have been fixed as well.
     
    Devious Devices - Lore Patch, Updated 4/16/20 (Currently includes all devices up to DDi and DDx 4.3)
    -Includes all changes in the Struggle Patch
    -Renames all devices to be consistent with the main Devious Lore mod.
    -Descriptions from devices have been removed.
    -Devices can be enchanted.
    -Various other fixes and minor changes to the base Devious Devices mods.
     
    Change Log:
    2.2.1 (6/5/21)
    -Fixed quest device removal, and re-enabled the three training quests that are now available.
    -Made gear and keys more likely to be given as random rewards.
     
     

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  4. Peril

    Peril is a death-alternative mod that allows the player to try to recover from defeat in combat. Enemies will punish the player and their allies if they continue to attack after their first defeat, stealing any and all items they carry, and doing more nefarious things if other mods are installed.
     
    Defeat
     
    After entering combat you can be defeated by your enemies after you and all your allies are bleeding out, or by pressing the Surrender Hotkey in the MCM. Without aid, you and your companions won't be able to recover from bleedout. If you give your allies potions or scrolls of healing, they may use them to get back on their feet. (This doesn't always work, so it's disabled by default.)
     
    After being defeated, one of your enemies will come up to you to start negotiations, if they're humanoid. If you're defeated by creatures, then you will have a prompt to try to distract them. If you move, draw your weapon, try to pickpocket, open a container, take any items, or exit dialogue before or during this parlay, then combat will start again, and your enemies won't bother trying to talk to you if you are defeated again.
     
    Parlay
     
    During parlay, you have few options to escape worse punishments. You can attempt to bribe your enemies with some gold or some of your carried gear. You can only offer your gear as a tribute if you are carrying some useful items, like lockpicks, health potions, or gems. If your enemy is a member of one of the holds, then you will have the option to surrender and be escorted to jail. (Currently, you're just taken to vanilla jail.) If you want to experience some of the worse punishments, you can pathetically plead for your life.
     
    Punishments
     
    If you are defeated twice by the same enemy, or grovel during negotiations, then you will be subject to some worse punishments by your enemies. Without any other mods installed, the punishments are mostly stealing certain items. Either all of your carried gold could be stolen, all of your potions, scrolls, soul gems, etc. could be stolen, your weapons could be taken, and you could be stripped completely bare of all items, including quest items. The relative weights for these punishments can be set in the MCM
     
    The last two punishments will only happen if you are at a dungeon that has had a Stolen Items container placed inside. These containers are placed right next to the end chest of the dungeon. These containers don't respawn, so, any quest items or unique equipment can be recovered if you return to clear the dungeon.
     
    If you have SexLab installed, then your enemies may rape you, one of your companions, or will force one of your allies to rape you. Again, the rates for these punishments can be set in the MCM.
     
    If you have Devious Devices installed, then you and your allies can be bound in either chastity devices, or heavy restraints.
     
    Escape
     
    After parlay or punishments, you will be given 30 seconds to flee the area before combat starts again. If you draw your weapon or try to loot or steal anything, then combat will start before then.
     
    If you want to avoid punishments completely, then you will either need to kill all of the enemies you face, or flee until you're roughly 60 meters away from them before you are defeated.
     
    Compatibility
     
    This mod shouldn't be used with other defeat mods under most circumstances. However, other modders can temporarily shut down this mod if they need to for certain scenarios. To do this, they should call the following papyrus command before combat starts in their scenario:
     
    if(Game.GetModByName("Peril.esp") != 255) (Game.GetFormFromFile(0x008AC2, "Peril.esp") as GlobalVariable).SetValue(0) endIf  
    This will prevent Peril from starting a defeat scenario when combat starts. After the external scenario is completed, the above command should be used to reset the global variables value back to 1, which will re-enable Peril's defeat system.
     
    Future Updates
     
    This mod is going to be developed at a slow pace. One of the reasons I decided to make my own defeat mod, first with Dragonborn in Distress, and now with Peril, was because every other defeat mod consistently failed during defeat scenarios. So, I'm developing this mod with the hope that every defeat scenario will work every single time. For that to happen I have to plan these mods out carefully, which takes a lot of time.
     
    Changelog:
     
    2.1.1 (4-9-21)
    -Added an option for the defeat notifications. Disabled by default.
    -Quadrupled the distance required to flee to escape defeat.
    -Successfully fleeing from enemies stops combat with them.
    -Made defeat start more reliably, especially if transitioning from one combat encounter to another.
     
     

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  5. Dragonborn In Distress

    Defeat, imprisonment, abuse, trauma, and addiction. The Dragonborn no longer a paragon of virtue or an undefeatable hero.
     
    This mod is now being continued as two separate mods. Peril covers the defeat aspects of the mod. Corruption covers the addiction aspects of the mod.
     
    This mod is intended to be a light-weight defeat, slavery, and addiction mod, integrated seamlessly into normal Skyrim gameplay, completely voiced by vanilla voice lines, and supports several other mods that can add to the experience, without requiring them. It's core is a gameplay cycle of trauma and addiction. If you are defeated and abused, you will become traumatized. To recover, you will either have to wait several in-game days, or find some substance, device, or activity that can distract you. The catch, is that all of these actions and items are addictive. If you go too long without them, your mind or body will deteriorate, leading the Dragonborn into a downward cycle.
     
    !Important Compatibility Issue!If you have two mods that are both soft dependents of the same mod, but don't have that dependency installed, one or both of the mods may break. Dragonborn in Distress is particularly susceptible to this, with the number of soft dependencies it has. The most common culprit is another mod that is soft dependent on Devious Devices or SexLab Aroused. This bug can be fixed by simply installing the soft dependency. If you don't want to have the mod fully installed, just make sure the scripts are installed, and disable the plugin.
     
    Defeat and Capture
     
    It is now possible for the Dragonborn to lose a battle or surrender. If you press the surrender hotkey, set in the MCM, you can surrender to any and all enemies you come across in Skyrim. Surrendering via the hotkey immediately captures you and any companions with you. Alternatively, you can enable automatic surrender and bleedout surrender. With automatic surrender, when your character falls belows a certain health threshold, and either a magicka or stamina threshold, your character will have reached their limit. You will recover your health, but if it falls below the threshold again you will surrender and will be captured. With bleedout surrender, if you start bleeding out in combat you will get a second wind, recovering your health. If you bleed out a second time you will surrender and will be captured. With both cases, the only way to avoid capture would be to kill all potential captors before you surrender, or run away. You only get one second wind while adventuring on her own, so act wisely.
     
    If you surrender, and if you have allies with you, or another band of adventurers or soldiers happen across your potential captors, you may have a chance to escape. For as long as your potential captors are in combat, there is a periodic dice roll that your character may rally and pick herself up. If you fall in combat again, you may also rally again if your captors are still in combat.
     
    If the Dragonborn is captured, a variety of things can hapen to her. If your captors belong to a crime faction, then you will be passed off to the guards and sent to jail. Otherwise, your captors will rape you and any allies you have with you. The number of abusers that will go at you at once is dependent on your level, the same goes for your allies. SexLab is searched for appropriate animations, and if there are none available, the sex scene is cancelled. If you don't want a specific animal or creature raping you or your allies, simply disable their sex animations.
     
    Once your captors are satisfied, they will steal all weapons, arrows and bolts, potions and food, and gold and lockpicks, if Theft is enabled in the MCM. Your allies will be searched as well. If your captor's hideout has one or more jail cells or cages, you will be thrown in with the door locked, and any allies will be locked up in any other empty cells that are available. If you have a cell, but there aren't enough for all of your allies, they'll be taken somewhere else, and will meet up with you if you manage to escape.
     
    After being locked up, you will be left in shock, with your stamina and magicka drained, and you left unable to run. This will last from a few hours to a day or two, depending on how traumatized you are. The duration until you recover from shock is shown in the MCM. Shock can be disabled in the MCM.
     
    At this state, a number of things can happen, depending on how you act. If you carried enough lockpicks and shivs with you, you may have managed to conceal one of each from your captors. Alternatively, you can try looking around any furniture nearby to try to fashion a lockpick or shiv. Keep in mind, your captors will be watching you. If they spot you searching for something, or trying to take something from them, they will rape you, take whatever valuable items you have on you, and may bind your hands and blindfold you. If they spot you with a weapon equipped, they will rape you, disarm you, and may bind your hands. If they spot you trying to run away, they'll take any lockpicks you managed to find, and may blindfold you and lock leg cuffs and bondage boots on you. If you manage to escape your cage, you will be attacked on sight. If you start combat with them, and fall in combat again, you will be raped, disarmed, and your hands may be bound. Additionally, every day or less, your captors will pull you out of your cage...and I'm sure you can figure out what will happen.
     
    Your punishments are partly dependent on how your captors view you, how threatening and how weak-willed you are. Your threat starts dependant on your level, increases anytime you initiate combat or are seen with a weapon, and decreases over time and everytime you are bound. Your weakness start dependent on your addictions, increases over time and whenever you are bound, and decreases everytime you initiate combat. Higher percieved threat makes it more likely you will be bound when punished, and makes your punishments more severe. Higher weakness causes your captors to use you more frequently. You can view percieved threat and percieved weakness in the MCM.
     
    There are three ways to escape capture: kill all of your captors, run away from your captors, or wait for rescue. The first two are self explanatory. For rescue: while you are captured, you can simply wait until your captors decide to throw you out, where someone will find you and bring you somewhere safe. By default, at zero percieved threat and zero percieved weakness, your captors will use you for a day before throwing you out. This can be modified in the MCM. If you are seen as threatening, your captors will likely throw you out sooner. If you are seen as weak-willed, your captors will keep you around for longer. When a rescue attempt occurs, you may choose to wake up in the house of a friend, or at an inn, or at the Temple of Kynareth. You can also choose to remain captured. Rescue attempts can be disabled in the MCM.
     
    Theft
     
    If theft is enabled in the MCM, when you are captured you will likely have some things stolen. While you are captured, these items will be kept with your captors. You can retrieve them by pickpocketing or killing the person or creature that defeated you. Or, if their hideout has a prison section, you may find your stuff in a nearby knapsack.
     
    If you escape without retrieving your items, your former captors will start selling off your gear. These items are not irretrievable though. You may stumble across your stolen items by searching those knapsacks in prison wards.
     
    In a future update, I'll add a Black-Market location, where you can buy any gear that your captors sold off. For the meantime, you can also disable item loss in the MCM.
     
    Trauma
     
    Being captured and abused takes its toll on everyone, including the Dragonborn. Everytime you are raped, abused, or otherwise gang-banged, your trauma will increase. The number of people going at you at once determines how severe the trauma increase is. Trauma will decrease overtime, but only at a rate of 1 point per day. This rate is increased if you have high addiction in something, but will decrease if you are withdrawn in something. The duration until you completely recover from your trauma is available in the MCM.
     
    At high trauma levels it will become difficult for you to focus, lowering the rate at which you gain experience in skills. This can be overcome through some form of addictive relief like alcohol, skooma, or sex. If your addiction to something is higher than your trauma, and your withdrawal in that same action is lower than your trauma, then you will be able to focus again. The trauma experience penalty can be disabled in the MCM, but it will still affect addiction, as described below.
     
    Trying to find relief this way initiates a vicious cycle. At high levels of trauma your addiction to substances and actions increases much faster, which can start uncontrollable behaviour, which may lead to more trauma.
     
    Addiction and Withdrawal
     
    There are a number of addictive substances and actions that can help you overcome your trauma. All of them follow the same basic rules. Performing some addictive action increases your addiction and lowers your withdrawal in that action. Over time your addiction decreases and withdrawal increases. At higher withdrawal your addiction decreases slower. At higher trauma your addiction increases faster. If you spend time near a shrine your addiction decay won't be impeded by high withdrawal. The Tribunal Shrines and Shrine of Auri-El added by the DLCs can help your addictions if you install the DLC patch. A whole range of sliders exist in the MCM to adjust how fast withdrawal and addiction changes for each kind of addiction. Each addiction can be enabled or disabled at any time in the MCM. They start as disabled by default.
     
    At high levels of addiction and withdrawal your character may start to do things spontaneously to get their fix. If your character's last spontaneous urge was more than 12 hours ago, your character's thoughts will be put up on the screen as a warning. If they get the urge again within 12 hours they will go through with it with no other warning.
     
    Alcoholism
    You become addicted to alcohol through drinking mead, wine, and any other alcoholic drinks you may find. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any bottles of alcohol you spot or carry in your inventory. You may also demand innkeepers to serve you a drink, even if you can't afford it. Arm and wrist binds will prevent you from stealing and drinking alcohol spontaneously, and a gag will prevent you from demanding innkeepers for alcohol. Alcohol added by official DLCs can affect your alcoholism if you install the DLC patch.
     
    Narcotic Abuse
    You become addicted to narcotics by consuming skooma, moon sugar, and related drugs. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any narcotics you come across or carry with you. You may also demand the caravans or other road-side dealers you find to hand over their goods. Arm and wrist binds will prevent you from stealing and consuming drugs spontaneously, and a gag will prevent you from demanding dealers for their goods. Redwater Skooma can affect your narcotics abuse if you install the DLC patch.
     
    Kleptomania
    You become a kleptomaniac by stealing and pickpocketing items. At high levels of withdrawal and addiction, you may spontaneously steal any valuable item left out in the open, without thinking to check if anyone is watching you. Arm and wrist binds prevent you from stealing spontaneously.
     
    Lactation
    You become addicted to lactation by becoming a Milk Maid through Milk Mod Economy, and using milking pumps and harnesses. At high levels of withdrawal and addiction, you may spontaneously jump into a milk pump at any farm or mill you come across. You may also demand farmers and general merchants milk you dry on the spot. Wrist binds and chastity bras will prevent you from jumping into milk pumps, and a gag will prevent you from demanding others to milk you.
     
    Sex Crazed
    Sex addiction is handled externally through SexLab Aroused. Your 'Withdrawal' is read from your SLA Arousal and your 'Addiction' is read from your SLA Time Rate. At high levels of withdrawal and addiction, you may masturbate on the spot out in the open. You may also demand any man or woman you come across to fuck you in the street, though only lowlives or moralless scum would accept the invitation in broad daylight. Wearing a chastity belt or a gag will stop you from demanding others for sex.
     
    Xenophilia
    You become addicted to exotic sex with tentacle creatures after being assaulted by chaurus tentacles added by Estrus Chaurus. Tentacle attacks can occur through spit attacks, or through harvesting chaurus eggs. At high levels of withdrawal and addiction, tentacle attacks may occur without provacation underground and near certain items like falmer totems and chaurus egg sacks. Wearing a chastity belt will prevent tentacle attacks.
     
    Bondage Reliance
    If you wear wrist binds while being addicted to alcohol, drugs, or theft, then you may become reliant on bondage. When you are reliant on bondage, and you're not wearing wrist restraints, you will become paranoid and may spontaneously bind your hands with whatever devices you carry on you, or demand a guard or blacksmith bind them for you. Wearing a gag can prevent you from making these demands.
     
    Chasity Reliance
    If you wear a chastity belt or bra while addicted to lactation, sex, or tentacles, then you may become reliant on chastity devices. When you are reliant on chastity, and you're not wearing chastity devices, you will become paranoid and may spontaneously equip a chastity belt or bra if you are carrying one, or you may demand a blacksmith to lock one on you. Wearing a gag can prevent you from making these demands.
     
    Gag Reliance
    If you wear a gag while you are addicted or reliant to something that can cause you to make demands, then you may become reliant on your gag. When you are reliant on gags, and you're not wearing one, you will become paranoid and may spontaneously equip any gag you're carrying, or you may demand a blacksmith or guard to lock one on you. Wearing a gag prevents you from demanding guards and blacksmiths to put a gag on you.
     
    Troubleshooting and Uninstallation
     
    Theft and Capture have Safe-Word buttons in the MCM. Press these if something starts going wrong.
     
    All addictions can be disabled in the MCM. You should disable all addictions and press the Safe-Word buttons before uninstalling the mod.
     
    Compatibility
    The following mods can be added to improve the features this mod has:
    SexLab Aroused Redux - Dragonborn in Distress uses this mods values for sex addiction.
    Devious Devices Integration 4.x - You may be bound in devices when defeated, and can use devices to quell your addictions.
    Milk Mod Economy 26-01-2019 or higher - Enables using Milk Pumps as a form of relief, and enables milk pump addiction.
    Estrus Chaurus+ 4.x - Enables tentacle attacks through chaurus eggs, enables using tentacles as a form of relief, and enables tentacle addiction.
     
    Description for 1.x Versions
     

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  6. Body Builders

    The women of Skyrim can now have their bodies reflect their skills, abilities, and addictions.
     
    Overview
    Your body, and the bodies of female NPCs, will change depending on your skills, to reflect your physical capabilities. This is done through Bodyslide Morphs. Each skill has been assigned a Bodyslide preset, and as you increase your experience in that skill, your body will become more like that preset. Your arms will become burly if you train in combat skills, your legs will become thick and toned if you train in stealth skills, and your chest will bulge from training in magical skills.
     
    In addition to skills, you can enable weight gain, and arousal changes.
     
    Gorging on a feast will now leave a mark on your character, distending their stomach until you rest (if Stuffing is enabled), and the more food you eat, the larger your character will become (if Weight Gain is enabled). Fasting or dieting will slowly slim your character, but illicit drugs like Skooma can also send your metabolism into overdrive, slimming your character faster.
     
    NPCs are also set to a certain body weight depending on their level and vanilla body weight. At 100 vanilla body weight, and level 1, an NPC will have 100 mod body weight; the higher the level, the lower their mod weight. As of version 1.1, NPCs can gain weight if they eat food. You will need an additional mod to feed NPCs.
     
    If your character ends up having a lot of sex, and can't stop thinking about sex, then they will turn into a full fledged bimbo, with all the required assets (requires SexLab Aroused). The higher your Sex Addiction (ie SLA Time Rate) the larger your assets will become. NPCs can also experience this effect.
     
    These changes will only happen if your sleep often enough, or drink skill-based potions with the Potion Addon installed. You can also press 'Force Body Update' in the MCM.
     
    The MCM has several options to customize how your body will change. How large you can become, and how quickly you grow, as well as options on how NPCs, both unique and non-unique, will change.
     
    Customizing Morphs
    If you don't like the Bodyslide morphs I've made for this mod, you can customize your own and import them into the game. To do this, download the Bodyslide Presets, and Bat Files, and follow these instructions. Reference the images above for additional aid.
     
    Open and make changes to the BodySlide preset to the skill you want to change. Only edit the 'High Weight' side of the preset. Copy the appropriate Bat file to the 'Skyrim' folder, one level up from the 'Data' folder. Edit the Bat folder with the changes you've made to the preset, taking the difference of the High Weight and Low Weight. Open up the Game, and call the bat file through the console: bat [Bat File Name] Perform steps 1-4 for all skill morphs you want to edit. Open the MCM and select 'Update Globals' (Optional) Select 'Force Body Update' in the MCM to see the changes immediately.  
    Installation
    Simply install the main file, and the Potion Addon if you want it, through your mod manager. Load order does not matter for the main file, but the Potion Addon should be loaded after any alchemy overhaul.
     
    You should select 'Force Body Update' in the MCM the first time you load the game after you install the mod.
     
    For armor or clothing to work you need to build their meshes through BodySlide, with 'Build Morphs' checked.
     
    Uninstallation
    Before you uninstall the mod, you should select 'Reset Body Morphs' in the MCM to reset your character's body. If you have NPC morphing enabled, you should disable that, enable 'NPC Morph Spells' and use the 'Restore Body' spell on any NPC that has been changed by this mod.
     
    If you've lost track of which NPCs were changed by this mod, use the Netimmerse Override Cleaner mod.

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  7. Estrus Trapped Eggs

    Tentacled creatures and sentient slime now guard the piles of chaurus eggs lying in the caves of Skyrim. If you disturb them, they may turn you into their next breeding ground.
     
    Overview
    This is a very simple add-on for Estrus Chaurus+. Instead of having to suffer being a target dummy for the chaurus to get tentacled, you can now simply mess around with their eggs to have some fun.
     
    Everytime you activate a pile of chaurus eggs, there's a 5% chance of a tentacle creature of slime creature to have its way with you. This also works with NPCs, so you can ask your followers to harvest chaurus eggs if you want to start a coven of brood mothers. If you have Devious Devices installed, and you're wearing a chastity belt, you can harvest chaurus eggs without risk of being assaulted.
     
    Compatibility
    This mod simply adds a script to the chaurus eggs objects, and so has to be loaded after any mod that edits them, like harvest overhauls.
     
    This mod supports Devious Devices chastity belts, but it does not require DDI.
     
    This mod does require Estrus Chaurus+

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  8. Extra Pocket

    Description
    This is a relatively simple mod that allows adventuresses to use their biology to their advantage. Female characters can now smuggle a small amount of items inside themselves. These items are safe from any prying hands, so guards won't take any contraband, and bandits won't take any gold or keys stored there. However if you find yourself trapped in a chastity belt, you won't be able to reach in there either.
     
    Obviously you can't just stuff entire chests of stuff up there from the start. Initially you will only be able to place a small amount of items inside you; a stolen ring or two, possibly some gems as well. You can increase your own capacity by pushing yourself to your limits, literally. If you stuff yourself further than you have before, you will stretch yourself out slightly, increasing your capacity. However you will probably be sore from this for some time, so it will probably be a few weeks before you manage to smuggle entire dungeons worth of treasure inside you.
     
    There are also some restrictions and drawbacks to using yourself as a portable chest. You won't be able to reach in there while running around in combat, chest armor will prevent you from reaching as well, and if you aren't a woman then you don't have any place to store anything. There are also some items which you won't be able to stuff inside you, no matter how much you stretch yourself. Be default all weapons except daggers, and armor and clothing can't be stored inside your extra pocket. Also, if you start carrying around pounds of equipment inside yourself, then you won't be able to move as quickly as you could before, and putting items into and out of yourself will be sure to arouse you.
     
    All of the things mentioned above are configurable via the MCM menu.
     
    Requirements
    SKSE
    NiOverride or Racemenu
    CBBE BodySlide Racemenu Morphs, or Belly Weighted Skeletons and Armor, depending on the expansion method that is used.
     
    Optional Dependencies
    SkyUI
    SexLab Aroused
    Devious Devices Integrated
     
    Credits
    4onen, and CPU for help with some of the scripting

    9,544 downloads

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