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  1. Diary Of Mine for Paradise Halls View File This mod is an extension to and heavily inspired from PAHE for Skyrim. It functions like its sister mod HSH by adding a new set of slaves with extra functionalities and starting with version 7.12 the player can also be a slave (soon to be functional). It can be used with or without PAHE installed. Diary of Mine adds personality traits for all unique NPCs and PAH faction actors. A dialogue line "Let's have a serious talk" is added to actors where the player can ask them about their personality and their feelings. Traits are based on the HEXACO personality model used in sevetal psychological studies. There are 6 personality traits linked to 6 feelings. For PAH slaves, feelings will change depending on emotions and training. Traits can also change but at a much slower pace. For other NPCs, traits and feelings are constant. In this case feelings correspond to their general feelings in life. I also added 6 physical and psychological facets acting as emotion filters, so an actor can be calm but physically extremely sensitive. See the personality system section below for more details. Also check my DOM Stories add-on for different ways to solve the Skyrim quests. If you enjoy DOM and use it regularly, remember to fill in the poll on my patreon and post any suggestion you might have there, or on my discord server, or in the support thread. If you wish to support my work my Patreon is also the way to go: https://www.patreon.com/user?u=75574226 Here is a short list of what this mod includes: Description: The mod will add one new topic for all unique NPCs "Let's have a serious chat" where you can ask them about their personality and their feelings. Other topics, will become available once an actor is enslaved or recruited as a slaver. DOM also adds potions, spells, leashing collars and weapons to help the process of capturing and training slaves. Installation: See installation tab for a full list of what to download, required and recommended mods, and voicepacks. Interacting with Slaves, Slavers and NPCs: There are three ways to interact with actors in DOM, with the 'E' key (usually starting a dialogue but not only - see next section) with the UI Wheel menu and with direct order hotkeys. The wheel menu needs to be bound to a hotkey in the MCM wheel menu tab. Default keys for wheels are Y, shift-Y, U and shift-U, L and shift-L. For those without UI extensions it is possible to turn on a replacement message box menu instead of the wheel, in the MCM. See the DOM slave dialogue sections for more details. The dialogues are organized as follow and the 6 first dialogues correspond to the 6 wheel menus: "Let's have a serious chat" dialogue or Status wheel (SHIFT-Y key): Most actors will have this new dialogue line to chat, learn about their personality, recruit them, free them if they are slaves, ransom their family members and clean actor's outfit or factions. For NPCs it will give you the opportunity to chat with them to get to learn their personality and feelings in a RPish way. Talking to them might increase their relationship toward the player, strengthen their personality and modify their feelings. The Status wheel for slaves also includes the duties (be respectful, be silent and fight for me) as well as the tasks (clean, mine, cutwood, ...). "You'll do exactly what I tell you" dialogue or Order wheel (Y key): For slaves owned by the player and NPCs with lover relationship. Ask actors to follow you, wait, untie, open inventory, tie them up, pose, bag them, set slave duties (including be respectful), put them to work, or order to (this last one is the vanilla Skyrim "favor" option). The order wheel menu doesn't include the duties (be respectful, be silent and fight for me) nor the tasks (clean, mine, cutwood, ...) nor the orgasm policy (see other wheels for those). "Listen to me slave" dialogue or Training wheel (U key): For slaves owned by the playerand NPCs with close friend relationship. Train actor with praise, comfort, punishments, insults, flatter, threaten, make promises, brand them, make them drink (potions or alcohol) and force them to wash. "Come here slave" dialogue or Abuse wheel (SHIFT-U key): For slaves owned by the player and NPCs with lover relationship. Abuse actors with stripping, sex, items (gags, plugs, blindfolds) kisses, body inspection, masturbation, check value, bow and reset. The abuse wheel also includes orgasm policy. "I need you to do something for me" or Management wheel (L key): For slavers and trainers. Give management orders to slave trainers and slavers: List trainees, set camp, go to camp, guard area, gather trainees, add trainee, unload trainee and unload all trainees. The dialogue also includes the usual orders: follow, wait, ... "Let's talk about the slaves" or Abuse wheel(SHIFT-L key): For slavers and trainers. Give abuse orders to slave trainers and slavers: display, tie-up, chain, restrain in furniture, order to dance, order to masturbate , punish and rape trainees. For close friends and loving NPCs if the NPC interaction dialogue is enabled in the MCM, the following options will be added to the "You'll do exactly what I tell you" dialogue branch: "Follow me, I need to show you something": Order to follow player. "Wait here, I'll be back soon": Order to wait and stand still. "You can go back to your duties now": Clear the follow and wait status and resume normal packages. "Surprise! You're mine!": Abduct the NPC. It is advised to use this dialogue once you reached a secluded place or citizens will come to the rescue. For loving NPCs if they are told to be respectful and have been flattered, insulted, shamed, punished, tied-up, and hugged (all 6 at least once each): "I want you to be my slave!": Enslave the NPC willingly. The actor will receive a huge boost in resignation, submission and respect training but it doesn't mean they will be happy and won't try to runaway. For most NPCs: "Would you like to use one of my slave?": Send the NPC to have sex with the last marked for sex, slave (see "Honour your master" dialogue). NPC can refuse or even prefers to rape. "Would you like to defile one of my slave?": Send the NPC to rape the last slave marked for sex (see "Honour your master" dialogue). NPC can refuse or try to be gentle. "Would you like to have sex with me and and my slave?": Send the NPC to have a threesome with the player and the last marked for a threesome (see "Honour your master" dialogue). NPC can refuse or try to be gentle. Results depends on the Sexlab scenes you have registered and scene can fail if no threesome is found. For PAH slaves only: "Come and be a good sex slave!": Only for PAH slaves. Send the slave to the last slave marked for sex (see "Honour your master" dialogue). PAH slaves can not refuse. "I want to give you the special treatment": Only for PAH slaves. Will transfer the slave to DoM. This is found under the "Let's have a serious chat" dialogue branch. Capturing and Recruiting NPCs: DOM offers several ways to enslave or recruit actors, depending on the location, the time of day and whether or not the actors are hostile, the most effective method might be different. Combat: Once an enemy health goes beyond 30% or a fixed threshold (both adjustable in the MCM capture menu) pressing 'E' will bring up a message box with options to 'Enslave', 'Recruit' or 'Cancel'. Enslaving is 100% chance success, recruiting depends on the enemy honesty and open_mindness. Weapons: Weapons can be enchanted with the Abduction magic effect. They will automatically enslave an enemy once the health thresholds are met. Weapons can be set to enslave only males or females and to ignore creatures and beast races. Spells: There are two spells which could be used to capture actors. One captures living actors and the other one should be used to raise from the dead fallen foes. Sneak: Sneaking or just walking behind an actor and pressing the capture key (default 'H') will try to assault the actor and enslave. Beware that witnesses might react to your action and your victim might be faster than you think. Unawary victims (sleeping, sitting or in love with the assaulter) can even be assaulted from the front. Alarm and witnesses can be turn off in the MCM capture tab. Stun: If you get the bludgeon from Lucan (on his bench or as a reward for retrieving the golden claw with DOM Stories) you can sneak behind actors to try to stun them. Once again, this action can be cancelled by witnesses or if your victim is too fast and aware. This action doesn't start the enslavement, but rather puts the actor in unconscious state and allows for futher options, see next point. Actions: While an actor is sleeping, unconscious (see Stun above) or tied-up or in a bag, pressing the 'E' key will triggerr the action menu. Available actions depends on the specific case but can be one or several of these: 'Wake-up', 'Enslave', 'Recruit', 'Tie-up', 'Untie', 'Bag', 'Open bag', 'Open bag and tie-up', 'Talk to' and 'Cancel'. Beware that actors taken out of bag or restraints might turn hostile toward the player. It is usually a good idea to use 'Open bag and tie-up' rather than simply 'Open bag'. Chatting: Chatting with NPCs will make them love you more and loving NPCs might agree to become your slave (see dialogues above). NPC with honesty lower than 50 will see their stat value decreases the more you chat with them, this is called strengthening the personality and reflects the psychological influence of the player. Once actors reaches low enough honesty and high enough openness, they might agree to join you as a slaver. Diaries: Most slaves and slavers have a diary (not HSH and AYGAS slaves for now). Those can be read like normal books by pressing 'E' [Read] or holding SHIFT first and then pressing 'E' if the diary is in a container. Diaries contain useful information on the slave training process and may reveal their hidden kinks under certain circumstances. It takes some time for the diary to update and because dynamic books are not a Skyrim feature, the diary (which is only a book cover) will close and open a readable version. Often this fails miserably leading to blank pages. A trick to circumvent this 'feature' is to press ESC as soon as the diary opens and the 'Updating diary' message is displayed. The diary will close but a few seconds later it will reopen with the correct pages. If this trick doesn't work the diary can also be opened with the 'DOM Open diary' spell. The spell needs to be directed at the slave or slaver target and will display the diary's pages in more reliable message boxes. There is also a player's diary lying on the floor in Breezehome's entrance. It suffers from the same hiccups as normal diary books. The spell to open the player's diary is the same but it should be directed at non DOM actors to open the player's diary. For example if Lydia is your follower and not enslaved nor recruited, casting the 'DOM Open Diary' spell at her will open the player's diary. The player's diary contains a history of the the player's captures, recruits and current location, status as well as training levels of the slaves. Quest: To discover the mod's use of potions, spells and family relationships, you can try the small quest to retrieve Olava's niece. Meet Olava in Whiterun and ask her about what troubles her, she should be on her bench around 10am. This quest will ultimately take you to Drela's cottage, where you'll find Kimli and learn about bewitching potions. There are four bewitching potions and they are all craftable from the bewitching alchemy bench found in Drelas' cottage : Love potion, mind breaking potion, lust potion and lash potion. Drelas has been doing business with the occupants in Fort Greymoor. Someone from the fort is providing him with the base ingredients for the potions. Unfortunately the last shipment never arrived, and Drelas feels he might have been betrayed. He is very anxious and might attack on sight any unexpected visitor. If you plan to pay Drela a visit, you should definitely talk to Olava in Whiterun first. Hotkeys and Group orders: Options and MCM menu: The DoM MCM menu has 10 tabs Main tab: (main options) Capture & release tab: (Everything happening at capture or when enrolling a slaver) Player tab: Punishment tab: Equipment tab: Personality tab: NPCs tab: Pressing "ESC" for a hotkey will clear the value. Wheel menu tab: (Also see the "Hotkeys and wheel menus" section above) Hotkeys tab: See the "Hotkeys and wheel menus" section above Animations tab: Sex and gender tab: Notifications tab: Various toggles to turn on or off specific notifications. Debug tab: For experts only. Slaver roster tab: Lists all slavers on the left panel. Right panel shows actor status, training stats and allows to summon actor to player, reset actor, redisplay SlaveTats or delete actor. Slaves 1-43: Lists first 43 slaves on the left panel. Right panel shows actor status, training stats and allows to set actor name, title, gender (DoM and Sexlab gender) or summon actor to player, reset actor, redisplay SlaveTats or delete actor. Slaves 44-86: Same as above for slaves 44 to 86. Slaves 87-128: Same as above for slaves 87 to 128. Followers: If any nearby follower were detected, they will be listed here. Family: Will list nearby NPCs if they have an enslaved family member visible. Note for developers (keywords): Dialogues for DOM slaves: Dialogue branch "Let's have a serious chat": Information. To get slave status and personality, recruit or free them and moves them to/from PAH. Dialogue branch "You'll do exactly what I tell you": Orders. To force a slave into an action: follow you, wait, untie, open inventory, tie them up, pose, bag them, set slave duties, put them to work, or order to. Sub dialogue branch "I am going to make sure you stay here": To make slave pose in bondage. Sub dialogue branch "Entertain me slave": To make slave pose. Most poses are choosen depending on personality and training. Sub-dialogue branch "About your duties as a slave": Dialogue branch "Listen to me, slave": Psychological abuse. For praise, comfort, punishments, insults, flatter, threaten, make promises, brand your slaves, make them drink (potions or alcohol) and force them to wash. Dialogue branch "Come here slave!": Physical abuse. Abuse actors with stripping, sex, items (gags, plugs, blindfolds) kisses, body inspection, masturbation, check value, bow and reset. Sub dialogue branch "Undress now!": To manage slave equipment type. Sub dialogue branch "Honour your mistress/master, slave": To have sexual intercourse with slave. Conditional dialogues for DoM slaves: Those dialogues only appear if the slave fulfill certain requirements: Dialogues for DoM slavers: Dialogue branch "Let's talk about the slaves.": Dialogue branch "I need you to do something for me.": Potions, spells and weapons for the apprentice slave master: Traits generation and JSON files: Personality traits: Feelings and training: Slaver skills: Emotions, abuse and training: Personality traits evolution: Moods: Emotions: Race and class bonus to personality traits and number of kinks: Kinks: Training tips: Stripping and equipment policy: Changelogs: AYGAS, HSH and OStim integration: Disclaimer: I condemn physical and psychological violence of any form. Any under-aged actor is strictly forbidden from this mod. This mod is intended as entertainment only, remember this is only fantasy and have fun in Skyrim! Known bugs and FAQ: suggestions welcome Acknowledgements: Thanks to all teams who made this mod possible, with a special thanks to the authors of SKSE, UIExtensions, JContainers, PO3 Papyrus Extender, SkyUI, FNIS, Zaz and Sexlab! Thanks to @layam for the original PAH framework and for the whip and collars I reused in DOM. Thanks to @CliftonJD for all the help with coding, debugging and for allowing me to repack pieces of PAHE code. Thanks to @Musje for the immensely valuable help with patching HSH and AYGAS code. Tears textures and the essential message widgets are courtesy of @gooser from Apropos2 mod. @tznvlw took care of the translation of the MCM menu. @FriedTmprovided the code snippets for cbbe/3ba/himbo cloning. Fomod installer first version provided by @Tiress. Finally thanks to all the playtesters from LL for their support, reporting bugs and for their never ending suggestions. Animations, meshes, and textures courtesy of Leito, Babo, DarkAngel1265 as well as MiasLair/SexSlaves, Sexlab, ZaZAnimationPack and Devious Device teams. Voicing was done with xVAsynth. Slave tats with status by the always inventive @DocClox Alluring Potion Bottles v3 by jbvw http://www.nexusmods.com/oblivion/mods/33531/? Celtick Alchemy lab from Autan Waspeez https://www.nexusmods.com/skyrim/mods/54109 Thanks to Team TAL for their BDO & Overhit armor sets used in most of the screenshots. Other armors and outfits by COCO and Ninirim. The maid outfit is Backsteppo French Maid outfit. The harness is Venus Cage by Ninirim. Characters in screenshots are from Botox for Skyrim and personal work. All original assets and code contained in this mod are for personal use, are property of the creator and should not be distributed or reused without the author consent, in addition to the CC BY-NC-ND license. For all material included in this mod other than my own, please refer to the creators pages for license or CC BY-NC-ND otherwise. Submitter TrollAutokill Submitted 03/25/21 Category Adult Mods Requirements See description Regular Edition Compatible Yes Install Instructions What to download? Version 8.4 is the new stable version. It is available for Skyrim SE (including AE & VR). It doesn't depend on PAHE anymore. This is the recommended file to download if you want a stable release or for Wabbajack lists. Version 8.5 is the development version. It is highly WIP and can lead to unexpected results. Especially interface with Leash Framework and Stable Captives are untested. Version 5 is the legacy version. It is available for Skyrim SE (including AE & VR) and LE (5.2.5 only). It is compatible with all recent PAHE versions (8+). Beware the documentation was updated for DOM 7, hence some dialogues and menus might not apply for versions 5 and 8. Important note: If you're still running a Skyrim version lower than 1.6.1130, you'll need to install Backported Extended ESL Support(https://www.nexusmods.com/skyrimspecialedition/mods/106441. Users of 1.6.1130+ don't need this patch. The DOM dependencies file is only for developpers and is not needed for normal users. It only contains the headlines needed for compilation. Courtesy of @a_random_user. Provided are also clean save games for those who want to jump straight into the beginning of the game at different locations on the map (Use Ivarstead location if you want to dive straight into HSH). Type 'showracemenu' in the console to customize your character appearance, gender and name. The first save is for a Breton in front of Fort Greymoore with Uthgerd as a follower, with no quest started beyond what's needed to enter Whiterun. The other save games are for a Nord alone or with Lydia as a Follower, a few quests are already started to allow for the player to buy Breezehome and a horse was bought and is waiting at the Whiterun's stables. Installation: Here is a detailed installation procedure: Further notes about installation : If you have problem getting your save to load, it might be time to use Resaver and purge unwanted mods, including older versions of DOM and PAHE. Voicepacks and other recommended mods:
  2. Paradise Halls Enhanced (pahe) Special Edition with the customary addons View File this is skyrim special edition conversion for : Requirements: Skyrim SE 1.5.39 minimum, tested working with newer current versions SKSE SE v2.0.7 minimum, tested working with newer current versions SkyUI SE FNIS 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: https://www.nexusmods.com/skyrim/mods/29886/? 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 version8: 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): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible. 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 The Slaver's Spellbook 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 Instructions 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 npc dialogue fixes list: Installation * 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 mo or unpack into data folder. Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. installation method when installing fresh or reinstalling everything: Troubleshooting If you're experiencing weirdness, here are some troubleshooting tips: do Not use an sse edit autoclean, those are not identical to master records being deleted -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. -sometimes best to leave the console open when resetting a slave or restarting the mod - 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: [General] ClearInvalidRegistrations=1 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: fDecalLifetime=9999.0000 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: Compatibility 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 <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. recommended but not required: PAH Home Sweet Home by Musje aygas(and you get a slave) by Musje look for sse versions of these mods, recommended but not required: Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft 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 original 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)(obsolete) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors fomod by tznvlw PERMISSIONS - You can NOT post any derived works of this mod (= mods that contain portions of my code) outsides of LL without my explicit permission. - You can NOT repost or reupload this mod without my explicit permission. - You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of pahe's scripts or ESP in your mod) as future updates might break mine, yours and other mods if you do. - You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs. - You can NOT publish a full or partial fork of pahe (as in using it as a base for a project offering similar functionality) without my permission. Submitter CliftonJD Submitted 07/03/18 Category Quests Requirements Skyrim SE, SKSE SE, skyUI SE, FNIS SE, SexLab SE, Zaz and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod Regular Edition Compatible No Install Instructions
  3. Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine View File This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. It also features buying and selling slaves. ESL flagged. Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training. There are currently 4 unique npc's on a fixed location that can be bought directly, 10 that are connected to 4 separate quests, and 22 that can be randomly found in the repeatable quests. There is 1 unique item that can be found. The quests are independent from each other. Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest. For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in the major cities: Solitude, Windhelm, Whiterun, Markarth, and Riften. If you have too many slaves, visit the slavers in the Solitude Docks, the Windhelm Docks, or the Raven Rock Docks. They will buy every slave you bring them, no questions asked. And they might have something for you to buy as well. And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods. This feature can be turned off through dialogue ingame. Requirements: See the install page Detailed overview Simple Unique Slaves with fixed location These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours. Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training. They work as generic prostitutes before you buy them. Bunny, Breton: in the BraidWood Inn Tilu, Dunmer: New Gnisis Cornerclub There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters. Astia, Imperial: in the Riften Jail Yatava, Orc: Dawnstar jail A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself. Simple Slaves with randomized locations As mentioned in their sections, the Rescue repeatable quest, the Jail Market, and the Slavers can include unique characters that can't be found any other way. Each time these start, they have a chance to select a random NPC from their list. Each of these NPCs has a unique backstory, and they might have connections with other NPCs or quests from this mod. Jail Market There are 6 unique NPCs that can found in any of the jail markets, they cost the same as the generated prisoners (750 gold). See Jail Market below for more details. Rescue repeatable quest There are 7 unique npc that can be rescued. They are divided between bandit captives, mage captives, or cave captives. Currently no unique NPC is set up to be rescued from caves unless SPID is used to assign more. You can choose to enslave them, or to free them. If you decide to free them, they will remain in the game world. They'll spend a day in the inn, and then they will return to their home location. They become regular followers and marriage candidates. See Rescue below for more details. Slaver There are 5 unique NPCs that you can buy from the slavers. They all come with high training stats. See Slavers below for more details. Lucky finds There are 4 unique NPCs that you can find in random dungeons. You can capture them, recruit them, or free them. If they're freed, they'll return to the location between brackets. See the Lucky Find quest below for more details. Adding new NPCs to these systems Do you want more NPCs to rescue or buy? You can add more NPCs to these systems with SPID or Skypatcher. Give an NPC one of Enthralled's factions, and from then on Enthralled can use them. If you have a bunch of follower mods, you can send them to Enthralled's systems. I'll walk you through on how to use SPID for this. An example script with the correct setup is provided in the downloads. You must add one or more of the following factions to the NPC of your choice: PqJailedFaction PqCapturedBanditFaction PqCapturedMageFaction PqCapturedCaveFaction PqCapturedSlaverFaction PqLuckyFindFaction If DOM is installed, there is an additional faction. NPC with this faction can be recruited as DOM slavers to train your slaves, hire them for 500 gold near the Slave Buyers. There are no custom NPCs yet, only those you add through SPID. PqRecruitSlaverFaction First you must have a spid _DISTR.ini file, either make a new one or work with the example in the downloads. Before we start, remember that enslaving vanilla NPCs might break quests or scenes. It's safest to select NPCs that aren't important for anything. Do note that SPID adds these factions when the NPC is first loaded in your save file. If you use SPID for a NPC that already exist in your game, it's possible SPID will skip them. Depends on SPID version. Adding based on name Adding based on conditions Adding from a different mod If you have any questions about this, feel free to ask in the comments. Quests: Riften Beggars and Nobles This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with. A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort. She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs. First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking. Meanwhile, you can also try to get some extra information on Esmee by talking to her and Bette. You can also learn about a journal that Esmee kept, finding it can bring some benefit at the end of the questline. Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge. First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them. The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them. Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill or capture him and Esmee is yours. Unwilling Bride In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape. If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them. For the location, click the spoiler. Once the way is clear, you can take Silvia with you. The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens. After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed. Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia. After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends. Thalmor Assets This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls. As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently. First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location. Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact. If the NPC's are loaded in DOM, it will require Resignation instead of Submission. Sisters of the North This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console: Sister of Battle The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you. There are multiple paths to complete this quest, though it will end the same for her: Once that Fjora is enslaved. The other two quest become available. Sister in Chains Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start. You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead. There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim. Once you find Soin, you need to get some answers from him. There are again multiple paths. Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats. This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well. If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes. As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved. Completing the quest will also result in a significant training boost for Fjora. Sister of the hunt This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera. You will need Fjora's help to progress on this quest. This will require: Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp. In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route. Jail market There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. An adventurer could also sell their captured bandits in here. In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Most of them are randomly generated, but there are unique prisoners amongst them with custom dialogue and appearance. Some of them have relationships with other npcs in this mod. The random prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training. The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture. Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine. If you want to sell a slave in the jail, speak to the slave you wish to sell and tell them that the guards will take care of them, then seal the deal by speaking to a guard in the jail. The guards will pay 500 septims regardless of training level. The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets. There is only one unique prisoner available, and a new one is selected only once the jail fully resets. If you don't buy the unique prisoner, they can show up again, including in different jails. If you want, you can turn this feature off: More details in the spoiler. Repeatable quests Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them. They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, Garvey from the Markarth Warrans, Deals-In-Chains on the Windhelm Docks, and Ghagrub the Respectable Trader on the docks of Solitude. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends. Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers. There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates. Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr. If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Solitude, Windhelm, Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards. Collect ingredients Common 5 separate quests, 1 for each information broker An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons. When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it. possible ingredients: Collect bonds Common 5 separate quests, 1 for each information broker A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold. Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl. possible items: mod tip: ZAZ Crafting by Herowynne gives the ability to craft these items at the forge. Wealthy Bandits uncommon 5 separate quests, 1 for each information broker The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich. This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest. Personal tip: my ZAZ Items Skypatched mod makes these items valuable so you can sell them to a general merchant. It also changes their name for more immersion. Rescue The rescue quests are divided in subtypes, depending on the location it will send you to. You'll be asked to rescue a missing person from a dungeon. This can be either a unique captive or one generated from your leveled lists. The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well. All dungeons are in Skyrim, you will not be send to Solsteim. If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it. The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor. If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system. If the captive you were sent to rescue was unique, they will not be disabled, they'll stay in the inn for a day, and will then travel to their home location. See the Simple Slaves with randomised location section for more information on them All generated captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc. There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments. Rescue from Bandits uncommon 5 separate quests, 1 for each information broker Locations: Bandit or Forsworn Reward for rescue: 500 gold Number of backstory dialogues: 11 Rescue from Mages rare 1 quest, can be obtained from each information broker Locations: Warlock or Hagraven Reward for rescue: 600 gold Number of backstory dialogues: 6 Rescue from a dangerous cave rare 1 quest, can be obtained from each information broker Locations: Vampire or Falmer or Draugr Reward for rescue: 650 gold Number of backstory dialogues: 8 Full list of all vanilla dungeons with the CaptiveMarker and their type: Sell Worker uncommon 3 separate quests, 1 for each information broker With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done. A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity. The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each. You'll be payed well, the price has a minimum of 900 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the standard price. Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions. If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option. Once you've selected your slave, speak to the questgiver, and sell your slave. After selling, the quest ends and the sold slave is removed. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Sell a Custom Order rare 3 separate quests, 1 for each information broker If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices. You get a request for a slave with a specific type of training and possibly other characteristics. Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 2100 septims, and the price can go much higher. It is always more than the standard price. The base price is always multiplied by 1.5, so the price is at minimum 50% higher. There are always 5 conditions, these can be: *A specific race (60% chance) The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls) It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture. If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase. *Virgin (10% chance) (DOM only) The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality". If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins. If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price. *one or two major traits For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price. The requested training level ranges from 70 to 80 *minor traits (1 to 3) The rest of the conditions will be filled out with minor traits until there are 5 conditions. Minor traits in Pah are: Anger, Fear, Pose, Combat, Sex Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex (Note that if virginity is asked, none of the sex trainings will be asked) Training levels range from 65 to 80 For both minor and major traits, you'll get a bonus the more the requested training level is above 65. Exceeding the training level will raise the base price, and thus also the price that you'll get. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Lucky Find Clearable dungeons might randomly have an NPC to rescue, selected from the NPC with the PqLuckyFindFaction. If no unique NPC can be found, a NPC will be generated. Any dungeon can contain a captive, as long as they are clearable but not yet cleared, and have at least one of: A CaptiveMarker (also used by rescue quest, both Enthralled and Vanilla) A CentreMarker A BossContainer (marked as such in the CK) The vast majority of Vanilla dungeons have at least 1 of those. Mod added dungeons might work as well if the author set it up. The chance to find a captive is by default 15%, but can be changed by modifying PqLuckyChancePercent in the console. set PqLuckyChancePercent to 50 Gives a 50% chance to find an NPC in each dungeon. Set it to 0 or lower will disable this feature. You get several options when finding an NPC: Free them, they'll run to town themself. No reward yet, but a future update might add one. Escort them. They'll follow you, Once you've reached a safe place you still have options. A save place is any location with LocTypeHabitation keyword, including all towns, villages, farms, inns, ... Free them after escorting, again no reward yet, might be added in future update Enslave them anyway. This gives some bonus training. Enslave them without escort, they are brought directly to PAH/DOM Take advantage. Starts a Sexlab/Ostim scene, gives some submission and humiliation training (repeatable, other options can still be selected) Kill them, this option removes their essential flag and lowers their health. You'll still need to do the final blow. This will only remove the essential flag given by this mod, if they're essential from some other mod this option won't work. Slavers There are 3 major slavers: Deals-In-Chains (argonian) in the Windhelm Docks, Ghagrub the Respectable Trader (orc) on the docks of Solitude, and Davur Dres (dark elf) in Raven Rock. They can buy any slave you bring them. Speak to the slave to select them, then speak to the slaver to confirm it. The sold slave is removed from the game. The price you get is based on the slave's training and basic attributes. It pays less than the specific Sell Worker or Sell Custom quest, but that's the price of convenience. The slavers might also offer slaves for sale as well. Speak with her and pay the cost, 1500 septims. The slavers only offer unique slaves, and they all have good to high training. Prices Slave prices that aren't fixed are calculated based on the slave's innate properties and on their training level. A standard price is calculated based on this. Depending on the sale a modifier is applied on this standard price. Selling slaves to slavers is 100% of the standard price, selling requested workers is 125% of the standard price (up to a fixed maximum), and selling custom slaves gives between 150% and 294% of the standard price. If you have DOM installed, it will start with the slaves worth. If you're using PAH, it will use a similar function using PAH's training stats. A difference between DOM and Enthralled is that DOM also includes the actor's weight to get to their worth, Enthralled does not. So for a thin NPC, Enthralled will use a higher worth than DOM. For a heavier NPC (weight above 65), DOM gets a higher worth value. This worth is then multiplied by a factor calculated from the player Slaver skill. This factor ranges from 0.25 (at 0 Slaver skill) to .75 (at 100 Slaver skill). This product gives the standard price that is used in the rest of the mod. Reputation The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you. Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet. There are no negative consequences to a high reputation. Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it. If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests. The jail system will also count as +1 each time you buy them. General tips Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function. Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days. Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement. Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while. There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime. Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised. Diary of Mine If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework. If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette. NPC's that are loaded in Pahe will still require Submission, even if DOM is installed. Versions 7 and 8 require a patch, this patch will also remove all dependencies on PAH. The patch is an esl flagged overwrite file of the basic version. Version 5 and 6 work without a patch. My personal recommendation is to use the latest stable version of DOM, this will give you the most features. Older versions of DOM will probably still work, but are no longer supported. More details on DOM versions: NPC appearance on screenshots This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I used for the screenshots. Different replacers will result in a different appearance. Body: 3BA with OBody NG Skin: Bnp with Racial Skin Variance -SPID Vanilla eyes: Improved Eyes Skyrim Enthralled can use your leveled list to generate prisoners for sale and damsels to rescue. It can be worth it to have mods that make them better looking, either by adding new npcs in the list (such as Deadly Wenches, ...), or by making vanilla bandits prettier (botox, ...) WIP This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback. Future changes and ideas: Changelog: Credits: Submitter a_random_user Submitted 12/01/24 Category Adult Mods Requirements Paradise Halls Extended with Sexlab Addon OR Diary of Mine, Fuz Roh D-oh Regular Edition Compatible No Install Instructions All files are espfe/esl flagged. Some of the files use header version 1.71. If your Skyrim version is between version 1.5.97-1.6.659 will need Backported Extended ESL Support (BEES) for these files. Make sure that unique NPC are NOT cloned in the MCM of PAH/DOM. Cloning the unique NPC will break quests. Download and installation Enthralled Custom NPC Quests You will always need this. Any patch should be loaded below/after this and overwrite it. Enthralled Diary of Mine Patch needed if you use Diary of Mine version 7 or 8, this will also remove the PAH dependency of the main file. Those that use older versions of DOM don't need a patch. Enthralled Botox Patch makes the npc better looking using Botox of Skyrim Enthralled High Poly Head and KShairdos patch makes the npcs better looking using High Poly Head and KSHairdos. Comes with a light flagged plugin, load after main esp. Only use 1 appearance patch, let it overwrite the main file. Enthralled Missives Patch The repeatable quests will be posted on the Missives boards of their city. The quest givers (Belethor/Vekel/...) will no longer offer this service. Enthralled Missives for the Bad Guys Patch Similar to the basic Missives patch, but the quests will be posted on the boards placed by the mod Missives for the Bad Guys. The Riften quests still use the standard Missives board. Only use one Missives patch. Enthralled Simple Slavery ++ Slaver This places a slaver similar to the Solitude, Windhelm, and Raven Rock in the Riften Auction hall of Simple Slavery Plus Plus Enthralled Simple Slavery Rebuild Slaver Same as above, but for people who use Simple Slavery Rebuild Install only one Simple Slavery patch Enthralled JK Solitude Outskirts Patch Moves the Solitude Slaver back on his boat. Extra Enthralled Spid example shows how you can use SPID to add NPCs to the repeatable quest, jail, or slaver. It's not intended for a playthrough but it does work. Extra Enthralled preset collection is a pack containing all the presets made of the capturable NPCs. Useful if you want your PC to look like them, or make new faces based on them. You'll need HPH, KSHairdos, makeup overlays of scarlettdays21, and Koralina's Freckles or you'll get purple faces when you load them in racemenu. A patch might have a version number lower than the main file. All file that are available on the download are up to date for the latest version. Hard requirements: Paradise halls extended, with Sexlab addon OR Diary of mine version 7+ Fuz Roh D-oh, for the silent dialogues And all their requirements, of these SKSE, PapyrusUtil and Jcontainers are used in Enthralled. Soft requirements: optional, the mod will function fine without, but they add content. Diary of Mine (version 7 and 8 requires a patch, versions 5 and 6 do not. The patch also removes the PAHE requirement) Sexlab (It's still a hard requirement for PAH, but not if you use the DOM patch) Ostim Standalone. If both Sexlab and Ostim are detected, Ostim will be used. If neither of them are detected, sex scenes are skipped. Supported mods without patches Real Names - Extended: If RNE is detected, the automatic renamer from the jail and repeatable quests will be turned off in favor of RNE's system Slaver Start: Live Another Life Alternate Start for Diary of Mine: Any NPC you didn't choose at the start can be bought from slavers/jail. Bloodline - A Fertility Mode Companion Mod: All unique and non unique NPCs from this mod should have appropriate factions for Bloodline Devious Devices: Keys can be found in some quest rewards Voicepack Enthralled Custom Npc Quests Voicepack on Nexus Mod suggestions These mods are not needed, but complement some feature of Enthralled. ZAZ Crafting by @Herowynne gives the option to craft almost all ZAZ restraints and items. Useful for the Collection repeatable quest. ZAZ Items Skypatched Name Price Weight my own mod that gives values to ZAZ items and makes their names more immersive. Useful for the Wealth Bandits repeatable quest Problems and their solutions Npc's have the dark face bug. You can only have one of the appearance patches installed. Make sure that you have the requirements of the appearance patches, and that you have the latest version of them. Make sure that the patches overwrite the main file Npc's have colored smudges on their face. You have the dark face bug, and have Face Discoloration Fix installed. Face Discoloration Fix tries to regenerate the textures and meshes, but does it wrong. See the dark face bug above for solutions. After that, reinstall the textures and meshes (or the entire mod) from download as the original textures and meshes have been overwritten. Wood elves look weird, other races are fine This can happen if the skin mod you're using doesn't have a wood elf folder. Vanilla reuses the high elf normalmap textures for wood elfs, but HPH uses a separate folder. I know that Pure Skin has this issue, others might as well. It's easy to fix: go to Data/Textures/Actor/Character (likely in your skin mod), find highelffemale folder, copy it and rename the copied folder to woodelffemale and faces load up normally. The dialogue is invisible. Or the the subtitles plays to quick to read. Reinstall Fuz Ro D-oh. Make sure you have the right version of it. The courier doesn't come. This is a vanilla bug where the courier got stuck somewhere, you can use the console to get him back on the job. In the console, type: prid 00039FB7 moveto player If you didn't see him appear, type in enable The courier should now stand before you, see if you can speak with him. If you get the letter, all quests should proceed as normal. It can happen that you get a letter from multiple quests, including vanilla and other mods if your courier has been stuck for some time. An alternative method is to move the player to the courier, for this, type player.moveto 00039FB7 You should be near the courier now, either in the world space where he got stuck, or in the Courier Cell itself. If you're in the cell, there will be a locked barrel there, select it in console and type unlock Now you can open it, the letter should be in there. My mod organiser says that there's a conflict with Even More Eyes? This mods contains some of the textures of Even More Eyes, it's save to overwrite. You can delete the Koralina folder in Textures if you already have Even More Eyes installed.
  4. Common Questions and Answers Q: Sucubuss? Don't you mean Succubus? A: The Mod author (not me) 's English isn't so great, so there's spelling errors everywhere, including the script names and the like. The misspellings kind of stuck with me in differencing between this and other mods like other Succubuss mods. Q: Do you have the download link? A: Sucubuss personal assistant at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Sucubuss Layer Farms at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Sucubuss Layer Arena at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) A Male version of the Sucubuss personal assistant can be found here Incubus personal assistant at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Q: Why is it in 3 parts? What's the difference between the 3? A: Again I'm not the mod author, but it being in 3 parts was at least able to have them eligible as ESLs so they won't take up plugin slots for those using Skyrim Special Edition. The later mods require the prior mods in the list in order to function. But here's a general idea on what they contain. The Personal Assistant contains the summons, their basic features such as mark and recall and item selling, and the player home they provide (Known as the Layer). The Layer Farms contain the Slavery System, enabling the summons to capture people into its system and the new additions to the player home. An upgradeable system is used to make Slaves produce goods if assigned to work in certain rooms. Compatibility is already added, by spells and dialogue, so that you can transfer slaves between this and Paradise Halls or vice versa. A Market is also added that lets you buy randomly generated untrained slaves from hostile lists for dirt cheap. The Layer Arena is an addition to the Slavery System, adding a special room where slaves can be trained in basic stats from Paradise Halls. Slaves in here can be cloned in a special vat or offered to a sacrifice station to obtain power points. Power points can be used to upgrade yourself in various ways, or enable improvements in slave stat training such as automation or learning speed. Current Issues and Workarounds or Solutions when using the Sucubuss Mods. Issue #1: SlaveTats will not appear on Slaves that have been in the Sucubuss Slave system at least once in their slave life. (SlaveTats will say they have them yet they just don't show up no matter what you do) Workaround: Re-cloning the Slave when put back in Paradise halls will remove the Sucubuss status from them and may still save all their other stats from Paradise Halls/Diary of Mine etc. Keep in mind putting them back into the Sucubuss slave system will clone > Kill original and start the whole issue over again. Issue #2: Various Adult mods will treat Female Slaves as Males on ones transferred from the Sucubuss Slave System to Paradise Halls. (Check their status in the MCMs of the mods you are using and see if there's one showing that slave's gender) Solution: In the Paradise Halls MCM, check "use SexLab gender". Issue #3: Features and stats from Diary of Mine are lost during that Slave's transfer from Paradise Halls to the Sucubuss Slave System (Slaves cannot be transferred directly from Diary of Mine, they must be transferred to Paradise Halls first) No Workarounds or Solutions so far. For now, don't transfer Slaves you are using for Diary of Mine to the Sucubuss Slave System. (Keep in mind Slaves transferred from the Sucubuss Slave System to Diary of Mine will get the stats and features but no Facial features such as blushing or tears will show as that involves SlaveTats, see Issue #1) Getting started: Obtaining the Succubus's. Going into its Sucubuss PA MCM has 2 options to getting the spells in the 2nd category. Meet your Succubus From Left to Right. Seletina : Archer and Greatsword Revina : Dual Swords Klorina (recommended: see below) : Destruction Mage Interacting with a Succubi will bring up this menu. Summon a Friend: Allows you to summon another Succubi bypassing the summon limit (limit 1 per summoned Succubi. Max 3) Inventory: Access Cloud Storage, Sell Items or change the Succubi's gear Have some Fun: Strips the Succubus's Gear (clothes and weapons!) but gives the Succubus a constant refresh summon timer, keeping them out forever until killed. (why klorina is best) Teleportation: Mark and Recall system as well as teleportation to the slave system player home known as the layer Light: Candlelight Dismiss: Kill the Succubuss Ordinarily the Layer acts like a small player home. But if you have the Farm and Arena addons the following will appear in this portion of the cell. To leave the Layer back to where you where prior to teleporting here. Open the Big door in the Layer, or Select the Teleportation option again on a Summoned Sucubuss The door on the left leads to the Arena where you can train, clone and sacrifice slaves. The 3 books on the left contain a bonus 4th Succubus/Incubus that you can make as any available NPC, along with a basic guide on the Succubus's The things on the Right are related to the Farm addon. The chest is where products are made, or products to place when it comes to upgrading. The books include a spell for capturing slaves, another guide book but for the farms, the open book is for farm options. And the Standing stone is to teleport to the various farm related rooms. Capturing Slaves: To Capture a slave, you need to cast the Sucubuss Slave Marker spell on the target AND have a Sucubuss currently summoned prior. After that you can freely kill the target. Once killed, the slave is cloned similar to how Paradise Halls or Diary of Mine makes slaves, the Sucubuss will fuck the slave and then send it to the "Cells" Room of the Farm To Transfer a Slave from Paradise Halls to the Sucubuss Slave system: Just simply cast the Sucubuss Slave Marker spell on the Paradise Hall Slave Farm Menu Rooms Cells are where all your newly captured, bought, or transferred slaves resides. The Cells also contain the Market where you can buy slaves Mine and Farm are self explanatory. Ores and Farm Products are made here if slaves are assigned to them Scroller is the Magic Production area. Handyman is blacksmithing products like arrows and is also used to upgrade the other areas. Sleep Hall is where Slaves go to sleep Buying Slaves: Across the Hallway in the Cells room is another table with a book. Activate it to access the Market. Talk to a spawned slave if you wish to purchase one Interacting with an owned slave in the Sucubus Slave system adds new dialogue options such as transferring them to and from the Arena, taking them back to Paradise Halls or viewing their stats. (Note slaves transferred back to Paradise Halls, will be waiting, acting like freshly caught, where you were prior to teleporting to the Layer) Workforce, Intelligence and Perseverance are excusive stats while in the Sucubus Slave System. These stats are based on the Health, Stamina or Magicka of the Slave. So a Lv20 Mage will have higher Intelligence than a Lv40 Warrior. Workforce is how well a slave will perform in non-magic item production. Intelligence is how well a slave will perform in magic item production in the Scroller Production area Perseverance is the Work stamina of the slave. When it reaches 0 as they work, the slave will go to the Sleep Hall to rest unless you set them to Work to Death in which they die. Interacting with an Open book found at any of the Production rooms brings up a query menu to select what can be made. Note: All start with an empty query which is basically a Do Nothing command. You must remove that current empty query after adding tasks or else nothing will ever be made. Trigger Redo is a loop command to continue the loop, which can be very handy for products that need other materials like firewood for arrows. The Fc is the amount of work that is needed to make the product, based on the total Workpower (or Intelligence if in the Scroller production) of the slaves there per hour. Taking Joyce for example from the previous screenshot with her workpower of 46, it would take her 3 hours alone to farm Iron (which needs 100), but if you added a 2nd slave that has at least 4 workpower it would cut down to 2 by them. The Handyman's upgrading system for the other production areas will need materials in the products chest in order to upgrade. Mine: No materials needed Farm: x5 Cotton Scoller: x5 Firewood Handyman: x5 Iron Ore Sleeping Hall: x5 Leather. More production options become available as you upgrade the production areas as well as increasing the maximum number of slaves that can be assigned there (+2 per level) Upgrading tip: Because a Lv0 Sleep Hall is extremely slow at recovering Perserverance, it is recommended to have some expendable slaves work to death upgrading the Handyman and Sleep Hall as soon as possible. THE ARENA Despite its name, The Arena Portion of the Sucubuss Slave System Trio of mods is much more than an Arena (You'll barely be using the Arena itself) The Arena acts very much like Paradise Halls - Home Sweet Home (SE/LE) - Other - LoversLab with the ability to train slaves in Paradise Hall stats like Submission and Respect However there are some very key differences between this and PAH HSH. Slaves do not need a trainer, but they will train very slowly alone and only up to 40 in each PAH stat. Trainers can train an unlimited number of Slaves at once but the trainers can only be assigned to train one PAH stat. Automation to send training slaves to different stat trainers and increasing training speed must be unlocked at the sacrifice station (see below). Select the "About your Work in the Arena" dialogue on slaves for options on transferring to and from the Arena as well as deciding trainers and where to send trainees. On the very far opposite corner of the entrance door to the Arena is a Dibella shrine and table that acts as the Sucubuss Shrine. BadDragonLord, the mod author also appears nearby here to serve as another guide on any part of these 3 trio of mods. Selecting Sacrifice will add a new dialogue to slaves in the Arena to make them offer themselves to the table (sometimes slaves might need a little push) Higher level sacrifices give more powerpoints. PAH stats of a slave do not influence power points gotten if sacrificed For less stressful grinding, use the follow me dialogue in the "what can we do" dialgoue option to get sacrificial slaves closer to the shrine before sacrificing. You can also get a small amount of Sucubus points by having sex after selecting "Buy Powers" at least once in your current save, however it's based on per person per sex act and having fivesomes is still a slow process.
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