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  1. View File Human Trafficking - Punishing Slaves ** What is it? ** The Nexus-Mod Human Trafficking aka slavery Simple allows you to enslave and sell NPCs. This mod patches into HT to give you new options of punishing and having sex with your slaves. Important Note: This mod keeps the style of forced slavery that the parent mod establishes. So if you're looking for consensual power play, this is probably not for you. ** Features ** - Vanilla Sex: The mod adds the dialog option "Service your master...", which wraps different kinds of Sexout sex options. These are the vanilla Sexout animation and are not marked to be rape, but the dialog is kept in the style of HT and doesn't give the impression of the slave to have any choice. - Punishment: There's also the option to rape your slaves in different ways, as well as whip them. - Pillory: You can put your slaves into a pillory. They will stay in the pillory until you let them out again. You can activate some machinery like an auto-whipper as well as actively rape the slave while he/she's in the pillory. You can even get another slave to participate. - Punishment post: You can also tie your slaves up in a punishment post. You can impale them on a dildo or hang them upside down, as well as actively whip them while they are in the post. - Bitch box: You can also put your slaves into the "Bitch box", a box with the head poking out on top, and use the slaves mouth. - Extra Items: Talk to a slave and say "Have you seen my stuff?", he/she will give you three custom "weapons" as well as two strap-ons. The strap-ons are nothing special, they are just so female PCs can do some of the animations meant to be done by male characters without looking stupid. One for you, one for if you want a female slave to participate in 3-way pillory animations. You have to equip them yourself, the ZAZ animations do not check for gender. The "weapons" you get are a cane, a riding crop and a special cattle prod called "Discipliner". These are all scripted to do no regular damage at all, but they do cause a little fatigue damage, so excessive beating can cause the victim to fall unconscious. Also, hitting your slaves with these will not cause panic among bystanders, or any kind of fighting to start. This only applies to hitting slaves, though, other NPCs will not get any damage either, but they will fight back. Warning: The dialog option "Have you seen my stuff?" only works once, if you loose any of these things, you can't get them back in a regular way (only the strap-ons, they are from Sexout Common Resources and can be bought at the Sexout Store, if you have that mod). ** Requirements ** - Fallout New Vegas (duh) - SexoutNG - Sexout Common Resources - Human Trafficking aka slavery Simple ** Load Order ** If you use the expansion Slavery expanded, put HumanTraffickingPS.esp after HumanTraffickingEX.esp ** Problems ** Known bugs: - The pillory/post/box can be pushed around, and animations including them will cause them to end up in a different spot, too. I haven't found a solution yet that doesn't require a complete overhaul and doesn't impact the ease of use. - The mod has been primarily developed and tested with a male PC and female slaves. I tried to keep all dialogs as gender-independent (is that a word?) as possible, but there is at least one situation where the female pronouns are used, no matter the persons sex. I couldn't fix it at the time (not sure if it's possible), so I decided it is intentional to further degrade the person talked about - I had a bug once where a slave wouldn't move after I got her out of a pillory. It has been some time and I have changed a lot since then, but it may still happen. If this happens to you, try to put him/her into a device, then out again, and see if that works. In any case you should always have a clear save before you start any shenanigans. - I also had a bug where an actor wouldn't stand up anymore after a rape pass-out. Always save before you do anything. - The sound of any oral sex and oral rape in particular is unlogical, since the default sexout sounds don't consider that the mouth is full. I recommend using Sexout Sound Replacer and deactivating talk. Possible bugs: - Created with Slavery simple V5.6, could be incompatible with newer versions - Created with SexoutNG (not Beta), Core Version 2.9.92, Data Version 2.8.83, could be incompatible with newer versions (unlikely though) - There's a change in the idle animations to keep restrained slaves from playing hit animations, this could lead to incompatibilities with mods that mess with hit animations as well - I'm not am English native speaker, so there might be errors in the dialogs ** Credits ** Created by MeanGreenBean83 Submitter MeanGreenBean83 Submitted 04/26/2015 Category Dialog Sex Requires SexoutNG, Sexout Common Resources, Slavery Simple
  2. View File Take cities by reducing the inhabitants to slavery. Submitter Strec Submitted 10/26/2014 Category WIP / Beta Requires see thread  
  3. View File This is a house I made for my own use. I made it to work with a few mods, namely Paradise Halls - Skyrim Slavery WIP by layam a slavery mod. I wanted a place to store my slaves until I could sell them that was more in line then just letting my slaves have free run of the other houses in game. It features Storage by the mod General Stores - storage resource for packrats by Harvey2112, As well as room for 6 children with use of the mod Hearthfire multiple adoptions - Now with custom home support for kids and spouse by TMPhoenix There is 1 new banner texture I made for the game. As well as a modified mesh to use a different texture. There is also a modified bed in game SexLab Compatible Noble Bed Double 02, since I never really like the look of any of the beds in skyrim. The doors in the house and the basement have small script attached to them to automatically close themselves after 10 seconds. If you don't want or like scripts then edit them in the esp to remove them. In the back of the house outside there is a walled farm with 25 soil mounds ready for planting. I have tested them and they do work with More plants and recipes for Hearthfire including Dawnguard and Dragonborn plants by Rowan The house is located on the north side of the road by the Western Watchtower by Whiterun. There is a map marker that can be fast traveled to. The basement has the smelter, anvil, tanning rack, sharping wheel, and workbench. It also has the Cell for the slaves complete with torture equipment for those unruly bandits from Zaz Animation Pack I use Sexlab version 1.39b I am unsure if it will work with the latest version. I will update the mod when i make the switch. I have cleaned the mod with TesVEdit as well as sorted masters for it. So there should be no issues with that. The only issues with compatibility would be if something changed the cells were the house stands other then that all should be good. Requirments: Hearth Fires General Stores Sexlab 1.39b Zaz Animation Pack Not Required but recommended: Paradise Halls Hearthfire multiple adoptions More plants and recipes for Hearthfire Designs of the Nords To install just place the files in your data folder, I have made it into a BSA for easier use., Or better yet use NMM or WryeBash. To uninstall delete Luna Farm.esp, Luna Farm.bsa, Luna Farm.bsl, and in the script folder AutoCloseDoor.pex Usage: Feel free to make any changes you like but do not upload this mod anywhere else but here. Also the only thing I made my self was the banner. everything else is from other people mods as listed in the requirements so follow there rules on use. Future Plans: V1.2 will be the most current build until Paradise halls is updated. I will then update this mod to work with it as well as add AI packages for your slaves to work the garden and perhaps a purchasable mine in the future. I will also make the farm cost gold before you can use it unlike now it is free. Submitter ut4m4ru Submitted 04/29/2014 Category Other Requires Skyrim.esm Update.esm HearthFires.esm GeneralStores.esm Sexlab.esm ZazAnimationPack.esm Special Edition Compatible  
  4. View File Community Restraints Pack Version 1.2c / 4.2.17 This pack is an attempt to unify the available restraints for Fallout 4 into a single dependency in order to make them available to modders and users without the need to distribute them with the individual mods. In addition to the assets, CRP offers a broad range of keywords for identification of items by other mods and implements a dedicated Workshop Bench for all these nice things. Credit has been given where credit is due, check bottom of this post. I have also taken the liberty and reduced the amount of items due to different color schemes to a minimum. Instead, wherever applicable, the ingame modding system has been put to good use. Most items that come in different colors can be painted at any Armor Workbench in the game. I. Requirements II. Content III. Keywords IV. Mods V. Credits I. Requirements & Installation You require a copy of Fallout 4 and all DLCs. Fallout 4 Script Extender is not required. Fallout 4 (Base Game) All DLCs / Season Pass As per usual, copy the contents of this mod to your Fallout4/Data folder. Load the .esm before any of the mods that utilize CRP. Be advised: if you have previously downloaded one of the integrated restraints stand-alone version, you will get some override prompts. I strongly recommend not to override files. II. Content All assets from this mod have been made available from the crafting system ingame at a new dedicated Restraints Workbench for you to build in your settlements. As far as possible, the ingame modification system via the Armor Workbench has been used to allow color switching. Be aware that different mods may use duplicates from this asset pack that cannot be crafted and need to be acquired through means implemented in the specific mod. Refer to the specific mod for help and questions. This mod does not add any functionality to the items in question. Refer to other mods for adding functionality. Recipes New 'Restraints Workbench' available for you to build in your settlements. Base Restraints can be crafted at the new 'Restraints Workbench'. Modifications to restraints can be applied and changed at any vanilla Armor Workbench. Base Restraints Makeshift Slave Collar (DixiePig's Slave Collar) Makeshift Handcuffs (DixiePig's Handcuffs) Makeshift Ankle Cuffs (DixiePig's Anklecuffs) Institute Slave Collar (Vioxsis; paintable at Armor Workbench) Institute Handcuffs (Vioxsis; paintable at Armor Workbench) Institute Ankle Cuffs (Vioxsis; paintable at Armor Workbench) Institute Belt (Vioxsis; paintable at Armor Workbench) Vault-Tec Collar (Vioxsis) Vault-Tec Anklecuffs (Vioxsis) Vault-Tec Handcuffs (Vioxsis) Modifications Explosive Charge Module Shock Module Injector Module Paint Jobs for all items that come in different colors. Balancing All the implemented restraints have sort-of realistic crafting requirements. No perks are needed (for now), but the components vary depending on what technology is behind the restraint in question. The caps value and weight of restraints have been adjusted towards their worth in components and how advanced they are. III. Keywords A broad range of keywords has been implemented in this pack, they are applied to the delivered gear and should make it easy for other users to utilize them. They range from simple identification ('crpKeywordGear') that tells mods that the item in question may be worth having a second look at to specific details of what the item is capable of ('crpKeywordFeatureExplosive'). Of course these keywords also support dynamic attachment of modules, like the stated Explosive Charge for collars or, if you wanted, plugs or anything really. The system used is identical to the way vanilla Fallout 4 handles modifications. If you have further questions about implementation, what keywords do or how to make your own mod's restraints be craftable from the 'Restraints Workbench' ask in the thread or send me a PM. I will try to respond as soon as possible. IV. Mods F4: Slavery System V. Credits Bethesda for Fallout 4 & Creation Kit DixiePig Vioxsis Any credits given on the respective credited mod authors pages also apply for this project and the people in question may consider themselves thanked for their work. Please enjoy, give me feedback about what keywords and stuffs you'd like to have and if you even think having a pack like this is a good idea. If you know of anything I should implement into the pack - let me know in the thread or via PM! Personal Note: this is the first time I work with the new modification system in Fallout 4. Things may not be perfect. Please, don't hestitate to tell me about possible improvements. Also, I hope the blue color doesn't give you eye cancer. If it does, tell me so I can reconsider my choice. Submitter ag12 Submitted 10/14/2016 Category Armor & Clothing Requires Fallout 4  
  5. View File A Vault-Tec style slave collar, ankle and wrist shackles for male and female. This is a modders resource, but does have the esp i used for testing included, so you can get it by console (help "Vault-tec collar" 4, help "Vault-tec Wrist" 4, help "Vault-tec Ankle" 4). Though it probably would be better to wait for it to be hoovered up by CRP http://www.loverslab.com/topic/68208-community-restraints-pack/ Any bugs or problems, suggestions, etc feel free to post. Submitter Vioxsis Submitted 11/01/2016 Category Modders Resources Requires  
  6. ut4m4ru

    Luna Farm

    Version 1.3

    4657 downloads

    This is a house I made for my own use. I made it to work with a few mods, namely Paradise Halls - Skyrim Slavery WIP by layam a slavery mod. I wanted a place to store my slaves until I could sell them that was more in line then just letting my slaves have free run of the other houses in game. It features Storage by the mod General Stores - storage resource for packrats by Harvey2112, As well as room for 6 children with use of the mod Hearthfire multiple adoptions - Now with custom home support for kids and spouse by TMPhoenix There is 1 new banner texture I made for the game. As well as a modified mesh to use a different texture. There is also a modified bed in game SexLab Compatible Noble Bed Double 02, since I never really like the look of any of the beds in skyrim. The doors in the house and the basement have small script attached to them to automatically close themselves after 10 seconds. If you don't want or like scripts then edit them in the esp to remove them. In the back of the house outside there is a walled farm with 25 soil mounds ready for planting. I have tested them and they do work with More plants and recipes for Hearthfire including Dawnguard and Dragonborn plants by Rowan The house is located on the north side of the road by the Western Watchtower by Whiterun. There is a map marker that can be fast traveled to. The basement has the smelter, anvil, tanning rack, sharping wheel, and workbench. It also has the Cell for the slaves complete with torture equipment for those unruly bandits from Zaz Animation Pack I use Sexlab version 1.39b I am unsure if it will work with the latest version. I will update the mod when i make the switch. I have cleaned the mod with TesVEdit as well as sorted masters for it. So there should be no issues with that. The only issues with compatibility would be if something changed the cells were the house stands other then that all should be good. Requirments: Hearth Fires General Stores Sexlab 1.39b Zaz Animation Pack Not Required but recommended: Paradise Halls Hearthfire multiple adoptions More plants and recipes for Hearthfire Designs of the Nords To install just place the files in your data folder, I have made it into a BSA for easier use., Or better yet use NMM or WryeBash. To uninstall delete Luna Farm.esp, Luna Farm.bsa, Luna Farm.bsl, and in the script folder AutoCloseDoor.pex Usage: Feel free to make any changes you like but do not upload this mod anywhere else but here. Also the only thing I made my self was the banner. everything else is from other people mods as listed in the requirements so follow there rules on use. Future Plans: V1.2 will be the most current build until Paradise halls is updated. I will then update this mod to work with it as well as add AI packages for your slaves to work the garden and perhaps a purchasable mine in the future. I will also make the farm cost gold before you can use it unlike now it is free.
  7. Version 0.2

    5791 downloads

    [Game] Oblivion [Mod Name] LoversRapeSlave Satyrist update [Version] 0.2 [Author(s)] Satyrist [Date Released] 14/11/2014 [Download Site] [Categories] Lovers [Revision] 0.2 Removed error-checking script, will see if that causes any problems. Added more varied enslavement dialogues - with variations for some races. [Description] An update to the version of LoversRapeSlave included in the LAPF Supplimentals pack, the included ini file is now loaded, the chance of enslavement can now be modified by various factors. The enslavement responses have expanded (and are now in english). There is an optional visual effect that plays on a successful enslavement. Hopefully, the script load has been reduced. [Details on mod] The ini file now includes a number of options: xLoversRapeSlaveQuest.SlaveAverageCount = how many times the victim must be raped to enslave them (but see below) xLoversRapeSlaveQuest.ConfidenceMult = how much the victim's confidence reduces their chance of being enslaved xLoversRapeSlaveQuest.PersonalityMult = how much the attacker's personality increases the chance of enslavement xLoversRapeSlaveQuest.VampireMult = how much the attacker's vampirism level increases the chance of enslavement xLoversRapeSlaveQuest.MaceMod = how much the attacker owning the Mace of Molag Bal increases the chance of enslavement xLoversRapeSlaveQuest.AftermathEnabled = are there after effects to being raped (counts for any rape inflicted by the player) xLoversRapeSlaveQuest.SlaveInfamy = amount of Infamy gained from enslaving someone xLoversRapeSlaveQuest.SlaveVisual = set to 1 to turn on visual effect xLoversRapeSlaveQuest.debug = turns on debugging message (only shows enslavement chance in console ATM) The chance of enslavement occurring is: #times victim has been raped x d% >= SlaveAverageCount x 50 +victim Confidence x Confidence multipler - attackers Personality x Personality multiplier - attackers Vampirism x Vampirism multiplier - Mace of Molag Bal modifier Finally, the original mod had a script that checked all actors in the same cell as the Player, if they had a slave token but were not in the player Slave faction they were added to the faction, if they were in the faction, but did not have a slave token, they were removed from the faction and their disposition towards the player adjusted. This script was running every frame, it should now run every 15 seconds. [Change Log] Initial update [Location] [upgrading] [Known issues and bugs] [Compatibilities] [incompatibilities] Not sure what it will do with other enslavement mods. [Tools Used] Construction Set [Permissions] Use as you will [Manual Installation] Decompress into Oblivion\Data [Manuall Uninstallation] Remove the files from Oblivion\Data and Oblivion\Data\Ini [Future Updates] [Mods Required] Lovers with PK [Recomended Mods] Lovers RaperS Joberg [Frequently asked Questions] Thank you to whoever originally wrote LoversRapeSlave Readme Generated with DarkSaber2328's Readme Generator
  8. Version 1.02

    2771 downloads

    Take cities by reducing the inhabitants to slavery.
  9. Version v0.9b

    116580 downloads

    Fallout 4 : Slavery System v0.9b (alpha) Download - Thread - Blog Disclaimer: This mod is supposed to add what the Fallout universe always had - slavery. I do not condone slavery in the real world in any way. Human trafficking is one of the most evil and disturbing things out there. Never forget - this is a game - not the real world. I have implemented simple checks to prevent the enslavement of children. Modifying this mod in any way without my explicit (!) permission is strictly prohibited. Redistribution of this mod or making any patches for this mod without permission is strictly prohibited. If you want to make a patch for this mod, PM me first. That will not ever change for any reason. Also, this mod is in Alpha. It may try to kill you. I. Introduction II. Requirements & Installation III. Content IV. Troubleshooting V. Incompatibilities VI. Credits I. Introduction The Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it. I'm using DeviousDevices by Kimy and TortureDevices by Vader666 to add some spice. Keep in mind that I have a very dynamic workload in real-life and thus updates may be released every day or not for months. II. Requirements & Installation You require a copy of Fallout 4 as well as all DLCs and have Fallout 4 Script Extender installed. Fallout 4 Base Game + All DLCs Fallout 4 Script Extender (F4SE) Devious Devices 2.0+ BETA TortureDevices 1.8+ Make sure that F4SS is after the requirements in the load order. Using a clean save is advised whenever you update to a newer version of the mod. At this time in development I am not paying attention to backwards compatibility. Once you have installed the mod, you're ready to get started in your new life as slaver. When first starting the game with F4:SS enabled, you'll see notifications telling you that the mod has been installed. To get going you need to build a slaver's safe in one of your settlements. When you build your first slaver's safe, all necessary perks will be added to your character. You can then start enslaving people. III. Content F4:SS offers a great number of features to the Commonwealth Slaver. If you have any questions concerning specific mechanics, please just ask in the thread below and either myself or a more experienced user will answer. All the mechanics would warrant a Wiki, but I really cannot be bothered, so here's an overview. Enslave! Using F4:SS you can enslave your foes (and friends) instead of killing them! The mod supports an infinite number of slaves - you can capture everyone and anyone. There are a couple methods of enslaving people... Stun them: a new round for your trusty Syringer Rifle is available for crafting at any Chemistry Station: the tazer round. It will send anyone it hits (including the player!) into a 15 second stun, during which time you can enslave them. Beat them: your human enemies value their life, so there is a good chance that they'll surrender to you when reaching 20% health. But beware: the more feared you are throughout the Commonwealth, the less likely people will surrender to you. Some will prefer death over life under a cruel master. Intimidate them: so, you're a talkative person, hmm? No worries, with Intimidation Level 3 you can capture people without spilling blood! This ties into the vanilla hold-up mechanic. Control! So you just enslaved everyone in sight? Good. Now you can worry about keeping them and getting some enjoyment out of them. Command them: issue orders to your slaves, have them follow or stay. Select them for processing or change their clothes. Clothes? ... who am I kidding, they won't have clothes, will they? (But if you wanted to, you could give them clothes!) Restrain them: this mod is fully integrated with Devious Devices and devices will suppress your slaves wish for freedom. But be wary, if left to themselves, they will surely free themselves of their restraints! Punish them: Sometimes your slaves will misbehave and then you have to show them who's boss! Make sure that misbehaving slaves get what they deserve, or else they may incite others to follow their lead. Things can spiral out of control if you don't manage your slaves. Profit! Slaves are a lucrative business, both in monetary aspects as well as providing endless fun. (Unless you're actually a nice person and don't enslave people, then you might not be so amused.) Train them: good slaves need training. Break them in, show them the ropes and watch their value rise. Sell them: build auction posts in your settlements and sell your slaves for a nice profit! Enjoy them: feed them to your arena animals or do whatever you want to with them. They are your slaves, afterall. F4:SS is always expanding. I'm planning on adding tons of features, detailed slave AI, lots of training programs and more. Keep in mind that F4:SS is a project in development, bugs can and will appear and ruin your immersion. The entire system is running fairly smooth on my machine and I spent plenty of time testing it - but your mileage may vary! Also, starting with Version 1.0, the mod is going to be .esm'ified and can serve as framework for your own creations. I had that in mind from the very beginning and the entire engine is built around having simple hooks for other mods. Check the documentation in the next post if you are interested in how to make mods using F4:SS. If you're interested in adding some slave traders to your mod, don't hesitate to pitch me a PM - I'll try to make sure you get what you need to make the Commonwealth evil again. IV. Troubleshooting There are a couple thousand lines of code in this mod - things can and inevitably will go wrong. In most cases it's an unlucky coincidence, but you should tell me about it anyway. Most things will be easy to fix - but if the problem seems serious, or your game informs you that a critical error has occured, here's what you need to do Reload a save from before the issue occured. Open the console and type 'set F4SSglobalDebug to 5' and confirm. Try to reproduce the error and when it occurs again... Make a detailed post in this thread, attach your Papyrus log file as well as your load order. ​F4SS has a lot of working parts and all of them have extensive debugging capabilities. You should only enable debugging mod when you're actively hunting for a specific glitch, because debugging mode will seriously spam your Papyrus log. You really don't want that unless it's for the greater good. It is generally advised to use a clean save for each new version until the mod is declared stable. Check the thread for each versions changelog to see if a clean save is recommended or required. V. Incompatibilities Due to the fact that F4:SS is a very complicated mod that changes some of the vanilla game-mechanics, as well as adds some new mechanics, there are some mod incompatibilities present. Once the mod is pretty much finished, I'll spend some time getting rid of as many incompatibilities as possible, until then you'll have to manage your mods carefully. The mods that are currently incompatible with F4:SS are: Abduction Just Business Non-lethal or lethal resolution I'm going to keep adding to this list as things come up. VI. Credits Bethesda for Fallout 4 RuthlessPeasant for the logo LoversLab for what it is If you enjoy the mod - leave a like or follow the file to give me some extra motivation!
  10. Version v1.0

    13976 downloads

    Human Trafficking - Punishing Slaves ** What is it? ** The Nexus-Mod Human Trafficking aka slavery Simple allows you to enslave and sell NPCs. This mod patches into HT to give you new options of punishing and having sex with your slaves. Important Note: This mod keeps the style of forced slavery that the parent mod establishes. So if you're looking for consensual power play, this is probably not for you. ** Features ** - Vanilla Sex: The mod adds the dialog option "Service your master...", which wraps different kinds of Sexout sex options. These are the vanilla Sexout animation and are not marked to be rape, but the dialog is kept in the style of HT and doesn't give the impression of the slave to have any choice. - Punishment: There's also the option to rape your slaves in different ways, as well as whip them. - Pillory: You can put your slaves into a pillory. They will stay in the pillory until you let them out again. You can activate some machinery like an auto-whipper as well as actively rape the slave while he/she's in the pillory. You can even get another slave to participate. - Punishment post: You can also tie your slaves up in a punishment post. You can impale them on a dildo or hang them upside down, as well as actively whip them while they are in the post. - Bitch box: You can also put your slaves into the "Bitch box", a box with the head poking out on top, and use the slaves mouth. - Extra Items: Talk to a slave and say "Have you seen my stuff?", he/she will give you three custom "weapons" as well as two strap-ons. The strap-ons are nothing special, they are just so female PCs can do some of the animations meant to be done by male characters without looking stupid. One for you, one for if you want a female slave to participate in 3-way pillory animations. You have to equip them yourself, the ZAZ animations do not check for gender. The "weapons" you get are a cane, a riding crop and a special cattle prod called "Discipliner". These are all scripted to do no regular damage at all, but they do cause a little fatigue damage, so excessive beating can cause the victim to fall unconscious. Also, hitting your slaves with these will not cause panic among bystanders, or any kind of fighting to start. This only applies to hitting slaves, though, other NPCs will not get any damage either, but they will fight back. Warning: The dialog option "Have you seen my stuff?" only works once, if you loose any of these things, you can't get them back in a regular way (only the strap-ons, they are from Sexout Common Resources and can be bought at the Sexout Store, if you have that mod). ** Requirements ** - Fallout New Vegas (duh) - SexoutNG - Sexout Common Resources - Human Trafficking aka slavery Simple ** Load Order ** If you use the expansion Slavery expanded, put HumanTraffickingPS.esp after HumanTraffickingEX.esp ** Problems ** Known bugs: - The pillory/post/box can be pushed around, and animations including them will cause them to end up in a different spot, too. I haven't found a solution yet that doesn't require a complete overhaul and doesn't impact the ease of use. - The mod has been primarily developed and tested with a male PC and female slaves. I tried to keep all dialogs as gender-independent (is that a word?) as possible, but there is at least one situation where the female pronouns are used, no matter the persons sex. I couldn't fix it at the time (not sure if it's possible), so I decided it is intentional to further degrade the person talked about - I had a bug once where a slave wouldn't move after I got her out of a pillory. It has been some time and I have changed a lot since then, but it may still happen. If this happens to you, try to put him/her into a device, then out again, and see if that works. In any case you should always have a clear save before you start any shenanigans. - I also had a bug where an actor wouldn't stand up anymore after a rape pass-out. Always save before you do anything. - The sound of any oral sex and oral rape in particular is unlogical, since the default sexout sounds don't consider that the mouth is full. I recommend using Sexout Sound Replacer and deactivating talk. Possible bugs: - Created with Slavery simple V5.6, could be incompatible with newer versions - Created with SexoutNG (not Beta), Core Version 2.9.92, Data Version 2.8.83, could be incompatible with newer versions (unlikely though) - There's a change in the idle animations to keep restrained slaves from playing hit animations, this could lead to incompatibilities with mods that mess with hit animations as well - I'm not am English native speaker, so there might be errors in the dialogs ** Credits ** Created by MeanGreenBean83
  11. 2610 downloads

    A Vault-Tec style slave collar, ankle and wrist shackles for male and female. This is a modders resource, but does have the esp i used for testing included, so you can get it by console (help "Vault-tec collar" 4, help "Vault-tec Wrist" 4, help "Vault-tec Ankle" 4). Though it probably would be better to wait for it to be hoovered up by CRP http://www.loverslab.com/topic/68208-community-restraints-pack/ Any bugs or problems, suggestions, etc feel free to post.
  12. Version 1.2c

    37162 downloads

    Community Restraints Pack Version 1.2c / 4.2.17 This pack is an attempt to unify the available restraints for Fallout 4 into a single dependency in order to make them available to modders and users without the need to distribute them with the individual mods. In addition to the assets, CRP offers a broad range of keywords for identification of items by other mods and implements a dedicated Workshop Bench for all these nice things. Credit has been given where credit is due, check bottom of this post. I have also taken the liberty and reduced the amount of items due to different color schemes to a minimum. Instead, wherever applicable, the ingame modding system has been put to good use. Most items that come in different colors can be painted at any Armor Workbench in the game. I. Requirements II. Content III. Keywords IV. Mods V. Credits I. Requirements & Installation You require a copy of Fallout 4 and all DLCs. Fallout 4 Script Extender is not required. Fallout 4 (Base Game) All DLCs / Season Pass As per usual, copy the contents of this mod to your Fallout4/Data folder. Load the .esm before any of the mods that utilize CRP. Be advised: if you have previously downloaded one of the integrated restraints stand-alone version, you will get some override prompts. I strongly recommend not to override files. II. Content All assets from this mod have been made available from the crafting system ingame at a new dedicated Restraints Workbench for you to build in your settlements. As far as possible, the ingame modification system via the Armor Workbench has been used to allow color switching. Be aware that different mods may use duplicates from this asset pack that cannot be crafted and need to be acquired through means implemented in the specific mod. Refer to the specific mod for help and questions. This mod does not add any functionality to the items in question. Refer to other mods for adding functionality. Recipes New 'Restraints Workbench' available for you to build in your settlements. Base Restraints can be crafted at the new 'Restraints Workbench'. Modifications to restraints can be applied and changed at any vanilla Armor Workbench. Base Restraints Makeshift Slave Collar (DixiePig's Slave Collar) Makeshift Handcuffs (DixiePig's Handcuffs) Makeshift Ankle Cuffs (DixiePig's Anklecuffs) Institute Slave Collar (Vioxsis; paintable at Armor Workbench) Institute Handcuffs (Vioxsis; paintable at Armor Workbench) Institute Ankle Cuffs (Vioxsis; paintable at Armor Workbench) Institute Belt (Vioxsis; paintable at Armor Workbench) Vault-Tec Collar (Vioxsis) Vault-Tec Anklecuffs (Vioxsis) Vault-Tec Handcuffs (Vioxsis) Modifications Explosive Charge Module Shock Module Injector Module Paint Jobs for all items that come in different colors. Balancing All the implemented restraints have sort-of realistic crafting requirements. No perks are needed (for now), but the components vary depending on what technology is behind the restraint in question. The caps value and weight of restraints have been adjusted towards their worth in components and how advanced they are. III. Keywords A broad range of keywords has been implemented in this pack, they are applied to the delivered gear and should make it easy for other users to utilize them. They range from simple identification ('crpKeywordGear') that tells mods that the item in question may be worth having a second look at to specific details of what the item is capable of ('crpKeywordFeatureExplosive'). Of course these keywords also support dynamic attachment of modules, like the stated Explosive Charge for collars or, if you wanted, plugs or anything really. The system used is identical to the way vanilla Fallout 4 handles modifications. If you have further questions about implementation, what keywords do or how to make your own mod's restraints be craftable from the 'Restraints Workbench' ask in the thread or send me a PM. I will try to respond as soon as possible. IV. Mods F4: Slavery System V. Credits Bethesda for Fallout 4 & Creation Kit DixiePig Vioxsis Any credits given on the respective credited mod authors pages also apply for this project and the people in question may consider themselves thanked for their work. Please enjoy, give me feedback about what keywords and stuffs you'd like to have and if you even think having a pack like this is a good idea. If you know of anything I should implement into the pack - let me know in the thread or via PM! Personal Note: this is the first time I work with the new modification system in Fallout 4. Things may not be perfect. Please, don't hestitate to tell me about possible improvements. Also, I hope the blue color doesn't give you eye cancer. If it does, tell me so I can reconsider my choice.
  13. View File [Game] Oblivion [Mod Name] LoversRapeSlave Satyrist update [Version] 0.2 [Author(s)] Satyrist [Date Released] 14/11/2014 [Download Site] [Categories] Lovers [Revision] 0.2 Removed error-checking script, will see if that causes any problems. Added more varied enslavement dialogues - with variations for some races. [Description] An update to the version of LoversRapeSlave included in the LAPF Supplimentals pack, the included ini file is now loaded, the chance of enslavement can now be modified by various factors. The enslavement responses have expanded (and are now in english). There is an optional visual effect that plays on a successful enslavement. Hopefully, the script load has been reduced. [Details on mod] The ini file now includes a number of options: xLoversRapeSlaveQuest.SlaveAverageCount = how many times the victim must be raped to enslave them (but see below) xLoversRapeSlaveQuest.ConfidenceMult = how much the victim's confidence reduces their chance of being enslaved xLoversRapeSlaveQuest.PersonalityMult = how much the attacker's personality increases the chance of enslavement xLoversRapeSlaveQuest.VampireMult = how much the attacker's vampirism level increases the chance of enslavement xLoversRapeSlaveQuest.MaceMod = how much the attacker owning the Mace of Molag Bal increases the chance of enslavement xLoversRapeSlaveQuest.AftermathEnabled = are there after effects to being raped (counts for any rape inflicted by the player) xLoversRapeSlaveQuest.SlaveInfamy = amount of Infamy gained from enslaving someone xLoversRapeSlaveQuest.SlaveVisual = set to 1 to turn on visual effect xLoversRapeSlaveQuest.debug = turns on debugging message (only shows enslavement chance in console ATM) The chance of enslavement occurring is: #times victim has been raped x d% >= SlaveAverageCount x 50 +victim Confidence x Confidence multipler - attackers Personality x Personality multiplier - attackers Vampirism x Vampirism multiplier - Mace of Molag Bal modifier Finally, the original mod had a script that checked all actors in the same cell as the Player, if they had a slave token but were not in the player Slave faction they were added to the faction, if they were in the faction, but did not have a slave token, they were removed from the faction and their disposition towards the player adjusted. This script was running every frame, it should now run every 15 seconds. [Change Log] Initial update [Location] [upgrading] [Known issues and bugs] [Compatibilities] [incompatibilities] Not sure what it will do with other enslavement mods. [Tools Used] Construction Set [Permissions] Use as you will [Manual Installation] Decompress into Oblivion\Data [Manuall Uninstallation] Remove the files from Oblivion\Data and Oblivion\Data\Ini [Future Updates] [Mods Required] Lovers with PK [Recomended Mods] Lovers RaperS Joberg [Frequently asked Questions] Thank you to whoever originally wrote LoversRapeSlave Readme Generated with DarkSaber2328's Readme Generator Submitter Satyrist Submitted 01/24/2014 Category Misc Sex Requires Lovers with PK  
  14. View File Note: This mod should be considered Beta. While it has been getting a decent amount of testing from the community issues are still being found. For the most part these issues do not make the mod unplayable but there are a number of issues that can make game play difficult in some situations. Notes on 2.06: Remember: If you are upgrading from < 2.00 a clean save is required. Version 2.05 had a problem which caused the mod to fail to install, making it impossible to play for some users. A lot of clean up has been done to the mod initialization and this should be fixed whether installing fresh on a saved game, starting a new game, or upgrading from a previous version. In particular the following changes were made: General cleanup; Fixed a deadlock situation where two scripts were trying to access each other; Prevented initialization from occurring multiple times; and Removed uses of the MilkMod quest variable which wasn't really used. In addition to this several other changes have been added to this release: I added a new API/feature that allows NPCs to be moved near the player while still not visible. The support mod only uses this feature when the player is locked in furniture, the slaver is returning, and the slaver is not nearby. For example if the slaver has left to the next town over the game can't track the slaver walking back so he will be teleported nearby while still being out of sight before he begins walking to the player he left locked in the furniture. The reason I mention this is it has only been tested in a few scenarios. It would not surprise me if this feature caused bugs or strange behaviour. If you find any strange behaviour in this situation or if the slaver leaves you locked in furniture and walks away, never to return, please let me know. The player may now be punished if a slaver locks her in furniture and returns to find her wearing fewer restraints than when he left. The MCM menus have been cleaned up and re-organized a little. The ability for the player to escape and the chance of detection are now somewhat more configurable in the MCM. I added a little bit of compatibility with drlove33's Slave Den and Eastern Holding Cell mods. I don't expect the interaction of these to be great as they are a bit of a ways from town and rather unpopulated. They should be usable though and it is something to build off of. Also note that these mods require Dragonborn and Dawnguard even though they don't use them. I'll be sending a message to drlove33 to see about getting a version where Dragonborn and Dawnguard are not required (and see about getting some pathing issues fixed). A few improvements have been added to the save game control features. Reminder: I still do not recommend using the save game control features as there is a very real possibility of loosing your game. Some improvements have been made to furniture scenes and their dialogue. In particular more dialogue and scenes will occur when the player is locked in furniture as leash game punishment. A new debug option has been created allowing you to "teleport" to any city. I have found with console access disabled (a new feature of the save game control) I can get into situations where my game is about to crash if the scene continues to move (or stays) in a particular town. Using this to move to a different town can be used to bypass this inevitable crash. I don't expect this feature to be 100% reliable. It is a possible debug tool only. Use at your own risk. Using this feature while the leash game is active incurs a punishment to dissuade people from using it as a possible escape. The intent is that eventually punishments will be added any time it is used. I added a debug option to shut down the mod. This is intended to be used before performing a clean save. This feature is may not be needed at all and may not work entirely well. I don't expect it to make things worse but I'm not convinced it is beneficial. Please let me know if it helps you solve a problem. The Devious Framework MCM Vulnerability page now indicates (with an *) which vulnerabilities are in effect. Several minor (and a couple of mildly significant) bug fixes (see the change log). Previous Release Notes: Mod Intro (For Users): While this mod is designed to be a set of resource for modders to use in their own mods, it does come with a number of features users may also want to add to their game. In particular there is a companion support mod I created to test and verify the resources of the framework mod which has a number of features. Have you installed Slave Girls by hydragorgon? Have you seen the slaves being led around Skyrim by their owners or various slavers? Have you ever wondered what it would be like to be captured like those slaves? To test the leash feature of the framework mod the support mod gives a "mystical rope" to various slavers around Skyrim which they can use to capture you as they carry on their way. It can be quite difficult to fight with such a rope around your neck and the slavers will use this advantage to subdue you should you try to resist. Have you seen the various BDSM furniture around Skyrim and found them to be a little too safe? The support mod can make such furniture "auto lock" for a configurable amount of time. As well, if you are sitting in such furniture nearby NPCs may just decide to lock it on you, not letting you out for a while. Do you find it too easy to dress in Skyrim? You've just been stripped by an attacker? No problem. You just press a button and you are fully clothed again. You're wearing an arm binder? No problem. You can still dress yourself with the press of a button. This mod adds some restrictions on when you can dress, such as blocking leg wear and body armour when wearing a hobble. Mod Intro (For Modders): This mod was developed with two primary goals in mind: 1. Reduce the number of mods that check the state of the player. The user could have several mods installed which all periodically check: the vulnerability of the player and whether they are available for, sex, enslavement, etc. Rather than having each mod check all of these things individually, this mod tries to keep track of such information and make it available to other mods in an easy to use interface. 2. Encourage co-operation between other mods. I saw a thread in one of the mods the other day that two mods were conflicting. One author suggested that the other mod "check certain variables" to see if his mod was in the middle of a scene to avoid such conflicts. Under this process, for example, before beginning a scene mod X would need to check some variables to see if Deviously Helpless has a scene running, or Sanguine Debauchery (SD+), or Deviously Cursed Loot, or Captured Dreams. Mod Y would also have to make the same checks each time it wanted to start a scene. When a new mod (mod Z) is created mod X and mod Y would both need to be updated to now also check if mod Z is in a scene. Mod co-operation would be much smoother if this information were in a common place. Warning: My mod will only effectively achieve these goals if other mod authors use my mod's API to check statuses and to update statuses as their mod does things. So far I have not received a lot of initial interest from the modding community so my mod may not provide very much benefit. On the other hand, however, the mod is pretty light-weight and can most likely be installed/uninstalled without much of an effect on the game. The full API for modders can be found on the Git Hub page for this mod (a little out of date as of 2.06): https://github.com/DeviousFramework/SkyrimDeviousFramework If you need sample code for using this mod (or sample code used in this mod) that is not available from the Git Hub Wiki send me a message of what you are trying to do and I'll see what I can do. Requirements: Version numbers listed here were tested with version 2.06 of this mod: SexLab 1.62 SexLab Aroused Redux 28b Zaz Animation Pack 6.11 Devious Devices - Assets 3.0 Devious Devices - Integration 3.3 Devious Devices - Expansion 2.0 The following mods are also recommended: Provides slavers that work with the leash game: Slave Girls by hydragorgon 827 Provides a possible outcome to end the leash game: Simple Slavery 4.72 (with optional Extended version 1.0) Provides "seductive" clothing and armour options: (Note: Any armour can be flagged seductive. These are just recommendations for a few mods to use if you don't have favourites already.) Selene by Neo Slave Leia Renewal UNP Leather Clothes UNP or UNPetite - Academy Dropout Other UNP outfits by Nightasy Adds the option of using the Devious Framework leash with SD+ (Warning: This feature still needs improvements!) Sanguine Debauchery Enhanced 3.5.5 Installation: Most likely you will want to install both mod files (DeviousFramework_..._.7z, and DfwSupport_..._.7z). Don't forget to save and reload the game after the mod is installed and initialized (once the MCM menus show up). Please use a mod manager. Only personally tested with Nexus Mod Manager. Or Unpack the 7-Zip files to your Data directory. The Framework mod (DeviousFramework_1_00_160810.7z) is the main resource framework for modders. Because it may become a dependency for other mods It is intended to be as light weight as possible and only contain features to be used by other mods. From the user's perspective it won't do very much on it's own. The support mod (DfwSupport_1_00_160810.7z) is where I am "playing" with the features available from the framework mod. These features tend to be a little bit heavier on the papyrus and are not required for the framework features to work. The support mod contains: 1 features I would like to see in the game, and 2 features that test, verify, and validate the framework mod. SlaveGirls by hydragorgon Patch: A few users of the Devious Framework mod reported a problem with the SlaveGirls by hydragorgon mod related to overly talkative NPCs and a more serious issue of it overwhelming the story manager causing quests from other mods to fail. I looked into the SlaveGirls by hydragorgon mod and I believe I fixed some issues in the creation kit that were done incorrectly. Since the author of the mod has been unavailable for comments for some time now I'll be creating a post on the DFW support thread with these issues fixed. As that thread may be a little difficult to locate I will keep a copy of the patch in the download section for the Devious framework mod as well. Instructions: Install version 827 of the Slave Girls by hydragorgon mod. Install the SlaveGirls_Hydragorgon_827_Patch.7z from the Devious Framework download page using your favourite mod manager Or copy the file by hand into your data directory. This patch only contains the hydra_slavegirls.esp file so choose to overwrite it when prompted. Upgrading: Upgrading from before release 2.00 to after 2.00 requires a clean save! For information on cleaning a save see here: https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#making-a-clean-save For the most part it is safe to simply uninstall the previous version and re-install the new version. A clean save is not needed. If you are upgrading due to having trouble with a previous mod you might want to try a clean slave; however, there are no situations where this is known to help. All scripts begin with "dfw..." (or "dfws..."). A Reminder: This mod contains much subject matter related to BDSM and player slavery. I want to remind everyone that while these subjects are great for fantasy, care must be taken to ensure they do not encroach into our everyday lives. Always remember that women deserve respect, recognition, and consideration as much as everyone else. Known Bugs: 1. After starting the game for the first time I've found you need to save and reload before some features will work. Not sure why. Many alias related features (slaver dialogues and player equipment changes) will not work until this has been done. 2. When the player is freed from her SD+ owner this mod does not properly detect that and clear the master from the framework or release the leash. It is not recommended to turn on this feature other than for experimentation with the leash. Improved in 1.04 and may be working. Made much safer with SD+ leash setting changes in 1.07 3. In some games I've found moving while the player's leash is being jerked causes the game to crash. If you find the game crashing a lot try not moving until the player is beginning to stand up. Note: As for 2.04 I haven't seen this issue in a long time. 4. Similar to item 3 if the game crashes during BDSM furniture scenes try not moving during the scene. (it is not like you would be able to get away anyway). Improved in 2.01 and may not be an issue. 5. The player gets locked into alchemy tables with the autolock feature as if they were BDSM devices. Fixed in 1.01 6. Sometimes MCM menus do not function properly after installing. Trying to open them will cause all MCM menus to show nothing. I have seen this problem caused by the MCM initialization code failing to run all of the way through. This leaves the Devious Framework script in a broken state and makes the game more or less unusable. Reloading a game that was saved prior to installing the Devious Framework mods can sometimes resolve this issue. I have seen the issue twice. One time I needed to re-load the game once. The other time I needed to reload the game three times. Unfortunately I have no ideas how this issue can be fixed as the papyrus engine simply stops running the code in the MCM script. Improved in 1.06 and 2.00 and may not be an issue. 8. The Support mod's MCM menu will often say the poll has stopped. This is almost always incorrect. If you are concerned the poll has stopped, closed the menu completely back to your game, wait for at least the expected poll interval, open the MCM menu and navigate to the Support mod's MCM menu quickly. The warning should no longer be there. If the warning is there but the "Seconds Since Update" is lower than it previously was that also indicates the poll is working. 10. If you end up in combat with someone controlling the leash, town guards will almost always take your side. I'm really not familiar enough with the combat system to figure out why this is or how to fix it. 11. Some slavers and slave owners do not play the leash game. I have seen at least one slave owner from Slave Girls by hydragorgon that is not in any factions to identify him as a slave owner. There is nothing I can do about this. There are also some "slaver" factions in Slave Girls by hydragorgon that my mod is not accounting for. I have not encountered any slavers that fit these categories but they could exist. if you find a slaver who is not playing the leash game you can stand next to the slaver, open the DFW MCM status page, deselect "Use Player for Info" and look at the slaver's factions. If he is in a slaver faction but "Show Nearby Actors" is not reporting him as a slaver please let me know. Improved in 1.08. Future Plans: (If I am missing something that you think should be on one of these lists let me know). Near Future: • Look into the "Go Away.. I have too many slaves" issue • Make sure clothing stripped by DFW does not strip arm binders • Look into the issue of the arm binder being counted as clothes • Change "Arm Locking" to only detect a subset of arm restraints (mainly no cuffs) • Look into Soulgem Oven compatibility • Look into Maria Eden compatibility • Make post-conversation actions much more responsive, occurring as soon as the conversation ends. Implemented in 2.04. • Look into MilkMod Economy compatibility. Implemented in 2.04. • Fix the mod's API allowing for scenes to be started and subsequently "extended" (they can only be started right now), allowing for a more robust, reliable, and consistent complete scene. Implemented in 2.04. Possible Next Steps: • Look into the issue of the slaver controlling the player from a sitting position • Look into the issue of BDSM furniture in Breezehome • Add line of sight (LOS) detection to the yanking the leash feature • Incorporate SexLab Sexual Fame features • Create a more robust mechanism for "taken" items to be recovered (most likely this will involve purchasing them back from Froki) • Xax Prison Overhaul leash compatibility • Look into compatibility with Deviously Cursed Loot gag dialogue • Create options for adding BDSM furniture to the world • Allow wandering Thalmor, Imperial, Stormcloak patrols to take on the role of the slaver for the purpose of the leash game • Fix the issue of transferring to Sanguine Debauchery+ when locked in BDSM furniture Eventually Would Like: • Figure out why the order of the Devious Framework mod and the Campfire mod causes trouble • Start the leash game on failed pickpockets. • Add favourite cages to fill a role very similar to favourite BDSM furniture • Add compatibility with Devious Stats and/or Devious Attributes • Assign "themes" to furniture/cages. For example in a shop on display for sale, in a public location available for public use, in a secluded location available for private use • Create scenes to work with each of these "themed" furniture • Create scenes to sell the player from one leash game slaver to a passing slaver • Add work furniture and forced labor, for example weapon crafting at a blacksmith station or potion making at an alchemy table • Support Zaz Animation Pack restraints in addition to Devious Devices • Prefer themed restraints over random ones • Create a pose wheel, similar to Maria Eden allowing the player to voluntarily kneel or crawl and have the leash game slaver expect that of the player • Create a separate mod that adds furniture throughout the realm, similar to Sabguine Debauchery+ Cages Change Log: Happy Gaming. Submitter legume Submitted 08/10/2016 Category WIP / Beta Requires SexLab, SexLab Aroused, Zaz Animation Pack, Devious Devices - Assets, Devious Devices - Integration, Devious Devices - Expansion Special Edition Compatible
  15. View File Fallout 4 : Slavery System v0.9b (alpha) Download - Thread - Blog Disclaimer: This mod is supposed to add what the Fallout universe always had - slavery. I do not condone slavery in the real world in any way. Human trafficking is one of the most evil and disturbing things out there. Never forget - this is a game - not the real world. I have implemented simple checks to prevent the enslavement of children. Modifying this mod in any way without my explicit (!) permission is strictly prohibited. Redistribution of this mod or making any patches for this mod without permission is strictly prohibited. If you want to make a patch for this mod, PM me first. That will not ever change for any reason. Also, this mod is in Alpha. It may try to kill you. I. Introduction II. Requirements & Installation III. Content IV. Troubleshooting V. Incompatibilities VI. Credits I. Introduction The Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it. I'm using DeviousDevices by Kimy and TortureDevices by Vader666 to add some spice. Keep in mind that I have a very dynamic workload in real-life and thus updates may be released every day or not for months. II. Requirements & Installation You require a copy of Fallout 4 as well as all DLCs and have Fallout 4 Script Extender installed. Fallout 4 Base Game + All DLCs Fallout 4 Script Extender (F4SE) Devious Devices 2.0+ BETA TortureDevices 1.8+ Make sure that F4SS is after the requirements in the load order. Using a clean save is advised whenever you update to a newer version of the mod. At this time in development I am not paying attention to backwards compatibility. Once you have installed the mod, you're ready to get started in your new life as slaver. When first starting the game with F4:SS enabled, you'll see notifications telling you that the mod has been installed. To get going you need to build a slaver's safe in one of your settlements. When you build your first slaver's safe, all necessary perks will be added to your character. You can then start enslaving people. III. Content F4:SS offers a great number of features to the Commonwealth Slaver. If you have any questions concerning specific mechanics, please just ask in the thread below and either myself or a more experienced user will answer. All the mechanics would warrant a Wiki, but I really cannot be bothered, so here's an overview. Enslave! Using F4:SS you can enslave your foes (and friends) instead of killing them! The mod supports an infinite number of slaves - you can capture everyone and anyone. There are a couple methods of enslaving people... Stun them: a new round for your trusty Syringer Rifle is available for crafting at any Chemistry Station: the tazer round. It will send anyone it hits (including the player!) into a 15 second stun, during which time you can enslave them. Beat them: your human enemies value their life, so there is a good chance that they'll surrender to you when reaching 20% health. But beware: the more feared you are throughout the Commonwealth, the less likely people will surrender to you. Some will prefer death over life under a cruel master. Intimidate them: so, you're a talkative person, hmm? No worries, with Intimidation Level 3 you can capture people without spilling blood! This ties into the vanilla hold-up mechanic. Control! So you just enslaved everyone in sight? Good. Now you can worry about keeping them and getting some enjoyment out of them. Command them: issue orders to your slaves, have them follow or stay. Select them for processing or change their clothes. Clothes? ... who am I kidding, they won't have clothes, will they? (But if you wanted to, you could give them clothes!) Restrain them: this mod is fully integrated with Devious Devices and devices will suppress your slaves wish for freedom. But be wary, if left to themselves, they will surely free themselves of their restraints! Punish them: Sometimes your slaves will misbehave and then you have to show them who's boss! Make sure that misbehaving slaves get what they deserve, or else they may incite others to follow their lead. Things can spiral out of control if you don't manage your slaves. Profit! Slaves are a lucrative business, both in monetary aspects as well as providing endless fun. (Unless you're actually a nice person and don't enslave people, then you might not be so amused.) Train them: good slaves need training. Break them in, show them the ropes and watch their value rise. Sell them: build auction posts in your settlements and sell your slaves for a nice profit! Enjoy them: feed them to your arena animals or do whatever you want to with them. They are your slaves, afterall. F4:SS is always expanding. I'm planning on adding tons of features, detailed slave AI, lots of training programs and more. Keep in mind that F4:SS is a project in development, bugs can and will appear and ruin your immersion. The entire system is running fairly smooth on my machine and I spent plenty of time testing it - but your mileage may vary! Also, starting with Version 1.0, the mod is going to be .esm'ified and can serve as framework for your own creations. I had that in mind from the very beginning and the entire engine is built around having simple hooks for other mods. Check the documentation in the next post if you are interested in how to make mods using F4:SS. If you're interested in adding some slave traders to your mod, don't hesitate to pitch me a PM - I'll try to make sure you get what you need to make the Commonwealth evil again. IV. Troubleshooting There are a couple thousand lines of code in this mod - things can and inevitably will go wrong. In most cases it's an unlucky coincidence, but you should tell me about it anyway. Most things will be easy to fix - but if the problem seems serious, or your game informs you that a critical error has occured, here's what you need to do Reload a save from before the issue occured. Open the console and type 'set F4SSglobalDebug to 5' and confirm. Try to reproduce the error and when it occurs again... Make a detailed post in this thread, attach your Papyrus log file as well as your load order. ​F4SS has a lot of working parts and all of them have extensive debugging capabilities. You should only enable debugging mod when you're actively hunting for a specific glitch, because debugging mode will seriously spam your Papyrus log. You really don't want that unless it's for the greater good. It is generally advised to use a clean save for each new version until the mod is declared stable. Check the thread for each versions changelog to see if a clean save is recommended or required. V. Incompatibilities Due to the fact that F4:SS is a very complicated mod that changes some of the vanilla game-mechanics, as well as adds some new mechanics, there are some mod incompatibilities present. Once the mod is pretty much finished, I'll spend some time getting rid of as many incompatibilities as possible, until then you'll have to manage your mods carefully. The mods that are currently incompatible with F4:SS are: Abduction Just Business Non-lethal or lethal resolution I'm going to keep adding to this list as things come up. VI. Credits Bethesda for Fallout 4 RuthlessPeasant for the logo LoversLab for what it is If you enjoy the mod - leave a like or follow the file to give me some extra motivation! Submitter ag12 Submitted 05/05/2016 Category WIP / Beta Requires TortureDevices 1.8+, Devious Devices 2.0+
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