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  1. Immersive Daedra Worship - Temple of Molag Bal View File In the woods near the border between the Reach and Falkreath sits an unremarkable house, the kind of house that no one passing by would give more than a passing thought. But this house is merely a front to conceal a dark and terrible secret. Deep beneath the earth lies Bal Sarnat, a long-forgotten temple dedicated to Molag Bal, daedric prince of domination. Once, its halls rang with the sceams and laments of sacrificial victims to feed Molag Bal's insatiable lust for souls. Those halls have lain silent since the Planemeld was thwarted and his cult eradicated in the late First Era. But a daedric prince is patient, and centuries mean little to an immortal. For nearly a thousand years, Molag Bal has remained in Coldharbour, gathering his strength. His plan was good and very nearly succeeded. Cultists across Tamriel kidnapped and ritually sacrificed hundreds of thousands of souls to fuel the Dark Anchors pulling all of Nirn into Oblivion. Now the time to try again is nearly upon us. The Amulet of Kings was shattered in the Oblivion Crisis. The Great War divided and weakened the people of Tamriel, and the fragile peace of the White-Gold Concordat balances on a knife's edge, ready to fall with just a tiny nudge in the right direction. But before Molag Bal can reconstruct the Planemeld's machinery, he requires more souls. Many, many, many more souls... Become a True Daedric Cultist There are multiple religion mods that allow you to worship daedra. Those mods typically cover a wide pantheon, however, so they can't get very in-depth per deity. Immersive Daedra Worship - Temple of Molag Bal (ToMB) allows you to fully immerse yourself in the worship of only one: Molag Bal, the daedric prince of domination, who will reward you with unrivaled power in exchange for committing unspeakable acts in his name. In Skyrim, you become Molag Bal's champion when you kill Logrolf and recieve the Mace. ToMB picks up where the vanilla game leaves off, enabling you to fully explore the consequences of that choice. Upon completing the House of Horrors, you will recieve a key and a command to visit Molag Bal's temple. As his mortal champion, you are charged with rebuilding a cult dedicated to providing souls that will eventually power a Second Planemeld. But not just any souls will do. Molag Bal wants *submission,* and merely killing someone won't route their soul to Coldharbour. Their wills must be broken, their dreams shattered, and their personhood destroyed in a profane ritual of utter domination. Then and only then, when they are broken, when the light of hope has finally faded from their eyes, will their soul truly belong to Molag Bal. This is where you come in... Mod Features Bal Sarnat - a huge underground daedric temple complex usable as a full-featured player home, including: private chambers for you as cult leader, including a bathing area and display mannequins a dormitory area with plenty of room for followers/cultists to live a crafting area with safe storage and all crafting furniture, including a special alchemist table to create DOM's potions cages and cells that your slaves will actually stay in without being tied up a summoning room for your daedric minions or necromancy, with support for Dead and Daedric Guardians a freezer to preserve dead bodies for later reanimation a torture chamber filled with Zaz furniture Oblivion gate travel (currently open, but will be locked behind a quest in future versions) gladiatorial arena (not finished for 2.0) A repeatable ritual in which you gain power by crushing your victims' spirits and/or sacrificing them to Molag Bal Built on Diary of Mine (DOM)'s mechanics and mental architecture, ToMB opens an entirely new dimension of gameplay for the evil player distinct from the other popular slaver mods, such as HSH or AYGAS. With ToMB, you are not training a slave to sell or keep as a pet. You are emotionally fattening up a sacrifical lamb for the altar. You are not trying to shape a well-behaved, functional slave who can fight for you or clean your house. You are trying to emotionally destroy her as a person before ritually murdering her to help bring about the literal apocalypse. And while the ultimate reward for your labor is the end of the world, your devotion to Molag Bal will earn you more immediate rewards: the Blessing of Molag Bal, which grows in power by unlocking upgrades through your worship a revamped Mace of Molag Bal, which can also be upgraded through your worship for champions who favor the power of magic to brute strength, unlock the ability to reshape the Mace into a powerful staff form that can switch between spells custom coldfire spells that count as both fire and frost, overcoming resistance to either element spells for training your slaves, including DOM cultist robes, hoods, and masks of multiple tiers of power weapons and armor, including a learnable coldfire weapon enchantment perk points Note to Modders: ToMB's reward system is designed to be expandable to easily add new rewards for your depravity with just a simple crafting recipe. Recruit cultists and wreak havok across Skyrim [Not yet implemented] A full questline in which you take your true place as Molag Bal's champion working towards a Second Planemeld [Not yet implemented beyond intro quest] Built-in integration with SkyrimNet for the ultimate immersive daedra-worshipping experience a new bridge between DOM's emotional architecture and LLM-enhanced roleplay triggers and actions to inject direct narration and/or inner thoughts so that victims and fellow cultists react appropriately instructions so that the LLM can reward you for particularly vile atrocities committed in his name dynamic rumors that spread about the "mysterious" disappearances across Skyrim [still under construction] How it works Devotion and Favor At its core, ToMB is fairly simple. Upon visiting the ritual chamber for the first time, you'll be given two spells to start and stop the ritual (separate spells helps prevent accidentally ending the ritual prematurely). Kidnap NPCs, bring them to the ritual chamber, and defile them for fun and profit. The more vile and vicious the abuse, the more Molag Bal will reward you. Devotion starts at 0% and caps at 100%. Once your Devotion hits 100%, any further Devotion you earn spills over to Favor. Devotion fuels many of your powers: the magnitude of their effects are directly proportional to your current Devotion. Devotion decays daily and must be renewed through worship Favor does not decay. It is the currency that you use to purchase blessing upgrades, perk points, and items at the crafting altar. Blessing of Molag Bal The first time you complete a ritual at 100% Devotion, you will be given the Blessing of Molag Bal. This blessing is unique in that its effects change over time. Initially, the blessing grants a Fortify Health effect, fortifying it by 25% of your current Devotion. By spending Favor, however, you can unlock other effects as well, including: Fortify Magicka/Stamina Fortify Health/Magicka/Stamina Regeneration Fortify One-Handed/Heavy Armor (brute-strength domination) Fortify Destruction/Conjuration (magical domination) Fortify Illusion/Speechcraft (mental domination) Fortify Sneak (to aid you in your kidnapping) All of these attribute or skill upgrades have multiple ranks, which raise the percentage of your Devotion used for magnitude. Note: The Blessing of Molag Bal is, in fact, a blessing. If you pray at another entity's shrine, it will be dispelled and your Devotion set to 0%. You will need to atone for your blasphemy by raising it back to 100% again in order to receive it once more. Mace Upgrades Favor also can be spent to upgrade the Mace of Molag Bal, your badge of office as his champion. You can upgrade the Mace's: Base damage Stagger Swing speed Additional on-hit effects Knock enemies unconscious with the butt for capture For those of you who, like me, prefer to play as a mage, I have created a second path for the Mace. You can unlock the power to change its shape, elongating it and transforming it into a staff. The staff comes with Drain Life, Coldfire Flames, and Coldfire Fireball. You can also upgrade the staff: Increase the blast radius of Coldfire Fireball Replace Coldfire Flames with Wall of Coldfire Obtain Mortus Victuum, a mass-reanimation spell similar to the Ritual Stone's power. Once you unlock the power to change the Mace's shape, you can easily switch between spells via a wheel menu. You can also change the Mace back to its mace form at will. Note that charge is synced across all forms and spells. Other Rewards Many other rewards are available at the altar: Perk points Black soul gems Spell tomes for each of the custom coldfire spells Spell tome for Electrical Torment, a concentration Destruction spell that deals no damage but inflicts severe pain for training DOM's spell tomes A powerful greatsword with a learnable coldfire enchantment Cultist masks (enchanted and unenchanted varieties) that not only look badass but will actually conceal your identity if you are using Book of Shadows or Sneak Tools Cultist hoods and robes (enchanted and unenchanted varieties) Because ToMB uses a crafting menu for its reward system, modders can easily add new rewards to it by creating a crafting recipe using Favor and the appropriate keyword. How to Earn Molag Bal's Favor How much favor you earn depends on three factors: who your victim is, how far she falls, and how you break her. Import a DOM slave into ToMB Once you have captured a slave through DOM, you will see a new dialogue option to inform your slave that she has been chosen to become a Bride of Molag Bal. ToMB will then import the slave (who still remains fully a DOM slave) into its own system, calculating her base value based on various factors, such as virginity, social status, morality, and occupation. Slaves that are pure of heart are worth more than those who are already corrupt. Enslaving a powerful noble is more valuable than a commoner, and much more so than enslaving a beggar who no one will miss. Defiling a virgin is more valuable than someone who's "purity" you're not stealing by rape. Conquering a powerful bandit lord is worth more than her cannon-fodder minions. And so on. ToMB will also read her HEXACO/FACET profile from DOM to calculate how difficult she will be to psychologically evcerate. The more difficult she is to subjegate, the more points you earn when she is worth when she finally breaks. Crush her spirit through physical, psychological, and sexual abuse How you break her is just as important because Molag Bal rewards cruelty. ToMB listens for DOM's mood-change events, and a happy slave is worth nothing to him. He wants his champion to crush spirits and break wills. Putting slaves into negative mental states, such as terrified, shocked, crushed, and broken will earn various amounts of Devotion based on the slave's base value and HEXACO-derived multipliers. This means you can even passively earn Devotion while your slaves are rotting away in their cages, terrified of what is to become of them. Note that this only applies to slaves whose moods change inside the temple to be channeled to Molag Bal. In addition to the psychological abuse, ritual rape is also a primary way to earn Devotion. After all, Molag Bal is canonically known as the "King of Rape" and uses such rituals to create Daughters of Coldharbour. The more brutal, depraved, and violative your sexual abuse, the more Devotion you earn. ToMB calculates this using the slave's base value and the particular scene, including things like whether the animation is violent, whether the act breaks taboos, and how many people are participating. And, of course, there's also taking a slave's virginity. Forcibly deflowering a true virgin--oral, anal, and vaginal--is uniquely valuable and can earn a large amount of Devotion. Rape will score you the most points during an actual ritual, but anywhere in the temple will earn favor too. This sort of worship outside the temple will earn you Devotion, but only a negligible amount--at most enough to maintain your Blessing's strength, but not enough to reap the rewards of true daedra worship. I am also working on a system to track physical abuse and use SlaveTats to dynamically apply bruises and cuts that slowly heal over time. This is not included in version 2.0. Send her soul to Coldharbour Sacrifices are accepted ONLY during a ritual and can earn HUGE amounts of Favor to unlock the most powerful upgrades: The ritual places all participants under the effects of a Soul Trap spell while it takes place It doesn't matter how you kill your victim, the script is listening for the OnDeath event The more thoroughly you've broken your slave's will, the more Devotion you earn from sending her soul to Coldharbour Sacrificing a virgin you've personally defiled gets you a large bonus Before sacrificing a slave, I recommend telling her so with DOM's abuse menu to get the bonus training for slaves who witness it Incompatibilities The LE version of ToMB and ToMB Add-On. ToMB 2.0 is a complete rebuild from the ground up. Mods (other than LCBYNH) that modify the area where the temple is. Probably not many, as the only area above ground is the small farmhouse. I have tried to place the endpoints for the Oblivion gates in remote and unobrustive areas, both for flavor and to avoid conflicting with other mods. Mods that touch the Mace of Molag Bal in any way are probably incompatible. If you play with an artifact overhaul, ToMB must be loaded after and win all record conflicts for the Mace's upgrades to function. Pure mesh/texture replacers are probably fine, though. It just can't touch the base object or reference. Expansions to the House of Horrors (DA10) *may* be incompatible. ToMB changes the quest's final dialogue INFO and adds more afterwards. Any changes before that point are probably fair game (and this is easily bypassed by unchecking "House of Horrors Requirement" in the MCM. (Although if you're playng an expansion to play HoH as a good character, why the hell are you running this sadistic mod in the first place?) Mod Recommendations OStim Standalone OStim is not required, but it is fully supported and will unlock additional features. Unlike SexLab, OStim can natively track who is doing what to whom at a per-actor level. This allows ToMB to more accurately detect penetrative rape for defloration purposes, distinguish who is doing what to whom in group scenes, and detect violent acts for individual animations. It also unlocks a new tracked virginity because it can distinguish which actors are giving vs recieving oral sex. ToMB includes several json files for popular conversions of some poorly tagged aggressive SLAL packs that fixes their tagging for this purpose. s6o6t LORE - Dark Anchors Ruins and Dolmens AE ToMB's central premise and questline revolves around bringing about another Planemeld. These are the leftovers from the first attempt. I may eventually incorporate them mechanically once I implement ToMB's main quest, in which case this will become a hard requirement. RSE - Shoulder Or Saddle This provides an incredibly immersive alternative to DOM's sack when kidnapping NPCs. Actually carry the NPC that you are kidnapping over your shoulder and tie her to your horse. (DOM's sack can also be used in addition to kidnap a second NPC!) Fair warning, this mod can lead to some weird package interactions with NPCs who have already been enslaved. Be sure to enable the included patch in the FOMOD. If a DOM slave becomes totally unresponsive, even to DOM's MCM reset, you can usually fix her with the console. First try `resetai`, followed by `evp` while targeting her. If that doesn't work, `recycleactor` will usually fix her, but you'll need to teleport her back because it sends her to her reference's original location. Book Of Shadows - Behavior Based Stealth Additions or Sneak Tools In addition to their other features, both allow you to wear masks that conceals your identity for bounty purposes. ToMB includes patches that will apply this effect to your cultist masks. LC_Build Your Noble House This is my personal favorite player-home mod, which allows you to build a castle and become lord of your own village. ToMB's house is located conveniently on Fellburg's outskirts. It's especially good with SkyrimNet to convert your villagers from generic NPCs into real individuals. Live a double life as benevolent lord and malevolent cultist. Or go Children of the Corn style and turn it into that creepy town whose citizens carry a dark secret. Dead and Daedric Guardians - Necromancy and Summoning Unleashed This allows you to build a veritable army through summoning daedra or necromancy, which obviously fits in perfectly with ToMB's themes and gameplay. ToMB comes with a patch that will turn the currently decorative summoning circle into a functional one for both routes. In addition, the patch also makes the books required to pursue either of these dark paths available at the altar. A Shard of Coldharbour This mod gives you another player home in Coldharbour, for when you need to get away from it all (or make a fast interplanar escape). A patch adds the Planar Shift spell to the altar. Heart Breaker - A Killmove Mod SEGo full Temple of Doom with your sacrifices and rip out your victim's still-beating heart! SkyrimNet Integration SkyrimNet Download SkyrimNet Documentation SkyrimNet Discord SkyrimNet has fundamentally changed how I play Skyrim, and I cannot recommend it enough. Rituals become an intense and emotional experience when your slaves can feel every violation you visit upon them. You can lure innocents to their doom and mess with their heads as you "explore" a new daedric ruin that you found together before the eventual betrayal. And so on. It's easy to install, incredibly modular, and uses Skyrim's native engine instead of an outside program. ToMB comes with built-in support for SkyrimNet, with loads of inner thought and direct narration triggers: NPCs recognize what rooms they're in and react to the 50-ft-tall statute of Molag Bal looming over them or the rows of cages, etc. NPCs react to your actions, such as seeing you open the hidden passageway NPCs react appropriately to ToMB spells, such as the severe pain of Electrical Shock NPCs react appropriately to DOM spells and potions, becoming aware of their own increased sensitivity to sex or pain NPCs react appropriately to the ritual's VFX, realizing that they're trapped with a monster behind a barrier of swirling coldfire NPCs react appropriately to being kidnapped and tied to a horse (if using RSE) NPCs react appropriately to your cultist attire, including being unaware of who you are behind the mask (if using BOS or Sneak Tools) Rumors dynamically spread about mysterious disappearances once you've started taking people, especially people whose absence will be noted NPCs are aware that friends or loved ones have gone missing NPCs who begin to strongly suspect that you're behind the disappearances may report you to the guards (requires SeverActions) Additonal "atrocity" mechanic during rituals to reward bonus points if the LLM decides something you do is particularly cruel Molag Bal himself may actually comment on your rituals. Future plans for more interactions. I've also included a new bridge that further improves how the LLM interacts with DOM's emotional architecture, allowing a slave's semantic context to influnce her DOM mood via DOM's API training functions and her DOM mood to drive the LLM's RP, creating a truly incredible gameplay loop. ToMB Gameplay FAQ Can this be installed on an existing save? ToMB should be safe to install on an existing save. What if I've already completed House of Horrors? Untick the "Require House of Horrors" box in the MCM. You will immediately receive the key to Bal Sarnat. The intro quest will start when you open the secret passage inside the house. Where is Bal Sarnat? Bal Sarnat is in Falkreath, near the border with the Reach. Head south at the fork on the road to Markarth near Fort Sungard. Keep going past Sunderstone Gorge. Do I need to play as a male? No. Although ToMB is written with a male PC in mind, there is nothing mechanical that requires it. You'll just have a bit of mismatched flavor in a few places. Are there any plans to add content where the player is enslaved? No. I'm building the mod that I want to play, and I personally have no interest whatsoever in a submissive playstyle. My permissions are open for other modders to add such content, and ToMB's API should expose what you'd need to build it. Are there any plans to add content for vampires and/or Serana? Possibly. ToMB is designed to play as a more classic "Daedric cultist" sort of villain, but there's an obvious lore connection, so I'm open to adding support for vampire characters. However, I haven't played a vampire in a very long time, so hit me up with your suggestions. DOM Personality Profiles ToMB's scoring system is based heavily on an NPC's DOM personality attributes, which provide the multipliers for all non-rape Devotion events ToMB's scoring system is also based heavily on an NPC's DOM virginity status, which factors into both a slave's base value and large one-time bonuses when you actually take a virginity during a ritual To help with this, I have included a comprehensive set of json personality files. These were generated by having houseCARL (using Claude Fable) carefully analyze every female NPC in my load order and assign their HEXACO values based on a combination of the NPC's in-game dialogue, UESP entries, SkyrimNet bios. This includes NPCs from many popular mods. Kinks were assigned the same way. Virginity was assigned based on a combination of lore, logic, and probability rolls, in addition to a curated list for gameplay purposes. Because of the centrality of these personality files to ToMB's scoring, ToMB will automatically force DOM to reread and apply an NPC's file on import. This can be disabled in the MCM. Navigating the Temple's Layout Bal Sarnat can be a bit of a maze at first. But understanding the logic behind it should help. Everything is oriented relative to the central chamber with the 50-ft statue of Molag Bal. Approaching from the entrance, the mezzanine level of the temple: To the right: the cult leader's suite (your quarters) and two private cells for convenient access to your favorite playthings To the left: necromancy/summoning rooms (summoning circle and body freezer) and Oblivion gate On the ground level, with your back to the statue: A U-shaped hall wraps around the central chamber, connecting the two mezzanine wings Off the U-shaped hall, the lower levels have two main wings: To the left, the crafting room, with the cultist dormitories and dining hall at the very bottom To the right, slave cages, slave bath, and torture chamber (the door to the arena cell is also attached here, but it's a pure WIP) A second slave-cage room connects both wings of the lower levels Using the slave cages The cell doors are a little bit finnicky. Although they start open, you will need to open and close them manually at least once to activate the auto-locking script. Once you do, closing the cage door will lock it and enable an invisible object to block the navmesh, preventing the slave from pathing through it. When a slave is inside her cage, you can tell her "Stay in your cage." This will put her into DOM's "jailed" state, preventing her from running away (at least within DOM--I can make no guarantees about other packages) Using the rewards altar The rewards altar is located in the cult leader's suite, at the end of the hall, in front of the smaller statute of Molag Bal Because crafting menus can't properly refresh when you're in them, you can only buy a single rank of any given upgrade at a time. You need to exit the crafting menu and reopen it in order to purchase the next rank. Using the Oblivion gates The gates are placed in an X in the same relative position to each other as their respective endpoints on the world map. Bal Sarnat is in the Reach (SW) opposite Winterhold (NE). Haafingar (NW) is opposite the Rift (SE). Using the Body Freezer Taking a body inside the freezer removes the faction that normally cleans up dead bodies. Any corpse you leave in there will therefore stay there indefinitely. Using the Summoning Circle While I plan to implement some custom dremora servants eventually, the summoning circle is just for decoration at the moment unless you use Dead and Daedric Guardians (see link above) If you do, enable the patch for it, which must be placed below both DnD and ToMB The patch will turn the summoning circle into crafting furniture for both the daedric and necromantic paths. The books are available to craft at the altar. Custom Music The downloads section has an optional plugin containing custom music for the temple The music will change when a ritual is in progress For Modders Adding new rewards is trivially easy. Simply create a crafting recipe with the kwdToMBRewardsAltar keyword, using ToMB_FavorPoints as the only component. ToMB comes with an API that you can use to listen for rituals starting and stopping, sacrifices, and Devotion changes. You can also query current Devotion and send Devotion changes. Permissions for ToMB itself are open. Just credit me and link back here. Permissions for the individual assets may not be open. Check before using. Submitter The Man in Black Submitted 08/17/26 Category Adult Mods Requirements See install instructions Regular Edition Compatible No Install Instructions Requirements Diary of Mine SexLab (I have no idea whether this works with SexLab P+) Zaz Animiations SE High Poly Head Daedric Shrines - Molag Bal Installation Diary of Mine is a HARD dependency. It's the entire foundation upon which ToMB is built. Install DOM and its requirements. Download the latest version of ToMB - Core. That is the main file. If you want custom music for the temple (which changes during a ritual), download the music add-on. It is entirely optional. Install the FOMOD like any other mod. For a more immersive experience, complete House of Horrors. Molag Bal will speak to you (fully voiced) and give you the key to the temple. If you don't want to play through House of Horrors or have already completed it, untick the MCM option. You'll be given the key to the temple. The temple is located near Sunderstone Gorge, down the road towards the Falkreath Imperial Camp. Press the button near the bookcase in the basement.  
  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. Version 2.0.2a

    1479 downloads

    In the woods near the border between the Reach and Falkreath sits an unremarkable house, the kind of house that no one passing by would give more than a passing thought. But this house is merely a front to conceal a dark and terrible secret. Deep beneath the earth lies Bal Sarnat, a long-forgotten temple dedicated to Molag Bal, daedric prince of domination. Once, its halls rang with the sceams and laments of sacrificial victims to feed Molag Bal's insatiable lust for souls. Those halls have lain silent since the Planemeld was thwarted and his cult eradicated in the late First Era. But a daedric prince is patient, and centuries mean little to an immortal. For nearly a thousand years, Molag Bal has remained in Coldharbour, gathering his strength. His plan was good and very nearly succeeded. Cultists across Tamriel kidnapped and ritually sacrificed hundreds of thousands of souls to fuel the Dark Anchors pulling all of Nirn into Oblivion. Now the time to try again is nearly upon us. The Amulet of Kings was shattered in the Oblivion Crisis. The Great War divided and weakened the people of Tamriel, and the fragile peace of the White-Gold Concordat balances on a knife's edge, ready to fall with just a tiny nudge in the right direction. But before Molag Bal can reconstruct the Planemeld's machinery, he requires more souls. Many, many, many more souls... Become a True Daedric Cultist There are multiple religion mods that allow you to worship daedra. Those mods typically cover a wide pantheon, however, so they can't get very in-depth per deity. Immersive Daedra Worship - Temple of Molag Bal (ToMB) allows you to fully immerse yourself in the worship of only one: Molag Bal, the daedric prince of domination, who will reward you with unrivaled power in exchange for committing unspeakable acts in his name. In Skyrim, you become Molag Bal's champion when you kill Logrolf recieve the Mace. ToMB picks up where the vanilla game leaves off, enabling you to fully explore the consequences of that choice. Upon completing the House of Horrors, you will recieve a key and a command to visit Molag Bal's temple. As his mortal champion, you are charged with rebuilding a cult dedicated to providing souls that will eventually power a Second Planemeld. But not just any souls will do. Molag Bal wants *submission,* and merely killing someone won't route their soul to Coldharbour. Their wills must be broken, their dreams shattered, and their personhood destroyed in a profane ritual of utter domination. Then and only then, when they are broken, when the light of hope has finally faded from their eyes, will their soul truly belong to Molag Bal. This is where you come in... Mod Features Bal Sarnat - a huge underground daedric temple complex usable as a full-featured player home, including: private chambers for you as cult leader, including a bathing area and display mannequins a dormitory area with plenty of room for followers/cultists to live a crafting area with safe storage and all crafting furniture, including a special alchemist table to create DOM's potions cages and cells that your slaves will actually stay in without being tied up a summoning room for your daedric minions or necromancy, with support for Dead and Daedric Guardians a freezer to preserve dead bodies for later reanimation a torture chamber filled with Zaz furniture Oblivion gate travel (currently open, but will be locked behind a quest in future versions) gladiatorial arena (not finished for 2.0) A repeatable ritual in which you gain power by crushing your victims' spirits and/or sacrificing them to Molag Bal Built on Diary of Mine (DOM)'s mechanics and mental architecture, ToMB opens an entirely new dimension of gameplay for the evil player distinct from the other popular slaver mods, such as HSH or AYGAS. With ToMB, you are not training a slave to sell or keep as a pet. You are emotionally fattening up a sacrifical lamb for the altar. You are not trying to shape a well-behaved, functional slave who can fight for you or clean your house. You are trying to emotionally destroy her as a person before ritually murdering her to help bring about the literal apocalypse. And while the ultimate reward for your labor is the end of the world, your devotion to Molag Bal will earn you more immediate rewards: the Blessing of Molag Bal, which grows in power by unlocking upgrades through your worship a revamped Mace of Molag Bal, which can also be upgraded through your worship for champions who favor the power of magic to brute strength, unlock the ability to reshape the Mace into a powerful staff form that can switch between spells custom coldfire spells that count as both fire and frost, overcoming resistance to either element spells for training your slaves, including DOM cultist robes, hoods, and masks of multiple tiers of power weapons and armor, including a learnable coldfire weapon enchantment perk points Note to Modders: ToMB's reward system is designed to be expandable to easily add new rewards for your depravity with just a simple crafting recipe. Recruit cultists and wreak havok across Skyrim [Not yet implemented] A full questline in which you take your true place as Molag Bal's champion working towards a Second Planemeld [Not yet implemented beyond intro quest] Built-in integration with SkyrimNet for the ultimate immersive daedra-worshipping experience a new bridge between DOM's emotional architecture and LLM-enhanced roleplay triggers and actions to inject direct narration and/or inner thoughts so that victims and fellow cultists react appropriately instructions so that the LLM can reward you for particularly vile atrocities committed in his name dynamic rumors that spread about the "mysterious" disappearances across Skyrim [still under construction] How it works Devotion and Favor At its core, ToMB is fairly simple. Upon visiting the ritual chamber for the first time, you'll be given two spells to start and stop the ritual (separate spells helps prevent accidentally ending the ritual prematurely). Kidnap NPCs, bring them to the ritual chamber, and defile them for fun and profit. The more vile and vicious the abuse, the more Molag Bal will reward you. Devotion starts at 0% and caps at 100%. Once your Devotion hits 100%, any further Devotion you earn spills over to Favor. Devotion fuels many of your powers: the magnitude of their effects are directly proportional to your current Devotion. Devotion decays daily and must be renewed through worship Favor does not decay. It is the currency that you use to purchase blessing upgrades, perk points, and items at the crafting altar. Blessing of Molag Bal The first time you complete a ritual at 100% Devotion, you will be given the Blessing of Molag Bal. This blessing is unique in that its effects change over time. Initially, the blessing grants a Fortify Health effect, fortifying it by 25% of your current Devotion. By spending Favor, however, you can unlock other effects as well, including: Fortify Magicka/Stamina Fortify Health/Magicka/Stamina Regeneration Fortify One-Handed/Heavy Armor (brute-strength domination) Fortify Destruction/Conjuration (magical domination) Fortify Illusion/Speechcraft (mental domination) Fortify Sneak (to aid you in your kidnapping) All of these attribute or skill upgrades have multiple ranks, which raise the percentage of your Devotion used for magnitude. Note: The Blessing of Molag Bal is, in fact, a blessing. If you pray at another entity's shrine, it will be dispelled and your Devotion set to 0%. You will need to atone for your blasphemy by raising it back to 100% again in order to receive it once more. Mace Upgrades Favor also can be spent to upgrade the Mace of Molag Bal, your badge of office as his champion. You can upgrade the Mace's: Base damage Stagger Swing speed Additional on-hit effects Knock enemies unconscious with the butt for capture For those of you who, like me, prefer to play as a mage, I have created a second path for the Mace. You can unlock the power to change its shape, elongating it and transforming it into a staff. The staff comes with Drain Life, Coldfire Flames, and Coldfire Fireball. You can also upgrade the staff: Increase the blast radius of Coldfire Fireball Replace Coldfire Flames with Wall of Coldfire Obtain Mortus Victuum, a mass-reanimation spell similar to the Ritual Stone's power. Once you unlock the power to change the Mace's shape, you can easily switch between spells via a wheel menu. You can also change the Mace back to its mace form at will. Note that charge is synced across all forms and spells. Other Rewards Many other rewards are available at the altar: Perk points Black soul gems Spell tomes for each of the custom coldfire spells Spell tome for Electrical Torment, a concentration Destruction spell that deals no damage but inflicts severe pain for training DOM's spell tomes A powerful greatsword with a learnable coldfire enchantment Cultist masks (enchanted and unenchanted varieties) that not only look badass but will actually conceal your identity if you are using Book of Shadows or Sneak Tools Cultist hoods and robes (enchanted and unenchanted varieties) Because ToMB uses a crafting menu for its reward system, modders can easily add new rewards to it by creating a crafting recipe using Favor and the appropriate keyword. How to Earn Molag Bal's Favor How much favor you earn depends on three factors: who your victim is, how far she falls, and how you break her. Import a DOM slave into ToMB Once you have captured a slave through DOM, you will see a new dialogue option to inform your slave that she has been chosen to become a Bride of Molag Bal. ToMB will then import the slave (who still remains fully a DOM slave) into its own system, calculating her base value based on various factors, such as virginity, social status, morality, and occupation. Slaves that are pure of heart are worth more than those who are already corrupt. Enslaving a powerful noble is more valuable than a commoner, and much more so than enslaving a beggar who no one will miss. Defiling a virgin is more valuable than someone who's "purity" you're not stealing by rape. Conquering a powerful bandit lord is worth more than her cannon-fodder minions. And so on. ToMB will also read her HEXACO/FACET profile from DOM to calculate how difficult she will be to psychologically evcerate. The more difficult she is to subjegate, the more points you earn when she is worth when she finally breaks. Crush her spirit through physical, psychological, and sexual abuse How you break her is just as important because Molag Bal rewards cruelty. ToMB listens for DOM's mood-change events, and a happy slave is worth nothing to him. He wants his champion to crush spirits and break wills. Putting slaves into negative mental states, such as terrified, shocked, crushed, and broken will earn various amounts of Devotion based on the slave's base value and HEXACO-derived multipliers. This means you can even passively earn Devotion while your slaves are rotting away in their cages, terrified of what is to become of them. Note that this only applies to slaves whose moods change inside the temple to be channeled to Molag Bal. In addition to the psychological abuse, ritual rape is also a primary way to earn Devotion. After all, Molag Bal is canonically known as the "King of Rape" and uses such rituals to create Daughters of Coldharbour. The more brutal, depraved, and violative your sexual abuse, the more Devotion you earn. ToMB calculates this using the slave's base value and the particular scene, including things like whether the animation is violent, whether the act breaks taboos, and how many people are participating. And, of course, there's also taking a slave's virginity. Forcibly deflowering a true virgin--oral, anal, and vaginal--is uniquely valuable and can earn a large amount of Devotion. Rape will score you the most points during an actual ritual, but anywhere in the temple will earn favor too. This sort of worship outside the temple will earn you Devotion, but only a negligible amount--at most enough to maintain your Blessing's strength, but not enough to reap the rewards of true daedra worship. I am also working on a system to track physical abuse and use SlaveTats to dynamically apply bruises and cuts that slowly heal over time. This is not included in version 2.0. Send her soul to Coldharbour Sacrifices are accepted ONLY during a ritual and can earn HUGE amounts of Favor to unlock the most powerful upgrades: The ritual places all participants under the effects of a Soul Trap spell while it takes place It doesn't matter how you kill your victim, the script is listening for the OnDeath event The more thoroughly you've broken your slave's will, the more Devotion you earn from sending her soul to Coldharbour Sacrificing a virgin you've personally defiled gets you a large bonus Before sacrificing a slave, I recommend telling her so with DOM's abuse menu to get the bonus training for slaves who witness it Incompatibilities The LE version of ToMB and ToMB Add-On. ToMB 2.0 is a complete rebuild from the ground up. Mods (other than LCBYNH) that modify the area where the temple is. Probably not many, as the only area above ground is the small farmhouse. I have tried to place the endpoints for the Oblivion gates in remote and unobrustive areas, both for flavor and to avoid conflicting with other mods. Mods that touch the Mace of Molag Bal in any way are probably incompatible. If you play with an artifact overhaul, ToMB must be loaded after and win all record conflicts for the Mace's upgrades to function. Pure mesh/texture replacers are probably fine, though. It just can't touch the base object or reference. Expansions to the House of Horrors (DA10) *may* be incompatible. ToMB changes the quest's final dialogue INFO and adds more afterwards. Any changes before that point are probably fair game (and this is easily bypassed by unchecking "House of Horrors Requirement" in the MCM. (Although if you're playng an expansion to play HoH as a good character, why the hell are you running this sadistic mod in the first place?) Mod Recommendations OStim Standalone OStim is not required, but it is fully supported and will unlock additional features. Unlike SexLab, OStim can natively track who is doing what to whom at a per-actor level. This allows ToMB to more accurately detect penetrative rape for defloration purposes, distinguish who is doing what to whom in group scenes, and detect violent acts for individual animations. It also unlocks a new tracked virginity because it can distinguish which actors are giving vs recieving oral sex. ToMB includes several json files for popular conversions of some poorly tagged aggressive SLAL packs that fixes their tagging for this purpose. s6o6t LORE - Dark Anchors Ruins and Dolmens AE ToMB's central premise and questline revolves around bringing about another Planemeld. These are the leftovers from the first attempt. I may eventually incorporate them mechanically once I implement ToMB's main quest, in which case this will become a hard requirement. RSE - Shoulder Or Saddle This provides an incredibly immersive alternative to DOM's sack when kidnapping NPCs. Actually carry the NPC that you are kidnapping over your shoulder and tie her to your horse. (DOM's sack can also be used in addition to kidnap a second NPC!) Fair warning, this mod can lead to some weird package interactions with NPCs who have already been enslaved. Be sure to enable the included patch in the FOMOD. If a DOM slave becomes totally unresponsive, even to DOM's MCM reset, you can usually fix her with the console. First try `resetai`, followed by `evp` while targeting her. If that doesn't work, `recycleactor` will usually fix her, but you'll need to teleport her back because it sends her to her reference's original location. Book Of Shadows - Behavior Based Stealth Additions or Sneak Tools In addition to their other features, both allow you to wear masks that conceals your identity for bounty purposes. ToMB includes patches that will apply this effect to your cultist masks. LC_Build Your Noble House This is my personal favorite player-home mod, which allows you to build a castle and become lord of your own village. ToMB's house is located conveniently on Fellburg's outskirts. It's especially good with SkyrimNet to convert your villagers from generic NPCs into real individuals. Live a double life as benevolent lord and malevolent cultist. Or go Children of the Corn style and turn it into that creepy town whose citizens carry a dark secret. Dead and Daedric Guardians - Necromancy and Summoning Unleashed This allows you to build a veritable army through summoning daedra or necromancy, which obviously fits in perfectly with ToMB's themes and gameplay. ToMB comes with a patch that will turn the currently decorative summoning circle into a functional one for both routes. In addition, the patch also makes the books required to pursue either of these dark paths available at the altar. A Shard of Coldharbour This mod gives you another player home in Coldharbour, for when you need to get away from it all (or make a fast interplanar escape). A patch adds the Planar Shift spell to the altar. Heart Breaker - A Killmove Mod SEGo full Temple of Doom with your sacrifices and rip out your victim's still-beating heart! SkyrimNet Integration SkyrimNet Download SkyrimNet Documentation SkyrimNet Discord SkyrimNet has fundamentally changed how I play Skyrim, and I cannot recommend it enough. Rituals become an intense and emotional experience when your slaves can feel every violation you visit upon them. You can lure innocents to their doom and mess with their heads as you "explore" a new daedric ruin that you found together before the eventual betrayal. And so on. It's easy to install, incredibly modular, and uses Skyrim's native engine instead of an outside program. ToMB comes with built-in support for SkyrimNet, with loads of inner thought and direct narration triggers: NPCs recognize what rooms they're in and react to the 50-ft-tall statute of Molag Bal looming over them or the rows of cages, etc. NPCs react to your actions, such as seeing you open the hidden passageway NPCs react appropriately to ToMB spells, such as the severe pain of Electrical Shock NPCs react appropriately to DOM spells and potions, becoming aware of their own increased sensitivity to sex or pain NPCs react appropriately to the ritual's VFX, realizing that they're trapped with a monster behind a barrier of swirling coldfire NPCs react appropriately to being kidnapped and tied to a horse (if using RSE) NPCs react appropriately to your cultist attire, including being unaware of who you are behind the mask (if using BOS or Sneak Tools) Rumors dynamically spread about mysterious disappearances once you've started taking people, especially people whose absence will be noted NPCs are aware that friends or loved ones have gone missing NPCs who begin to strongly suspect that you're behind the disappearances may report you to the guards (requires SeverActions) Additonal "atrocity" mechanic during rituals to reward bonus points if the LLM decides something you do is particularly cruel Molag Bal himself may actually comment on your rituals. Future plans for more interactions. I've also included a new bridge that further improves how the LLM interacts with DOM's emotional architecture, allowing a slave's semantic context to influnce her DOM mood via DOM's API training functions and her DOM mood to drive the LLM's RP, creating a truly incredible gameplay loop. ToMB Gameplay FAQ DOM Personality Profiles ToMB's scoring system is based heavily on an NPC's DOM personality attributes, which provide the multipliers for all non-rape Devotion events ToMB's scoring system is also based heavily on an NPC's DOM virginity status, which factors into both a slave's base value and large one-time bonuses when you actually take a virginity during a ritual To help with this, I have included a comprehensive set of json personality files. These were generated by having houseCARL (using Claude Fable) carefully analyze every female NPC in my load order and assign their HEXACO values based on a combination of the NPC's in-game dialogue, UESP entries, SkyrimNet bios. This includes NPCs from many popular mods. Kinks were assigned the same way. Virginity was assigned based on a combination of lore, logic, and probability rolls, in addition to a curated list for gameplay purposes. Because of the centrality of these personality files to ToMB's scoring, ToMB will automatically force DOM to reread and apply an NPC's file on import. This can be disabled in the MCM. Navigating the Temple's Layout Bal Sarnat can be a bit of a maze at first. But understanding the logic behind it should help. Everything is oriented relative to the central chamber with the 50-ft statue of Molag Bal. Approaching from the entrance, the mezzanine level of the temple: To the right: the cult leader's suite (your quarters) and two private cells for convenient access to your favorite playthings To the left: necromancy/summoning rooms (summoning circle and body freezer) and Oblivion gate On the ground level, with your back to the statue: A U-shaped hall wraps around the central chamber, connecting the two mezzanine wings Off the U-shaped hall, the lower levels have two main wings: To the left, the crafting room, with the cultist dormitories and dining hall at the very bottom To the right, slave cages, slave bath, and torture chamber (the door to the arena cell is also attached here, but it's a pure WIP) A second slave-cage room connects both wings of the lower levels Using the slave cages The cell doors are a little bit finnicky. Although they start open, you will need to open and close them manually at least once to activate the auto-locking script. Once you do, closing the cage door will lock it and enable an invisible object to block the navmesh, preventing the slave from pathing through it. When a slave is inside her cage, you can tell her "Stay in your cage." This will put her into DOM's "jailed" state, preventing her from running away. Using the rewards altar The rewards altar is located in the cult leader's suite, at the end of the hall, in front of the smaller statute of Molag Bal Because crafting menus can't properly refresh when you're in them, you can only buy a single rank of any given upgrade at a time. You need to exit the crafting menu and reopen it in order to purchase the next rank. Using the Oblivion gates The gates are placed in an X in the same relative position to each other as their respective endpoints on the world map. Bal Sarnat is in the Reach (SW) opposite Winterhold (NE). Haafingar (NW) is opposite the Rift (SE). Using the Body Freezer Taking a body inside the freezer removes the faction that normally cleans up dead bodies. Any corpse you leave in there will therefore stay there indefinitely. Using the Summoning Circle While I plan to implement some custom dremora servants eventually, the summoning circle is just for decoration at the moment unless you use Dead and Daedric Guardians (see link above) If you do, enable the patch for it, which must be placed below both DnD and ToMB The patch will turn the summoning circle into crafting furniture for both the daedric and necromantic paths Custom Music The downloads section has an optional plugin containing custom music for the temple The music will change when a ritual is in progress For Modders Adding new rewards is trivially easy. Simply create a crafting recipe with the kwdToMBRewardsAltar keyword, using ToMB_FavorPoints as the only component. ToMB comes with an API that you can use to listen for rituals starting and stopping, sacrifices, and Devotion changes. You can also query current Devotion and send Devotion changes. Permissions for ToMB itself are open. Just credit me and link back here. Permissions for the individual assets may not be open. Check before using.
  4. Paradise Halls Enhanced (pahe) repacked with the customary addons View File This mod is for oldrim classic skyrim, see here for sse version: this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included): based on the work of blabla from paradise halls sexlab extension - original thread here: 8.0.8 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!) clean save no longer required to upgrade old saves (aside from "friendly bandits bug") slave camps and addons are now separate - choose those from the download page 7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs 7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes) Requirements: SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11(version 7 will also work and version 8 should work) basic install pack only has 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 devious devices addon removed(further info below) Pahe_Dwarven_Devious_suits requires Devious Devices expansion4.3 or DD5 Run FNIS after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3 creature framework conflict appears to be removed from 7.x versions some saves seem to have the scripts burned in too deep to update proper: if you see the above info in your log, you need a new or clean save....unless its already a new save, then you forgot to update the esp 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 developped 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. Currently Compatible with version7.4.1: 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 fixed 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 with version 0.7. Using them will result in extreme weirdness (not the good sort). Paradise Halls Merchant add-on by lucen15: http://skyrim.nexusmods.com/mods/31907 Dres Trade by RET45: http://skyrim.nexusmods.com/mods/30297 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: http://skyrim.nexusmods.com/mods/31307 Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex: http://skyrim.nexusmods.com/mods/31160 chinese translation seems a bit old, but recent french translation is available 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 Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh 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 differences info of the update versus the original version from layam: alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch functions have been integrated into the scripts adding 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 Simple 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 release dialogs added as well as additional release option from 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 to avoid the famous naked bandit bug, check mcm first and choose to disable the naked outfit - if you later see a dialogue to add the outfit to a slave, choose carefully - if its, not a unique npc, the outfit will be seen later as naked bandit bug(when next npc twin spawns like it) 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, iron being the most difficult to escape To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods: home sweet home aygas(and you get a slave) 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. paradise_halls.esm AND paradise_halls_SLExtension.esp .....MUST be added to the game at the same time Use NMM or unpack into data folder. (mod organizer and vortex seem to work better than nmm) 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 (not aft users or eff 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. 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 mods(useful, but not required): PAH Home Sweet Home by Musje 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: AVS for the dwarven suits ground objects devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a Hambam9871 for the miaslair patch EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors 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 DCL'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 05/02/2016 Category Quest Requires Skyrim, Sexlab, SkyUI, skse, ZazAnimationPack!, FNIS, as well as all requirements for the above mods Special Edition Compatible No
  5. Damsels in Distress - SE/LE (3) - Breeding Slaves View File Finally! The next installment of Damsels in Distress! After what, a year? I released did2 around halloween... last year... ANYWAYS did3 Breeding Slaves is about one thing; saving damsels from being the breeding slaves of the unscrupulous villains in Skyrim! They have been captured, stripped, shackled, and fucked furiously in the hopes of boosting their population growth stat. This installment will have you fighting mostly Forsworn and Falmer and their dastardly breeding schemes as well as there being 16 new potential followers, 13 non-follower damsels, 26 temporary generic damsels, all for a total of 59 damsels which need saving. So come on, "Everybody needs help sometime." Version 1.3. I tested it vigorously to make it as feature complete and bugless as possible but let me know if you encounter any issues. I'm one person with a rl job. I have a patreon now. Please tell me thank you and give me a tip. It lets me know how much to keep going. patreon.com/PyresRealm About Them I got elves! Alaris; High Elf, Last Seen at Lost Echo Cave, is an Electromancer Beru; Wood Elf, Duskglow Crevice, Light Archer Raka; Orc, Chillwind Depths, Heavy 1H Telmi; Dark Elf, Tolvald's Crossing, Pyromancer Waai; Dark Elf, Tolvald's Crossing, Pyromancer Arilith; Imperial, Hag Rock Redoubt, Cleric Sam; Nord, Raldbthar, Heavy Archer Sylda; Breton, Screaming Abyss (That's west of Dragonbridge), Light Mage... if npcs could be trusted with Sunfire. I tried. Panzer; Breton, Forgotten Vale Ravine, Heavy 2H, Requires Dawnguard Questline Phoenix Cavebane; Redguard, Frostflow Abyss, Heavy Berserker Eve; Imperial, Irkngthand, Thief/Light Berserker, Requires Thieves Guild Questline Flan; Nord, Irkngthand, Heavy 2H, Requires Thieves Guild Questline Dusk; Wood Elf, Bonestrewn Crest, Conjurer Gale; High Elf, Stonehill Bluff, 1H Light Northwind; Orc, Giant's Grove, Cryomancer, Requires the Cursed Tribe Questline Angela; Redguard, Broken Limb Camp, Civilian ; ) Other Places of Interest Liars Retreat, Deepwood Redoubt, Kolskeggr Mine, Mzulft (Requires College of Winterhold Questline), Druadach Redoubt, Karthspire, Sundered Towers/Red Eagle Redoubt, Serpent's Bluff Redoubt, Fort Sungard, Lost Valley Redoubt, Gloomreach, Shimmermist Cave, Sightless Pit, Stillborn Cave, Blackreach Sewers, Dragontooth Crater, Darkfall Cave, Bleakcoast Cave, Darkshade, Graywinter Watch, Bleakwind Basin, Talking Stone Camp, Ancient's Ascent, Darkfall Passage, Forgotten Vale Ravine, Requirements The DLCs, Dawnguard, Hearthfire, Dragonborn, Update Sexlab Zaz Animation Pack 8.0+ KS Hairdos Legendary Edition Compatibility? It has a prototype conversion with CAO because you fucks can't seem to do it yourselves. It is untested and I cannot, I must emphasize CANNOT, do any better. --- How to Start? --- Nothing complicated, just get out there and start saving them! --- Features --- Most of the non-generic ones should become marriable once you rescue them. Generic damsels, generally named "Breeding Slaves" are one and done's. To avoid cluttering up the map they will disappear after setting them free. Rewards! Saving damsels will sometimes earn you a gold reward, or you could choose to coerce them for sex like the horny bastard you are. Many damsels have options for free sex, and some have sex options post-saving them. Damsels that come in groups may even have regular group sex with you. There is a bathing spot south of Broken Limb Camp where damsels like to bath. Save the High Rock damsels in the Vale to give them a chance of appearing here too. Arilith can give you a powerful healing blessing that acts like a power/shout. Sylda can turn 20 Elven Arrows into Sunhallowed Arrows. Now with an ESL Flag. Submitter Pyreite Submitted 09/25/2023 Category Quests Requires KS Hairs, Sexlab, Zaz Animation Pack Regular Edition Compatible  
  6. Ambient Slaves SE/VR View File I'm abandoning all my mods. No further development will take place for the existing ones. Everyone, feel free to use and reupload as you see fit, no credit necessary. This mod adds Frostbite Clan slave dealer branches, at the outskirts of all five of the Skyrim Capitals. In two cases, where the branch facility is not located directly at a main access road, i.e. Windhelm and Solitude, it also adds a market stall at the palace district (Windhelm) and at the marketplace (Solitude). Please note: Since this mods adds quite a few exterior structures, it is very possible that it will clash with other mods which do the same. Even if the structures aren't in the same place, just the changes in navmeshes can cause CTDs as far as two cells apart. This is as much my fault as much as that of the authors of the other mods. The simple reason being, creating a navmesh which will prevent this issue is an extremely difficult and time-consuming process. It would easily triple the number of hours that go into this, so I just can't be bothered. Known Issue: At the Fort Anguish location (near Dusnikh Yal, near Markarth) an unknown phenomenon is causing static objects like walls and towers at the fort become invisible, while preserving their hitboxes. If anyone has any suggestions as to what may be causing this, please share them with me. TLDR: Features: - 9 non-interactive slaver outposts at or near the Skyrim capitals and towns - 1 outpost at Solstheim: Raven Rock - 1 quarry (WIP) - 2 non-interactive marketplace stalls, at Windhelm (palace district), and Solitude (marketplace) - roughly 300 NPCs - 8 slave caravans - all slavers and slaves are female (this will have a backstory reason) Planned Features: - more quarries, mines, brothels... - more factions - some public pillories with misbehaving slaves Requirements: ZAZ8 v0.2d and lower: Devious Devices 5 Sexlab Framework and their respective requirements! Compatibility Patches: For versions 0.2c and higher I highly recommend downloading the compatibility patches done by gregaaz. In the main plugin patch, he optimized a great number of navmeshes and removed a ton of ITMs, and fixed a lot more stuff. If you are running the experimental version 0.3a or higher, do not install the main plugin patch, as it is already integrated, so you would be basically downgrading to 0.2d Below a list of gregaaz's patches with the names of the corresponding mods: Ambient Slaves SE - updated main plugin AS-3DNPC Compatibility Patch - for Interesting NPCs AS-CRF Compatibility Patch - for Cutting Room Floor AS-Honeyside Compatibility Patch - for Sweet as Honeyside AS-LOS Compatibility Patch - for Lanterns of Skyrim II AS-MISLP Compatibility Patch - for Midwood Island - Ship Location Patch AS-ROB Compatibility Patch - for Rigmor of Bruma AS-SC Compatibility Patch - for Markarth Sky City AS-SMIM Compatibility Patch - for Static Mesh Improvement Mod AS-XPO Compatibility Patch - for Prison Overhaul Patched AS-ZDD Compatibility Patch - for Diabloesque Decorations Patch by Guduba and bingyouup If you are experiencing a CTD issue, as described on page 11 of the support thread, download the AS LOD CTD patch. Thank you guys for helping me out! Details: The purpose of this mod is to provide a slightly less over-the-top alternative to Hydragorgon’s Slave Girls (which deserves the credit for being the inspiration to create this mod in the first place). The goal is to populate Skyrim with slaves and slavers in a non-intrusive way and to create an atmosphere that slavery is a natural part of Skyrim’s life. Another purpose of the mod is to provide a stage for another future mod of mine, which will be a slavery campaign, in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold. It will provide a framework for various enslavement mods, like A Perilous Maze, and slavery mods (like quarries, mines, brothels etc.), but that’s still music of the future. Right now, the mod is non-interactive, simply providing the visuals. The only interaction you can have is a hello-line the dealers will drop if you come close to them. All the Frostbite Clan members have rudimentary AI and most (some guards and most slaves always stay in one place) of them will be on a schedule. All the branches feature highly detailed interiors, but stuff like ownership of all the multitudes of objects is still not completely finished. As said, the main purpose of the mod is to give you the impression that slavery is a commonplace thing so that you are not the only slave in Skyrim (if enslaved). Future versions will improve upon the detail and features of the current locations (I would like to make the dealers actual merchants able to sell you accessories and sell or buy slaves), Add more outposts in some of the smaller towns, add, as mentioned, various mines and quarries and othe places of slave employment, add one or two more slaver factions, and similar to Hydragorgon’s Slave Girls, some slaver caravans, but much fewer. This mod, like my previous as well as any of my future mods, focuses on the utilization of VR. Though this makes no practical difference, as of now, the future slavery campaign mod will be best experienced in VR (in particular things like slaving in the mines with realistic mining – you will sweat. But that, too is the music of the far future), though I will try and maintain support for SE, too, with some compromises. The Branches: Riften: The smallest of the capital outposts. This is due to its vicinity to the Frostbite Clan Fort over the exit from the Perilous Maze, which is a major base of operations with training and storage facilities. Slaves are transported from there, by boat, over Lake Honrich. The outpost is located right at the south-eastern gate of Riften. Windhelm: The Windhelm Facility is the main hub for the import of dark elf slaves from Solstheim. The facility is located down at the docks, around the corner, to the north. Whiterun: A slave shop on the main road, south-west of the main gate and west of the stables Markarth: Can’t miss it. Right on the access road to Markarth, this facility is the only branch trading in orcs. This is due to the difficulty of subduing and dealing with them. Unlike slaves of other races, orcs are only sold in bulk, to companies, for hard labor in mines and the like. Solitude: Thanks to its deep harbor, Solitude is the main hub for the import of slaves from overseas, mainly Redguards, and, of course, the export of Nord slaves. Due to the local strong influence of the Thalmor, this branch does not trade in high elves. Dushnikh Yal: Currently under development: The first of the Frostbite Clan quarries, along with a small FC settlement. Morthal: A small branch next to the sawmill Dawnstar: A small branch in the center of town, across the street from the jarl's hall Riverwood: A small branch at the southern side of town, on the small island with the sawmill Falkreath: A small branch at the southern side of town, leaned against the side of the mountain Credits: gregaaz – who has graciously agreed to clean my mods from bad navmeshes and ITMs and other bugs, as well as lend me a hand with some of the more advanced stuff that is coming jc321 - for his continued support and essential testing Hydragorgon – for creating the mod that inspired this project Download his mod here: LE SE The DD, ZAZ and SexLab teams - for providing all those fabulous resources philo221 - for his continued support Pamatronic - for his furniture alignment script, which is included in the mod Dan Ruta - for creating xVASynth, which I am using to do the female voices Guduba and bingyouup - for making the LOD CTD patch Submitter gargamel9 Submitted 03/06/2021 Category Adult Mods Requirements ZAZ8 (hard), Sexlab Framework 1.63 (for v0.2d and lower), Devious Devices 5 (for v0.2d and lower), Regular Edition Compatible No Install Instructions  
  7. Ambient Slaves SE/VR 0.4b (with Mister X fix) View File re-share mod of gargamel9 This mod adds Frostbite Clan slave dealer branches, at the outskirts of all five of the Skyrim Capitals. In two cases, where the branch facility is not located directly at a main access road, i.e. Windhelm and Solitude, it also adds a market stall at the palace district (Windhelm) and at the marketplace (Solitude). Please note: Since this mods adds quite a few exterior structures, it is very possible that it will clash with other mods which do the same. Even if the structures aren't in the same place, just the changes in navmeshes can cause CTDs as far as two cells apart. This is as much my fault as much as that of the authors of the other mods. The simple reason being, creating a navmesh which will prevent this issue is an extremely difficult and time-consuming process. It would easily triple the number of hours that go into this, so I just can't be bothered. Known Issue: At the Fort Anguish location (near Dusnikh Yal, near Markarth) an unknown phenomenon is causing static objects like walls and towers at the fort become invisible, while preserving their hitboxes. If anyone has any suggestions as to what may be causing this, please share them with me. TLDR: Features: - 9 non-interactive slaver outposts at or near the Skyrim capitals and towns - 1 outpost at Solstheim: Raven Rock - 1 quarry (WIP) - 2 non-interactive marketplace stalls, at Windhelm (palace district), and Solitude (marketplace) - roughly 300 NPCs - 8 slave caravans - all slavers and slaves are female (this will have a backstory reason) Planned Features: - more quarries, mines, brothels... - more factions - some public pillories with misbehaving slaves Requirements: ZAZ8 v0.2d and lower: Devious Devices 5 Sexlab Framework and their respective requirements! Compatibility Patches: For versions 0.2c and higher I highly recommend downloading the compatibility patches done by gregaaz. In the main plugin patch, he optimized a great number of navmeshes and removed a ton of ITMs, and fixed a lot more stuff. If you are running the experimental version 0.3a or higher, do not install the main plugin patch, as it is already integrated, so you would be basically downgrading to 0.2d Below a list of gregaaz's patches with the names of the corresponding mods: Ambient Slaves SE - updated main plugin AS-3DNPC Compatibility Patch - for Interesting NPCs AS-CRF Compatibility Patch - for Cutting Room Floor AS-Honeyside Compatibility Patch - for Sweet as Honeyside AS-LOS Compatibility Patch - for Lanterns of Skyrim II AS-MISLP Compatibility Patch - for Midwood Island - Ship Location Patch AS-ROB Compatibility Patch - for Rigmor of Bruma AS-SC Compatibility Patch - for Markarth Sky City AS-SMIM Compatibility Patch - for Static Mesh Improvement Mod AS-XPO Compatibility Patch - for Prison Overhaul Patched AS-ZDD Compatibility Patch - for Diabloesque Decorations Patch by Guduba and bingyouup If you are experiencing a CTD issue, as described on page 11 of the support thread, download the AS LOD CTD patch. Thank you guys for helping me out! Details: The purpose of this mod is to provide a slightly less over-the-top alternative to Hydragorgon’s Slave Girls (which deserves the credit for being the inspiration to create this mod in the first place). The goal is to populate Skyrim with slaves and slavers in a non-intrusive way and to create an atmosphere that slavery is a natural part of Skyrim’s life. Another purpose of the mod is to provide a stage for another future mod of mine, which will be a slavery campaign, in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold. It will provide a framework for various enslavement mods, like A Perilous Maze, and slavery mods (like quarries, mines, brothels etc.), but that’s still music of the future. Right now, the mod is non-interactive, simply providing the visuals. The only interaction you can have is a hello-line the dealers will drop if you come close to them. All the Frostbite Clan members have rudimentary AI and most (some guards and most slaves always stay in one place) of them will be on a schedule. All the branches feature highly detailed interiors, but stuff like ownership of all the multitudes of objects is still not completely finished. As said, the main purpose of the mod is to give you the impression that slavery is a commonplace thing so that you are not the only slave in Skyrim (if enslaved). Future versions will improve upon the detail and features of the current locations (I would like to make the dealers actual merchants able to sell you accessories and sell or buy slaves), Add more outposts in some of the smaller towns, add, as mentioned, various mines and quarries and othe places of slave employment, add one or two more slaver factions, and similar to Hydragorgon’s Slave Girls, some slaver caravans, but much fewer. This mod, like my previous as well as any of my future mods, focuses on the utilization of VR. Though this makes no practical difference, as of now, the future slavery campaign mod will be best experienced in VR (in particular things like slaving in the mines with realistic mining – you will sweat. But that, too is the music of the far future), though I will try and maintain support for SE, too, with some compromises. The Branches: Riften: The smallest of the capital outposts. This is due to its vicinity to the Frostbite Clan Fort over the exit from the Perilous Maze, which is a major base of operations with training and storage facilities. Slaves are transported from there, by boat, over Lake Honrich. The outpost is located right at the south-eastern gate of Riften. Windhelm: The Windhelm Facility is the main hub for the import of dark elf slaves from Solstheim. The facility is located down at the docks, around the corner, to the north. Whiterun: A slave shop on the main road, south-west of the main gate and west of the stables Markarth: Can’t miss it. Right on the access road to Markarth, this facility is the only branch trading in orcs. This is due to the difficulty of subduing and dealing with them. Unlike slaves of other races, orcs are only sold in bulk, to companies, for hard labor in mines and the like. Solitude: Thanks to its deep harbor, Solitude is the main hub for the import of slaves from overseas, mainly Redguards, and, of course, the export of Nord slaves. Due to the local strong influence of the Thalmor, this branch does not trade in high elves. Dushnikh Yal: Currently under development: The first of the Frostbite Clan quarries, along with a small FC settlement. Morthal: A small branch next to the sawmill Dawnstar: A small branch in the center of town, across the street from the jarl's hall Riverwood: A small branch at the southern side of town, on the small island with the sawmill Falkreath: A small branch at the southern side of town, leaned against the side of the mountain Credits: gregaaz – who has graciously agreed to clean my mods from bad navmeshes and ITMs and other bugs, as well as lend me a hand with some of the more advanced stuff that is coming jc321 - for his continued support and essential testing Hydragorgon – for creating the mod that inspired this project Download his mod here: LE SE The DD, ZAZ and SexLab teams - for providing all those fabulous resources philo221 - for his continued support Pamatronic - for his furniture alignment script, which is included in the mod Dan Ruta - for creating xVASynth, which I am using to do the female voices Guduba and bingyouup - for making the LOD CTD patch Submitter RenaRyu2 Submitted 11/26/2025 Category Adult Mods Requirements ZAZ8 (hard), Sexlab Framework 1.63 (for v0.2d and lower), Devious Devices 5 (for v0.2d and lower), Regular Edition Compatible Install Instructions  
  8. Version 1.0.0

    1021 downloads

    re-share mod of gargamel9 This mod adds Frostbite Clan slave dealer branches, at the outskirts of all five of the Skyrim Capitals. In two cases, where the branch facility is not located directly at a main access road, i.e. Windhelm and Solitude, it also adds a market stall at the palace district (Windhelm) and at the marketplace (Solitude). Please note: Since this mods adds quite a few exterior structures, it is very possible that it will clash with other mods which do the same. Even if the structures aren't in the same place, just the changes in navmeshes can cause CTDs as far as two cells apart. This is as much my fault as much as that of the authors of the other mods. The simple reason being, creating a navmesh which will prevent this issue is an extremely difficult and time-consuming process. It would easily triple the number of hours that go into this, so I just can't be bothered. Known Issue: At the Fort Anguish location (near Dusnikh Yal, near Markarth) an unknown phenomenon is causing static objects like walls and towers at the fort become invisible, while preserving their hitboxes. If anyone has any suggestions as to what may be causing this, please share them with me. TLDR: Features: - 9 non-interactive slaver outposts at or near the Skyrim capitals and towns - 1 outpost at Solstheim: Raven Rock - 1 quarry (WIP) - 2 non-interactive marketplace stalls, at Windhelm (palace district), and Solitude (marketplace) - roughly 300 NPCs - 8 slave caravans - all slavers and slaves are female (this will have a backstory reason) Planned Features: - more quarries, mines, brothels... - more factions - some public pillories with misbehaving slaves Requirements: ZAZ8 v0.2d and lower: Devious Devices 5 Sexlab Framework and their respective requirements! Compatibility Patches: For versions 0.2c and higher I highly recommend downloading the compatibility patches done by gregaaz. In the main plugin patch, he optimized a great number of navmeshes and removed a ton of ITMs, and fixed a lot more stuff. If you are running the experimental version 0.3a or higher, do not install the main plugin patch, as it is already integrated, so you would be basically downgrading to 0.2d Below a list of gregaaz's patches with the names of the corresponding mods: Ambient Slaves SE - updated main plugin AS-3DNPC Compatibility Patch - for Interesting NPCs AS-CRF Compatibility Patch - for Cutting Room Floor AS-Honeyside Compatibility Patch - for Sweet as Honeyside AS-LOS Compatibility Patch - for Lanterns of Skyrim II AS-MISLP Compatibility Patch - for Midwood Island - Ship Location Patch AS-ROB Compatibility Patch - for Rigmor of Bruma AS-SC Compatibility Patch - for Markarth Sky City AS-SMIM Compatibility Patch - for Static Mesh Improvement Mod AS-XPO Compatibility Patch - for Prison Overhaul Patched AS-ZDD Compatibility Patch - for Diabloesque Decorations Patch by Guduba and bingyouup If you are experiencing a CTD issue, as described on page 11 of the support thread, download the AS LOD CTD patch. Thank you guys for helping me out! Details: The purpose of this mod is to provide a slightly less over-the-top alternative to Hydragorgon’s Slave Girls (which deserves the credit for being the inspiration to create this mod in the first place). The goal is to populate Skyrim with slaves and slavers in a non-intrusive way and to create an atmosphere that slavery is a natural part of Skyrim’s life. Another purpose of the mod is to provide a stage for another future mod of mine, which will be a slavery campaign, in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold. It will provide a framework for various enslavement mods, like A Perilous Maze, and slavery mods (like quarries, mines, brothels etc.), but that’s still music of the future. Right now, the mod is non-interactive, simply providing the visuals. The only interaction you can have is a hello-line the dealers will drop if you come close to them. All the Frostbite Clan members have rudimentary AI and most (some guards and most slaves always stay in one place) of them will be on a schedule. All the branches feature highly detailed interiors, but stuff like ownership of all the multitudes of objects is still not completely finished. As said, the main purpose of the mod is to give you the impression that slavery is a commonplace thing so that you are not the only slave in Skyrim (if enslaved). Future versions will improve upon the detail and features of the current locations (I would like to make the dealers actual merchants able to sell you accessories and sell or buy slaves), Add more outposts in some of the smaller towns, add, as mentioned, various mines and quarries and othe places of slave employment, add one or two more slaver factions, and similar to Hydragorgon’s Slave Girls, some slaver caravans, but much fewer. This mod, like my previous as well as any of my future mods, focuses on the utilization of VR. Though this makes no practical difference, as of now, the future slavery campaign mod will be best experienced in VR (in particular things like slaving in the mines with realistic mining – you will sweat. But that, too is the music of the far future), though I will try and maintain support for SE, too, with some compromises. The Branches: Riften: The smallest of the capital outposts. This is due to its vicinity to the Frostbite Clan Fort over the exit from the Perilous Maze, which is a major base of operations with training and storage facilities. Slaves are transported from there, by boat, over Lake Honrich. The outpost is located right at the south-eastern gate of Riften. Windhelm: The Windhelm Facility is the main hub for the import of dark elf slaves from Solstheim. The facility is located down at the docks, around the corner, to the north. Whiterun: A slave shop on the main road, south-west of the main gate and west of the stables Markarth: Can’t miss it. Right on the access road to Markarth, this facility is the only branch trading in orcs. This is due to the difficulty of subduing and dealing with them. Unlike slaves of other races, orcs are only sold in bulk, to companies, for hard labor in mines and the like. Solitude: Thanks to its deep harbor, Solitude is the main hub for the import of slaves from overseas, mainly Redguards, and, of course, the export of Nord slaves. Due to the local strong influence of the Thalmor, this branch does not trade in high elves. Dushnikh Yal: Currently under development: The first of the Frostbite Clan quarries, along with a small FC settlement. Morthal: A small branch next to the sawmill Dawnstar: A small branch in the center of town, across the street from the jarl's hall Riverwood: A small branch at the southern side of town, on the small island with the sawmill Falkreath: A small branch at the southern side of town, leaned against the side of the mountain Credits: gregaaz – who has graciously agreed to clean my mods from bad navmeshes and ITMs and other bugs, as well as lend me a hand with some of the more advanced stuff that is coming jc321 - for his continued support and essential testing Hydragorgon – for creating the mod that inspired this project Download his mod here: LE SE The DD, ZAZ and SexLab teams - for providing all those fabulous resources philo221 - for his continued support Pamatronic - for his furniture alignment script, which is included in the mod Dan Ruta - for creating xVASynth, which I am using to do the female voices Guduba and bingyouup - for making the LOD CTD patch
  9. Hello, what cuffs can my slaves equip? I'm asking this because I have tried some cuffs from ZAZ, but the cuffs' animation stops playing for some reason. And they return to their normal idle without their hands cuffed.
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