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Sexlab Sexual Fame RELOADED View File READ THIS DOCUMENT I AM NO LONGER RESPONDING TO POSTS HERE ON LOVERSLAB Submitter NymphoElf Submitted 08/17/24 Category Other Requirements (See Description) Regular Edition Compatible No Install Instructions
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8
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- skyrim
- special edition
- (and 6 more)
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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
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ZaZ Animation Pack 9.2 SSE - CBBE and UUNP - by XTH SSE View File ZaZ Animation Pack 9.2 - Skyrim Special Edition conversion !!! Script fix at the very bottom !!! ================================================================ !!! READ THIS FIRST !!! The file you download here is NOT the mod. It is a small text file with the download links. ZAP is 7.0 GB (CBBE) and 8.9 GB (UUNP) - far too large to host on LoversLab, so the archives live on pixeldrain. Download the file here, open the text inside, use the link for the body version you want. Same way the original ZAP is hosted. ================================================================ !! ZaZ Animation Pack 9.2 is NOT backwards compatible and cannot be used to satisfy a dependency on any version of ZAZ 8 !! (Thanks to Talesien for pointing that out) This is not my mod. ZAP was made by ZaZ, XaZ and t.ara over more than a decade. All I did was convert version 9.2 so it runs on Skyrim SE, and fix a handful of files that were already broken in the original. The original is here and you should look at it first: https://www.loverslab.com/files/file/23102-zaz-animation-pack-zap/ WHAT THIS IS ZAP is a framework and animation package. It does nothing on its own. It is a modder's resource: furniture, restraints, animations, poses and building kits that dozens of other mods depend on. Both body versions are available, same conversion, pick one: CBBE-HDT UUNP-HDT WHAT WAS CONVERTED 2002 .hkx 32-bit packfiles, Havok tagfiles and XML -> 64-bit 6548 .nif BS 83 -> BS 100 (CBBE, 6540 in the UUNP build) .esm already shipped as Form 44 - left untouched Every hkx and nif was checked after conversion. No failures, no truncated files. WHAT WAS FIXED ON TOP Four normal maps ship as 0-byte files in the original pack: Textures\ZaZ\002Wood\BedWood01_n.dds Textures\ZaZ\002Wood\nobleBedWood01_n.dds Textures\ZaZ\018Beds\BedWood01_n.dds Textures\ZaZ\018Beds\nobleBedWood01_n.dds Empty normal maps make the wooden beds render with broken lighting. Rebuilt from the diffuse textures beside them, so the relief follows the actual wood grain instead of being flat. Same format and resolution as the originals. Three leftover 0-byte working files were removed. Nothing references them - I checked every mesh and the plugin: Leggings_Heights222222.dds, Leggings_Heights2222222.dds, ps366F.tmp LEFT AS FOUND Two meshes are in Gamebryo 20.0.0.5 (Oblivion) format and cannot be loaded by any version of Skyrim. They were already dead weight in the LE release and I left them alone rather than decide for the authors: ...\ZaZ - Clutter\...\artrapspikepit01OBLIVION.nif ...\Zaz - Prison Pack\prisoncellchains01.nif REQUIREMENTS: A behaviour engine - any one of these: FNIS SE https://www.nexusmods.com/skyrimspecialedition/mods/3038 Nemesis https://www.nexusmods.com/skyrimspecialedition/mods/60033 Pandora (Recommended) https://www.nexusmods.com/skyrimspecialedition/mods/133232 XPMSSE skeleton (or your skeleton of choice) https://www.nexusmods.com/skyrimspecialedition/mods/1988 SexLab SE - listed as a requirement by the original mod. The links in the original readme pointed at the old Skyrim LE Nexus and no longer apply. The readme inside the archive has been updated. ADULT CONTENT WARNING (from the original readme) THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD. This mod may contain full nudity, BDSM, fetish and sexual content. Don't download it if that is not your taste or you are not allowed to. This is t.ara's work, not mine. The original page states that the content may not be used or redistributed without express permission. I have sent t.ara a message about this upload. She has not been active on LoversLab since September 2025 and the SSE version announced on her page has not moved since 2022, which is why this conversion exists at all. If t.ara objects, this comes down immediately - no discussion needed, just say the word. Same goes for any of the other authors in the credit list whose assets are in here. Do not make money with this content. That was t.ara's condition and it is a good one. ---------------------------------------------------------------- FIXES ---------------------------------------------------------------- Whipping Script There is a second download here, "Whipping Script Fix". It is a 22 KB patch, not another copy of the pack. Install it after ZAP 9.2 and let it overwrite, then run your behaviour engine again. It fixes the papyrus log spam from the whipping system - a property in zazWhp_NPCscript still asks for a class that was renamed away, so it never binds and the error repeats forever. Comes from the original pack and is in the LE version too. BODYSLIDE Fixed. See the separate download "BodySlide Update (CBBE)". The slidersets shipped with the CBBE slider list of the time, 55 sliders where CBBE SE has 137. The missing ones were exactly what heavy presets drive, which is why clothing didn't follow them. All 85 sets were rebuilt against CBBE Body Physics and refitted. Not perfect - a few parts are slightly stretched and some don't line up exactly. They work with modern presets now, which they didn't before. ---------------------------------------------------------------- KNOWN ISSUE - HDT CHAINS ---------------------------------------------------------------- Chains, cuff chains and the dangling jewellery don't move. They hang static instead of swinging. Inherited from the LE original. The meshes still carry the LE physics identifier "HDT Havok Path" where SSE needs "HDT Skinned Mesh Physics Object", and the physics configs are Havok packfiles from HDT-PE, which SMP can't read at all. So nothing ever gets attached. 114 meshes are affected - chains, cuffs, collars, ragdolls and the soulgem jewellery. Renaming isn't enough, every one of them needs a new SMP config, so I'm writing a tool for it. No date on that. Nothing breaks in the meantime, the items just don't swing. ZAP 9.2 SSE Whipping Script Fix.zip Submitter XTH SSE Submitted 09/01/26 Category Adult Mods Requirements A behaviour engine: FNIS/NEMESIS/PANDORA, XPMSSE skeleton, SexLab SE Regular Edition Compatible No Install Instructions Pick ONE body version, CBBE or UUNP. Do not install both. Install with Vortex or Mod Organizer 2. Activate ZaZAnimationPack.esm in your plugin list. Run your behaviour engine and let it patch. Run it again after every animation mod you add or remove. Not a light install - roughly 19 GB unpacked. Check your disk space before you start. Upgrading from the LE version: remove the old one completely first. Do not merge the two.
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Version 1.0.1
2638 downloads
ZaZ Animation Pack 9.2 - Skyrim Special Edition conversion !!! Script fix at the very bottom !!! ================================================================ !!! READ THIS FIRST !!! The file you download here is NOT the mod. It is a small text file with the download links. ZAP is 7.0 GB (CBBE) and 8.9 GB (UUNP) - far too large to host on LoversLab, so the archives live on pixeldrain. Download the file here, open the text inside, use the link for the body version you want. Same way the original ZAP is hosted. ================================================================ !! ZaZ Animation Pack 9.2 is NOT backwards compatible and cannot be used to satisfy a dependency on any version of ZAZ 8 !! (Thanks to Talesien for pointing that out) This is not my mod. ZAP was made by ZaZ, XaZ and t.ara over more than a decade. All I did was convert version 9.2 so it runs on Skyrim SE, and fix a handful of files that were already broken in the original. The original is here and you should look at it first: https://www.loverslab.com/files/file/23102-zaz-animation-pack-zap/ WHAT THIS IS ZAP is a framework and animation package. It does nothing on its own. It is a modder's resource: furniture, restraints, animations, poses and building kits that dozens of other mods depend on. Both body versions are available, same conversion, pick one: CBBE-HDT UUNP-HDT WHAT WAS CONVERTED 2002 .hkx 32-bit packfiles, Havok tagfiles and XML -> 64-bit 6548 .nif BS 83 -> BS 100 (CBBE, 6540 in the UUNP build) .esm already shipped as Form 44 - left untouched Every hkx and nif was checked after conversion. No failures, no truncated files. WHAT WAS FIXED ON TOP Four normal maps ship as 0-byte files in the original pack: Textures\ZaZ\002Wood\BedWood01_n.dds Textures\ZaZ\002Wood\nobleBedWood01_n.dds Textures\ZaZ\018Beds\BedWood01_n.dds Textures\ZaZ\018Beds\nobleBedWood01_n.dds Empty normal maps make the wooden beds render with broken lighting. Rebuilt from the diffuse textures beside them, so the relief follows the actual wood grain instead of being flat. Same format and resolution as the originals. Three leftover 0-byte working files were removed. Nothing references them - I checked every mesh and the plugin: Leggings_Heights222222.dds, Leggings_Heights2222222.dds, ps366F.tmp LEFT AS FOUND Two meshes are in Gamebryo 20.0.0.5 (Oblivion) format and cannot be loaded by any version of Skyrim. They were already dead weight in the LE release and I left them alone rather than decide for the authors: ...\ZaZ - Clutter\...\artrapspikepit01OBLIVION.nif ...\Zaz - Prison Pack\prisoncellchains01.nif REQUIREMENTS: A behaviour engine - any one of these: FNIS SE https://www.nexusmods.com/skyrimspecialedition/mods/3038 Nemesis https://www.nexusmods.com/skyrimspecialedition/mods/60033 Pandora (Recommended) https://www.nexusmods.com/skyrimspecialedition/mods/133232 XPMSSE skeleton (or your skeleton of choice) https://www.nexusmods.com/skyrimspecialedition/mods/1988 SexLab SE - listed as a requirement by the original mod. The links in the original readme pointed at the old Skyrim LE Nexus and no longer apply. The readme inside the archive has been updated. ADULT CONTENT WARNING (from the original readme) THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD. This mod may contain full nudity, BDSM, fetish and sexual content. Don't download it if that is not your taste or you are not allowed to. This is t.ara's work, not mine. The original page states that the content may not be used or redistributed without express permission. I have sent t.ara a message about this upload. She has not been active on LoversLab since September 2025 and the SSE version announced on her page has not moved since 2022, which is why this conversion exists at all. If t.ara objects, this comes down immediately - no discussion needed, just say the word. Same goes for any of the other authors in the credit list whose assets are in here. Do not make money with this content. That was t.ara's condition and it is a good one. ---------------------------------------------------------------- FIXES ---------------------------------------------------------------- Whipping Script There is a second download here, "Whipping System Fix". It is a 1 MB patch, not another copy of the pack. Install it after ZAP 9.2 and let it overwrite, then run your behaviour engine again. It fixes the papyrus log spam from the whipping system - a property in zazWhp_NPCscript still asks for a class that was renamed away, so it never binds and the error repeats forever. Comes from the original pack and is in the LE version too. BODYSLIDE Fixed. See the separate download "BodySlide Update (CBBE)". The slidersets shipped with the CBBE slider list of the time, 55 sliders where CBBE SE has 137. The missing ones were exactly what heavy presets drive, which is why clothing didn't follow them. All 85 sets were rebuilt against CBBE Body Physics and refitted. Not perfect - a few parts are slightly stretched and some don't line up exactly. They work with modern presets now, which they didn't before. ---------------------------------------------------------------- KNOWN ISSUE - HDT CHAINS ---------------------------------------------------------------- Chains, cuff chains and the dangling jewellery don't move. They hang static instead of swinging. Inherited from the LE original. The meshes still carry the LE physics identifier "HDT Havok Path" where SSE needs "HDT Skinned Mesh Physics Object", and the physics configs are Havok packfiles from HDT-PE, which SMP can't read at all. So nothing ever gets attached. 114 meshes are affected - chains, cuffs, collars, ragdolls and the soulgem jewellery. Renaming isn't enough, every one of them needs a new SMP config, so I'm writing a tool for it. No date on that. Nothing breaks in the meantime, the items just don't swing. ZAP 9.2 SSE Whipping System Fix.zip -
I know it can be done, but I just can't get it to work! I downloaded the Apropos2.1.0.0.10 and found a file to overwrite the config script with. I tried it in 3 ways: 1. Install Apropos 2 with Vortex, manually overwrite the script with the one I downloaded. 2. Install Apropos 2 with Vortex, zip up the script, install the script with Vortex. 3. Overwrite the script then zip up the whole Apropos 2, install with Vortex. I also tried purging the modlist, deploying it again, sorting load order with LOOT. I have access to the MCM menu, but I don't see any text popping up in any scenario. I tried the testing widget, and it makes a wall of text in a foreign language appear for a few moments. So I'm at a loss. Please help! :c
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Version 1.0.0
104 downloads
XTH Perk Points - Always at Maximum Keeps your perk points permanently topped up. Spend as many as you like, and a few seconds later you have a full pool again. Why not simply "thousands of points"? Because Skyrim cannot store them. The perk point counter is a single byte in the save file - anything above 255 physically does not fit, and Game.SetPerkPoints(5000) is truncated. That is a limit of the game's save format, not of SKSE and not of this mod. Every mod promising you thousands of points runs into the same wall. So this mod takes the other route: instead of one huge number, it refills continuously. Every three seconds it checks whether the counter has dropped below 255 and tops it back up. The practical result is the same as an unlimited pool - buy a perk, and moments later the point is back. The notification appears once per session. After that it works silently. Requirements SKSE64 Nothing else. No SkyUI, no MCM, no other dependency. Skyrim Special Edition / Anniversary Edition only. The plugin is saved in form version 44 and will not load correctly in Legendary Edition. Installation Install with your mod managerEnable the pluginLoad a save and wait about two seconds Compatibility Works with every perk overhaul - Ordinator, Vokrii, SPERG, Adamant and the rest. The mod only writes the point counter and never touches perks, perk trees, skills or levels. The plugin contains exactly one record of its own (a quest) and overrides nothing from the vanilla game or from any other mod. Its only master is Skyrim.esm. It is 267 bytes. Uninstall Disable the plugin. Points you already have stay - they are an ordinary game value, not a script variable. No cleaning, no save scrubbing. Configuration Two values at the top of the included source file: ZIEL = 255 the target, higher has no effect TAKT = 3.0 check interval in seconds Recompile with the Creation Kit's Papyrus compiler after changing them. How it works A Start Game Enabled quest runs a script that polls with RegisterForSingleUpdate and calls the SKSE functions Game.GetPerkPoints and Game.SetPerkPoints. No memory patching, no Cheat Engine, no console batch files, no level manipulation. Full source is included. Permissions Do what you want with it. Credit is appreciated but not required.-
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- perk points
- perks
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View File XTH Perk Points - Always at Maximum XTH Perk Points - Always at Maximum Keeps your perk points permanently topped up. Spend as many as you like, and a few seconds later you have a full pool again. Why not simply "thousands of points"? Because Skyrim cannot store them. The perk point counter is a single byte in the save file - anything above 255 physically does not fit, and Game.SetPerkPoints(5000) is truncated. That is a limit of the game's save format, not of SKSE and not of this mod. Every mod promising you thousands of points runs into the same wall. So this mod takes the other route: instead of one huge number, it refills continuously. Every three seconds it checks whether the counter has dropped below 255 and tops it back up. The practical result is the same as an unlimited pool - buy a perk, and moments later the point is back. The notification appears once per session. After that it works silently. Requirements SKSE64 Nothing else. No SkyUI, no MCM, no other dependency. Skyrim Special Edition / Anniversary Edition only. The plugin is saved in form version 44 and will not load correctly in Legendary Edition. Installation Install with your mod managerEnable the pluginLoad a save and wait about two seconds Compatibility Works with every perk overhaul - Ordinator, Vokrii, SPERG, Adamant and the rest. The mod only writes the point counter and never touches perks, perk trees, skills or levels. The plugin contains exactly one record of its own (a quest) and overrides nothing from the vanilla game or from any other mod. Its only master is Skyrim.esm. It is 267 bytes. Uninstall Disable the plugin. Points you already have stay - they are an ordinary game value, not a script variable. No cleaning, no save scrubbing. Configuration Two values at the top of the included source file: ZIEL = 255 the target, higher has no effect TAKT = 3.0 check interval in seconds Recompile with the Creation Kit's Papyrus compiler after changing them. How it works A Start Game Enabled quest runs a script that polls with RegisterForSingleUpdate and calls the SKSE functions Game.GetPerkPoints and Game.SetPerkPoints. No memory patching, no Cheat Engine, no console batch files, no level manipulation. Full source is included. Permissions Do what you want with it. Credit is appreciated but not required. Submitter XTH SSE Submitted 08/30/26 Category Regular Mods Requirements SKSE64 Regular Edition Compatible Not Applicable Install Instructions Installation Install with your mod manager Enable the plugin Load a save and wait about two seconds Uninstall Disable the plugin. Points you already have stay - they are an ordinary game value, not a script variable. No cleaning, no save scrubbing.
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- perk points
- perks
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Version 4.0.2
112692 downloads
READ THE GUIDE & "Frequently Asked Questions" FAQ Last Updated: March 9, 2026 Frequently Asked Questions ANNOUNCEMENTS IMPORTANT NOTE!!! 3.4.1 WILL NOT work with Skyrim 1.7.99!!! 3.4.x WILL NOT be patched for 1.7.99!!! SLSFR 4.0.0 is in testing. 4.0.0 will be updated for 1.7.99 -------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's the list of projects I'm currently working on and have planned: -------------------------------------------------------------------------------------------------------------------------------------------------------------- Description SLSF Reloaded is a re-written & revamped version of Sexlab Sexual Fame. This mod has been made entirely from scratch and does not share any of the same internal functions as the original SLSF. It has been made specifically to FEEL like the old SLSF, but without any of the unnecessary functions and features from the original. Additionally, the Fame Gain, Decay, and Spread mechanics have been reworked. SLSF Reloaded also utilizes more fame categories by default than the original SLSF. Therefore, you will have more varied levels of Fame with the same actions compared to the original SLSF. Requirements [MANDATORY] Skyrim Special Edition (1.5.97 or newer) [MANDATORY] SKSE (2.0.20 or newer) [MANDATORY] Address Library for SKSE Plugins [MANDATORY] Sexlab Framework 1.63 (or newer) or Sexlab P+ 2.10.2.0 (or newer) [MANDATORY] PapyrusUtil SE You will not get any errors in your mod manager if PapyrusUtil is not installed, but this mod will not work if you don't have this! [MANDATORY] PO3's Papyrus Extender You will not get any errors in your mod manager if PO3's Papyrus Extender is not installed, but this mod will not work if you don't have this! [MANDATORY] Papyrus Tweaks NG You will not get any errors from your mod manager if Papyrus Tweaks NG is not installed, but this mod will not work properly if you don't have this! This mod's default ini settings are all you should need, but I have recommended settings below. Also, don't turn off anything listed in this mod's "Fixes" section of the description - there should be absolutely no reason for you to do that. Recommended Settings in PapyrusTweaks.ini (not required, but may help in certain situations) MaxOpsPerFrame = 1000 (or higher - I personally use 2000) SpeedUpNativeCalls = True (enable/disable at your discretion) Supported Mods (OPTIONAL) "NymphoElf Public Whore Patch" Information Concerning "Legacy" SLSF If another mod requires the old SLSF, you MUST keep using the old SLSF to use that mod. You may use "Legacy" SLSF (the original mod by Versh) and SLSF Reloaded at the same time. However, this is no longer recommended and I am no longer supporting any "issues" between SLSF and SLSF Reloaded. Installation Instructions Updating Instructions DO NOT DELETE THE ZIP FILES OF OLD VERSIONS RIGHT AWAY!!! Updating to 3.4.1 from 3.4.0 should be safe mid-playthrough Updating to 3.4.0+ from any older version Requires a New Game Versions older than 3.4.0 are now unsupported Uninstall/Save Cleaning Instructions These steps are only necessary if you want to continue using your current save. If you want to start a new save, you may completely uninstall or update SLSF Reloaded right away before starting your new save. If you want to keep your Fame Data, don't forget to Export it! Uninstalling/Save Cleaning Save Corruption Last-Resort Fix GUIDE - PLEASE READ IT Modder Information Permissions Credits-
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- skyrim
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follower Mango Follower SSE
hakeador3000 posted a topic in Downloads - Skyrim: Special Edition Adult Mods
Mango Follower SSE View File I saw on the nexus forums how a lot of people were asking for a mango follower conversion for sse, so I went ahead and did that. She works just fine for me. Using CBBE body + scar. No plans in the future to try to convert her non-scar version as users in the nexus forums reported that that was difficult/prone to CTD's. Converted using CK and NIF scope. A very small gift from me to the community thats given me so much over the years. Keep on lewding! Link to original mod by Alpha-Mango: https://www.nexusmods.com/skyrim/mods/73669 Submitter hakeador3000 Submitted 09/28/2019 Category Adult Mods Requires Regular Edition Compatible No- 23 replies
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3
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- conversion
- special edition
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Zena
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