Search the Community
Showing results for tags 'bandits'.
-
Prettier Bandits View File Prettier Bandits v1.0 Includes: Prettier Female Bandits Prettier Female Warlocks Prettier Vaermina Devotees Prettier Witches and Hags Prettier Female Thalmor Prettier Thieves Prettier Adventurers Prettier Vigilants Prettier Stormcloaks Prettier Forsworn Unique Bosses Q: What is Prettier Bandits? This mod updates the appearance of hundreds female actor types, including all bandit encounters, warlocks, witches and hags, Thalmor and randomly encountered adventurers. It is primarily an appearance mod, removing dirt and grime, adding new hair models and generally making your various hostile female NPC encounters a lil easier on the eyes. However, I do add some additonal combat perks to the WE adventurer NPCs to make them tougher encounters, particularly at higher level. Also, as of v0.9 the Vigilants of Stendarr got a complete rebuild with all new NPCs. They are now organized into two Orders, the Wardens and the Crusaders. Crusaders are like a religious knightly order, they wear armor and have combat skills for melee, they use maces. The Wardens are more a scholarly priesthood using spells (mainly flame spells, they will often use a fire spell in both hands). They use vanilla gear, so any gear replacers or Bodyslide adjustments will automatically be applied. The Vigilants are also the only faction where the guys as well as the gals got an overhaul, I had to rebuild the male NPCs anyway so I figured why not give them a makeover while I was at it. Q: Unique Bosses? Certain leveled NPCs have been converted into Unique actors, had their appearance upgraded and given some additional perks and abilities. These include: The Imperial Captian at Helgen (so now you've got a cute gal trying to take your head off, yeah... that never happens...) The Caller from Felglow The Necromancer Cult from Wolf Skull Cave attempting to summon Potema, the ritual leader and the four assistants are now all unique with custom appearances Dalrita, the leader Maela, a Nord originally from Windhelm Tristyn, a Breton from High Rock Alcedonia, an Imperial from Bruma Vinelore, an Altmer from the Rift (?) a sleeping area with some extra loot and Dalrita's journal was added to the ruins Luah al Skaven from Ansilvund is now a unique NPC, I tried to make her MILFy... though I'm not sure what exactly that should look like. ? Minorne from Ruunvald is now a unique NPC with dusky skin to keep her in line with lore speculation that she may actually be an Ayleid. Keeper Carcette of the Vigilants is now a unique NPC to go along with the entire order getting an overhaul. Eisa Blackthorn encountered outside of Frostmere Crypt, now better looking and tougher with some scars, befitting a woman who survived Cidhna Mine! Salma from outside Ironbind Barrow Anska encountered inside High Gate Ruins Fjola from Mistwatch Tower Umana encountered deep within Alftand The "Vaermina Dreamgirls" consists of 6 devotees who awaken as you make your way through Nightcaller Temple Valana, a Breton Safia, an Imperial Jaedya, a Nord Teril, a Dunmer Carellon, an Altmer Enyra, a Nord Q: Does it give NPC any new abilities or make them tougher? For the most part no, Prettier Bandits was intended to be primarily an appearance mod only. It does increase the level range of encounters witches and hags to be similar to encountered warlocks. As I mentioned above it also gives the WEAdventurer's some additional combat perks, but nothing out of line with a vanilla lore friendly game (no super powers). Also, as of v0.9 a select few leveled NPC bosses have been converted into unique Boss NPCs, these were also given additional perks to make them a little bit more of a challenge as well as making them "prettier". The Vigilants of Stendarr did receive a complete overhaul, and now appear as either heavily armored "Crusaders" who specialize in melee combat, or robed "Wardens" who specialize in using magic. The Vigilants also included better looking male NPCs as well as females, since I was overhauling them all anyway. Q: What body type does it use? A: Whatever you have installed, the mod only changes the face and hair of the NPCs, not the body. So you can use any body type and any gear replacer for that body type and it will work fine with this mod. It should also work with any skin texture you have installed. Personally I use Bijin's Skin Q: Does it add anything new? Not really, there is no new armor or anything include in this mod. It does add a few new NPC encounters, mostly to the roadside thieves you sometimes encounter, I added two more female dark elves and one female wood elf to the possible encounter types. That's really about it, its an appearance mod. Q: Does this replace existing bandits or other NPCs? Yes, in so far as it updates the appearance of existing NPC actors. It does not alter their outfits, gear, etc. In most cases it simply adds actors to the leveled list, but in the case of the Vigilants they got a complete rebuild. Q: Why use this mod? You like eye candy? I made this mod with the intent of supporting Paradise Halls Extension so that captured bandits, warlocks, thalmor, etc. would be nicer looking slaves. Its since grown beyond that original purpose to simply making random encounters (and now a few unique bosses) look nicer. Q: Why is the file so large? Over 1,000 sets of face geometry and tint mask sets take a up a lot of space. The currently zipped file is 450 MB. Q: Will you add prettier guards or other NPCs? This is in progress. The current factions included are bandits, warlocks, necromancers, witches, WEAdventurers, WEThieves, Vaermina Devotees, Falmer Servants, Forsworn, Stormcloaks, and the Vigilants of Stendarr as of v0.9. Q: Is this Smexy Bandits? No. That was the original form of this project, at this point its abandoned, having been replaced by this project Q: Can I use your NPCs appearance in my own mod project? A: Yes! Copy in any NPC you like, I won't mind. If anything I'll be a lil flattered. I'm hoping in a future version of this mod to include a separate resource .esm that will contain all the appearance templates for people to use as a resource. So yes, if it would help you populate your mod with better looking NPCs, feel free to borrow and copy from this mod. Q: Why are you still using Apachii hair its so old? A: Nostalgia, also, I'M OLD ? Seriously, I'm tired of it too (too many dependencies for one, and not enough variety second), so one of my goals for the is to convert the entire mod over to KS Hairdo's. At that point Apachii hair will no longer be required or used, I will not maintain two versions of the mod (way too much work). I am working on converting to KS Hair, it is now required for the new unique NPCs. I'm not sure when I'll be able to convert the full mod as I'm also working on laying the groundwork for the eventual 2.0 which will overhaul, rebuild and expand the mod considerably. So it might take awhile. Q: Will there be a SE version of this mod? Yes, I'm working on it now. What's required Skyrim.esm Update.esm Apachii Hair for Females 1.5 Apachii Hair 1.6 Full Installation: Download and install with your favorite mod manager. Load order is up to you, you can let other things overwrite it or not as you wish. Removal is simple, just uninstall with your mod organizer. There are no scripts included in this mod so it shouldn't break anything. Known Issues: None To Do List: What's Next? Next up will be v1.1. I'm planning on adding more unique NPCs for that and I'm also planning on adding options for some of the unique NPCs to become available as followers or hirelings. For now I'm looking at doing this for the following NPCs: Salma, after finishing Ironbind Barrow, if she survives her quest will shut down and she will go to the Nightgate Inn where she can then be asked to follow you as a regular follower. Also, if she dies (or is enslaved) her quest will automatically shut down so that her quest dialog stops and she doesn't despawn if turned into an undead thrall or a slave. Eisa Blackthorn, if she is allowed to leave, she goes to Morthal. Additional changes would be made so that if she isn't killed you can hire her as a hireling for 500 gold (she is a mercenary after all) Anska, if you help her in High Gate Ruins, afterwards she will be available as a follower Fjola, if you let her leave Mistwatch instead of killing her (or enslaving her) she will show up elsewhere and be available as a hireling. I'm also looking add adding more unique NPCs from Solstheim and possibly adding Alva and Laelette (vampires) from Morthal. Mods I Used While Making This Mod For the eyes I'm using Improved Eyes Skyrim For skin I use Bijin's Skin For the brows I'm using Hvergelmir's Brows However, the mod should work with any skin, eye or brow pack you choose. None of these are included. It will also work with whatever body type you install, the mod doesn't affect the body, just the face and hair. Also, I would suggest this mod for the Forsworn, Forsworn Natural if you want topless Forsworn as seen in the preview. Special Thanks to my Beta Test Team for a LOT of patience and testing. Karlpaws Psalam Valcon767 Worik Blackbird_Wanderer Support Me I now have a SubscribeStar account if you want to help support me making mods. You're support will be very much appreciated and will help me have more time to work on mods and create new content. Submitter EinarrTheRed Submitted 05/15/2016 Category Other Requires Appachi Hair 1.6 Full Special Edition Compatible No
- 574 replies
-
9
-
- appearance
- bandits
-
(and 10 more)
Tagged with:
-
More Bandit Camps - EtR Patch View File This mod relocates and improves some of the bandit camp locations from the mod More Bandit Camps by skillest (note that mod is required for this mod to work, see requirements below). The original MBC mod gave us a lot of additional bandit camps and overall was good addition to Skyrim, but not everything quite worked. This patch mod addresses a few of those issues. I created this mod mainly for use with Sexy Bandit Captives by Blackbird Wanderer and that is still its main purpose, but that mod is not required to use this mod and it works fine even if you aren't using it (buy why wouldn't you want all those cute captives to rescue? ?) Camp Steadwatch Formerly located near Rorikstead it's location threatened travel on the road as well as conflicting with several other mods. I relocated the camp to a new spot below Fort Sungard where it is better concealed, can watch traffic (but not constantly attack) on two roads, and is more defensible for the bandits. The location is fully navmeshed and cleaned. It features a larger camp, additional bandit archers, and hidden cache's of loot scattered about the camp. The original location was restored to its vanilla Skyrim state, including the original navmesh and landscape, any other mod using that location should be loaded after this patch. Camp Snowfall Formerly isolated and difficult to even reach it was not clear to me what purpose this camp was supposed to serve. It featured a named NPC that wasn't actually a bandit but was living in the camp. I've moved the camp to a cliff top overlooking Dragonsbridge where it is far enough away not to draw aggro or conflict with mods like ETaC, but where the bandits have a clear view of the town an traffic on the bridge. The camp has six bandits plus the named NPC. The NPC was nerfed and given bandit factions to make him more of a strong bandit mage rather than... whatever he was (I also changed his voice type so he can speak bandit dialogs now). As with Steadwatch the camp is fully navmeshed and cleaned, defensible and mostly concealed (you have to look hard to see any part of it from Dragonsbridge). The original camp location was returned to its vanilla state. Camp Redfox The camp map marker was corrected so it is no longer "hostile". Renavmeshed the camp and made it easier to navigate as well as fixing some navmesh errors. Camp is in the same location and is the same size. Also added a fast travel marker so you land near the camp rather than in the middle of it. Camp Wakefield The original camp was completely removed and the surrounding area returned to its default state. The camp was moved into a new original cave nearby with a small group of bandits there. A little bit of backstory was developed, you can get clues about some events by reading the bandit leader's journal. New Original Camp Added a brand new camp to the mod. I'll leave it a surprise as to where the camp is and what its called, but I tried to blend it in with the not just the location but the game setting as well. It should provide those doing the main quest with a new twist. The camp is about the size of what I did at Steadwatch, so expect a solid fight (in testing they took down a dragon on their own!) Requirements: You must have the explorer version of MBC for LE Installation: Just drop the esp in your load order after MBC. There are no scripts or anything in this mod so it's very low impact on your save game. If you are using mods like Pirates of the North, make sure they load after my mod for best performance. Mods Using this Patch: Sexy Bandit Captives by Blackbird Wanderer Future Plans: None The current version of the patch will be the final version. I debated about this a lot privately. I don't like heavily modding other people's mods, and that is what this mod was becoming. It started out as a patch to move a couple of camps to resolve some mod conflicts and then I started getting carried away cause I love building locations. But, its not my mod to do that with and so I decided the best thing to do was stop it where its at. However, that's not necessarily the end of things. Like I said I love building locations, its my favorite thing to do in modding. So I'm beginning work on a new mod project that will be called Warlords, Renegades and Rogues of Skyrim. This mod will include a further revised and renamed version of Camps Steadwatch, Snowfall as well as my original Ilinata's Overlook. It will also add many more new locations. It will not be just bandits, doing a whole new mod will be a good opportunity for me to let my creativity lose and put a variety of ideas I have to use. Meanwhile this patch will remain in its current form for those using MBC who want to use the patch. Submitter EinarrTheRed Submitted 09/21/2018 Category Other Requires More Bandit Camps (explorer) by Skillest Special Edition Compatible No
-
[WIP] More Women LE/SE View File This mod greatly increases the spawn of non-unique female NPCs by removing or replacing male NPCs in the levelled lists. Wherever possible this includes enemy factions, guards and neutrals such as hunters and adventurers. This does not touch named NPCs at all so townsfolk and quest characters will not become female. This very early version requires Dawnguard and Dragonborn DLCs. If this turns out to be something people are interested in then non-DLC versions may be on the to-do list. Updates: v0.3 - adds female guards and soldiers to the Imperial factions including Whiterun and Solitude guards. These areas related quests will still spawn male soldiers and guards that are specified by voice type. The CW storyline missions will still spawn male ally soldiers. v0.2 - adds female orcs, khajiits and argonians to the bandit ranks. There might be slightly more of these races appearing than normal because of the shorter lists but I've tried to moderate somewhat. I'll leave previous versions up in case you have problems with the latest. Limitations: Some spawns bypass the levelled lists in order to place specific unnamed NPCs, most likely to ensure particular voice types for scripted conversations. Other spawns may simply want very specific demographics such as all orc males or male Forsworn which you'll come across from time to time. Misc quests to eliminate bandits will likely spawn an NPC boss of either sex regardless of this mod. At the moment all this does is change the lists. One problem with such an approach is that there are lists which only contain male NPCs with no female alternatives. In some cases it's possible to just select some other female character from the same faction (male Forsworn berserkers will become female Forsworn mages), in others, such as many mini-bosses, there simply is no alternative so those males will still spawn. Known Issues: Duplicates: There are far fewer female templates than male so this radically reduces the variation in NPCs. In some cases the available female templates are outnumbered 4:1. As a result you're more likely to see twins. Certain small bandit spawns such as the Whitewatch Tower attack seem to favour a single sub-list which contains only four or five units pretty much guaranteeing that there will be duplicates. This mod may affect game balance. Requirements: For the current version both Dawnguard and Dragonborn DLC are required Installation: Drop the esp and bsa files into your Data folder or use a mod manager and make sure the esp is activated in your load order. Typically you'll want this as high in the order as it will go below your DLC to let it be overridden by other mods. Note that this only affects new spawns, so male NPCs that spawned in an existing game before installation will still be there until they are killed or despawn. If you install this to an existing game expect the bandits, guards, etc. to still be male for the next thirty days. Even after that, as discussed above, the occasional male will still show up in specific locations (i.e. quest spawned NPCs, Imperial soldiers, White River Watch bandits, etc). Updating: Overwrite the existing MoreWomenDGDB.esp and MoreWomenDGDB.bsa files with the new versions. It will take up to thirty days for the changes to start taking effect. Uninstall: Just remove the MoreWomenDGDB.esp and MoreWomenDGDB.bsa files It will take at least an in-game month for the spawns to return to normal. You can speed things up for specific areas by clearing bandit camps and interior cells (cleared areas reset after ten days). For versions using the bsa file you may find that straggling female units added by this mod may have the grey-face bug until they despawn. Compatibility / Conflicts: This mod replaces a lot of modified NPC levelled lists. If you have other mods that alter these lists you should probably place this one above it in the load order to allow it to be overridden. This does not alter item levelled lists so randomly spawning custom items like Deviant Devices For the Masses should still appear. This mod has been cleaned in TES5edit. There is a conflict with Dawnguard since DG adds male units to the vampire lists which this mod then removes - this is intentional. License: Do as you please. Alternatives: Feminised Leveled Lists Masculinized Level Lists Skyrim Scaling Stopper with the Men Not Usually Warlike patch which requires Skyrim Monster Mod as a master. Submitter Sailing Rebel Submitted 02/09/2014 Category WIP / Beta Requires Dawnguard and Dragonborn DLCs Special Edition Compatible
- 42 replies
-
1
-
- women
- levelled lists
-
(and 7 more)
Tagged with:
-
Prettier Bandits v0.9.2 SSE View File I did not make this mod. I have ported the mod to Skyrim Special Edition with the permission from the author, EinarrTheRed. For full description, please see the original mod: Prettier Bandits Requirements: ApachiiSkyHair_v_1_6_Full_optimized ApachiiSkyHairFemale_v_1_5_1 ApachiiSkyHairMale_v_1_2_Optimized In case you are wondering: yes, you can have both KS Hairdos and ApachiiSkyHair. Submitter Loostrok Submitted 09/20/2020 Category Regular Mods Requires ApachiiSkyHair_v_1_6_Full_optimized, ApachiiSkyHairFemale_v_1_5_1, ApachiiSkyHairMale_v_1_2_Optimized Regular Edition Compatible No
- 14 replies
-
1
-
- appearance
- bandits
-
(and 10 more)
Tagged with:
-
Version 0.3
10,895 downloads
This mod greatly increases the spawn of non-unique female NPCs by removing or replacing male NPCs in the levelled lists. Wherever possible this includes enemy factions, guards and neutrals such as hunters and adventurers. This does not touch named NPCs at all so townsfolk and quest characters will not become female. This very early version requires Dawnguard and Dragonborn DLCs. If this turns out to be something people are interested in then non-DLC versions may be on the to-do list. Updates: SE v0.3 - A simple conversion of the LE mod to SE using Cathedral Assets Optimizer. v0.3 - adds female guards and soldiers to the Imperial factions including Whiterun and Solitude guards. These areas related quests will still spawn male soldiers and guards that are specified by voice type. The CW storyline missions will still spawn male ally soldiers. v0.2 - adds female orcs, khajiits and argonians to the bandit ranks. There might be slightly more of these races appearing than normal because of the shorter lists but I've tried to moderate somewhat. I'll leave previous versions up in case you have problems with the latest. Limitations: Some spawns bypass the levelled lists in order to place specific unnamed NPCs, most likely to ensure particular voice types for scripted conversations. Other spawns may simply want very specific demographics such as all orc males or male Forsworn which you'll come across from time to time. Misc quests to eliminate bandits will likely spawn an NPC boss of either sex regardless of this mod. At the moment all this does is change the lists. One problem with such an approach is that there are lists which only contain male NPCs with no female alternatives. In some cases it's possible to just select some other female character from the same faction (male Forsworn berserkers will become female Forsworn mages), in others, such as many mini-bosses, there simply is no alternative so those males will still spawn. Known Issues: Duplicates: There are far fewer female templates than male so this radically reduces the variation in NPCs. In some cases the available female templates are outnumbered 4:1. As a result you're more likely to see twins. Certain small bandit spawns such as the Whitewatch Tower attack seem to favour a single sub-list which contains only four or five units pretty much guaranteeing that there will be duplicates. This mod may affect game balance. Requirements: For the current version both Dawnguard and Dragonborn DLC are required Installation: Drop the esp and bsa files into your Data folder or use a mod manager and make sure the esp is activated in your load order. Typically you'll want this as high in the order as it will go below your DLC to let it be overridden by other mods. Note that this only affects new spawns, so male NPCs that spawned in an existing game before installation will still be there until they are killed or despawn. If you install this to an existing game expect the bandits, guards, etc. to still be male for the next thirty days. Even after that, as discussed above, the occasional male will still show up in specific locations (i.e. quest spawned NPCs, Imperial soldiers, White River Watch bandits, etc). Updating: Overwrite the existing MoreWomenDGDB.esp and MoreWomenDGDB.bsa files with the new versions. It will take up to thirty days for the changes to start taking effect. Uninstall: In general, do not uninstall mods mid-game as this can lead to unpredictable results and contribute to save file corruption. Otherwise, just remove the MoreWomenDGDB.esp and MoreWomenDGDB.bsa files It will take at least an in-game month for the spawns to return to normal. You can speed things up for specific areas by clearing bandit camps and interior cells (cleared areas reset after ten days). For versions using the bsa file you may find that straggling female units added by this mod may have the grey-face bug until they despawn. Compatibility / Conflicts: This mod replaces a lot of modified NPC levelled lists. If you have other mods that alter these lists you should probably place this one above it in the load order to allow it to be overridden. This does not alter item levelled lists so randomly spawning custom items like Deviant Devices For the Masses should still appear. This mod has been cleaned in TES5edit. There is a conflict with Dawnguard since DG adds male units to the vampire lists which this mod then removes - this is intentional. License: This mod is released under GPLv3 Open Source means more and better mods for everyone. Please consider releasing your own mods under recognized open source licences such as GPL or MIT and help build a foundation for future mod developers. Alternatives: Feminised Leveled Lists Masculinized Level Lists Skyrim Scaling Stopper with the Men Not Usually Warlike patch which requires Skyrim Monster Mod as a master.- 1 review
-
11
-
- women
- levelled lists
-
(and 7 more)
Tagged with:
-
View File Run Dragonborn RUUUN! (Sometimes running means SURVIVING) "I was testing the mod, and i had to say it feels like a MMORPG, where you need to get strongest to complete a mission or kill someone, also you will improve your weapons/armor because IT'S NECESSARY, not just to dominate your enemies. Excellent mod, without scripts and add that feel of "improving" in your game."-NOOBIV I am in love with this mod I have used ever thing plus ever thing else together apart from genisis to combat overhaul they have a point were the player becomes the juggernaut. Also i like to use follower mods but most good followers are so overpowered the out shine the dragon born/ I thank you for this.- johntrine I recommend playing on "adept" difficulty with this in Skyrim, This will be like fighting enemies on Legendary but your weapons do full damage (Skyrim's difficulty system was made the quickest and laziest way possible, as you increase your difficulty in game, all that really happens is your weapons do less damage, and the enemies does 2x damage(actually enemy stats do not change thru the vanilla system), RunDBRunnn allows your weapons and armor to use the damage/protection the weapons/armor stats show(on Adept difficulty), while increase the enemy levels to "legendary" status! Description: With this mod, the enemies do not scale, they are already at the level they will always be at whether it is level 10, level 130 or level 500, so you will meet enemies with this mod early in the game that you cannot beat yet, ( this mod doesn't hold your hand and make it easier for you just because your a lower level) which in my opinion adds a better feel to the game ( why should every enemy get stronger just because your character did? that seems like a flawed design in the game to me, ,so now if your level 80 that level 10 bandit will still be a level 10 bandit, but the level 250 bandit will still be a level 250 bandit, whether you are level 1 or level 100! Every group of bandits will be random, EXAMPLE: in a group of four there could be a level 10, level 50, level 30, and level 200, so just because the first shot with an arrow did a one shot kill on that enemy, does not mean its now ok to rush in "swords a blazing"! 0 scripts, can install and uninstall at any time Can be used with old Skyrim or SE Bandits now have just as much, if not more stamina then you do , so they can run you down Un-leveler, yes you can now meet an enemy that is level 100 at level 1 (ebony warrior is no longer the only badass in Skyirm bandits carry more than garbage weapons, the can be found with glass bows, ebony great swords and more, right from the start, killing them and taking them from them will be awhole other thing Think you are the only mage that can use spells like firestorm, blizzard, and lightning storm? (shakes head) not anymore! (Higher level enemy mages) a few bandits can shout This goes beyond bandits, drauger, spiders, the days of one hit kills on a giant are over most enemies do not level up with the PC, they are already at that level, ranging from level 10 to level 500 (higher ranked enemies) no more running head on into a bandit camp without consequences Now mods like SUBMIT, DEFEAT, DEATH ALTERNATIVE, will always matter has you get to higher levels , much harder enemies will appear not all enemies are tough, some are still weak bitches Did not touch the original Vanilla Vampires, that will be in the Dawnguard edition Reasons for this mod: I recommend playing on "adept" difficulty with this in Skyrim, This will be like fighting enemies on Legendary but you weapons do full damage (Skyrims difficulty system was made the quickest and laziest way possible, as you increase your difficulty in game, all that really happens is your weapons do less damage, and the enemies does 2x damage, RunDBRunnn allow your weapons to do the damage the weapons stats show(on Adept difficulty), while increase the enemiy levels to "legendary" status! As already stated, Defeat and other mods now are always in play, no matter how strong the Dragonborn gets You need to learn to make stronger Armor you will need stronger weapons sometimes, you get beat down in defeat or DA, you will have to find a more strategic way to get to the one who robbed you Shield's now become important along with wards you now have a challenge when you going on a radiant quest to retrieve a stupid amulet sometimes you really do have to run! Requires: Skyrim.esm Update.esm Installation: mod manager or just drop it into your data folder and activate the esp file should be lower in the load order, or even at the bottom, above bash patches thou if you don't see the stronger enemies right off, its in the Skyrim game, sometimes things will not change until there is a cell reset, I have my game cells reseting every 144 in game ours, after time you will meet them Conflict: should not be any conflicts Future plans: add a DLC version add an Extreme version Submitter -Caden- Submitted 03/11/2018 Category Other Requires Skyrim.esm, Update.esm Special Edition Compatible Yes
-
Version 0.3
2,428 downloads
This mod changes some 666 generic leveled-list base NPCs from male to female. This mostly applies to guards, soldiers, commanders, bandits, the Forsworn, and necromancers, the Vigilant of Stendarr, Vampires, the Demora, the Thalmor, warlocks, and thieves. The mod also changes all of the above listed NPCs of the animal races to more human like races, like bretons, elves, etc. Having tried mods like SkyFem and various leveled list feminization mods, I've found that most of these don't work for some reason, or they do work (SkyFem), but cause considerable issues and are difficult to install. I have noticed, though, that the "Female Imperial Guards and Soldiers" mod by soulofmandalore does, in fact, work, though this mod only replaces roughly half of the imperial soldiers and guards (and none of the commanders) with females. So I decided to take a look at what this mod does differently, and quickly found out that, rather than relying on altered leveled lists, it takes a more basic and robust approach of modifying the male base actors who populate those lists. Since I've always wanted to try out a Skyrim experience where women are in charge, with the men nearly extinct, I've decided to create my own mod using this method and replace all the male NPCs I can (with a backstory idea in mind, to later integrate the mod with the lore of my Frostbite-Clan-line of mods). Now, since this means changing each and every one of the template NPCs, what takes about two minutes each (the relevant tabs are on opposite sides of the actor window and need to be navigated between, using arrow buttons, at least two times, multiple records need to be changed, and a visual check has to be performed, and possible malformations corrected in the morph tab – this, however, has the advantage that the resulting NPCs will be somewhat better-looking than those automatically generated by Skyfem). Enjoy! Requirements: Fuz Ro D-Oh – a soft requirement, but quite essential if you want to be able to read what some of the feminized NPCs are saying Dragonborn Hearthfires Dawnguard Compatibility: I'm not sure, if this is compatible with LE. It will probably require an SSE optimizer sweep. I will do that at some point, when the mod is in a more finished state. -
View File FemRim SE/VR This mod changes some 666 generic leveled-list base NPCs from male to female. This mostly applies to guards, soldiers, commanders, bandits, the Forsworn, and necromancers, the Vigilant of Stendarr, Vampires, the Demora, the Thalmor, warlocks, and thieves. Having tried mods like SkyFem and various leveled list feminization mods, I've found that most of these don't work for some reason, or they do work (SkyFem), but cause considerable issues and are difficult to install. I have noticed, though, that the "Female Imperial Guards and Soldiers" mod by soulofmandalore does, in fact, work, though this mod only replaces roughly half of the imperial soldiers and guards (and none of the commanders) with females. So I decided to take a look at what this mod does differently, and quickly found out that, rather than relying on altered leveled lists, it takes a more basic and robust approach of modifying the male base actors who populate those lists. Since I've always wanted to try out a Skyrim experience where women are in charge, with the men nearly extinct, I've decided to create my own mod using this method and replace all the male NPCs I can (with a backstory idea in mind, to later integrate the mod with the lore of my Frostbite-Clan-line of mods). Now, since this means changing each and every one of the template NPCs, what takes about two minutes each (the relevant tabs are on opposite sides of the actor window and need to be navigated between, using arrow buttons, at least two times, multiple records need to be changed, and a visual check has to be performed, and possible malformations corrected in the morph tab – this, however, has the advantage that the resulting NPCs will be somewhat better-looking than those automatically generated by Skyfem). Enjoy! Requirements: Fuz Ro D-Oh – a soft requirement, but quite essential if you want to be able to read what some of the feminized NPCs are saying Dragonborn Hearthfires Dawnguard Compatibility: I'm not sure, if this is compatible with LE. It will probably require an SSE optimizer sweep. I will do that at some point, when the mod is in a more finished state. Submitter gargamel9 Submitted 09/18/2022 Category Regular Mods Requires Fuz Ro D-Oh, Dragonborn, Hearthfires, Dawnguard Regular Edition Compatible No
-
The title basically says it. I recently downloaded a skimpy clothing replacer, and while it is pretty fantastic, and it does cover every pre-AE clothing and armor item, that's just the issue. There are so many sexy outfits that are never going to see the light of day, because they're faction/race locked. So here's a solution that I thought of, in anyone is willing to help or thinks that its as good an idea as I think it is. Bandits in Skyrim are shockingly organized in their sense of apparel, all of them wearing leather, fur, Nordic, or an other set of mundane armor from a criminally short list. But this doesn't make sense, does it? I mean, certainly some bandits would be flat out too poor or too unlucky to get any kind of armor at all, and they'd have to settle for mundane clothes! Some would use whatever they could get their hands on, be it a uniform taken off a dead soldier or member of the dawnguard/vigil, armor won in a confrontation with forsworn, or even falmer armor that they may happen upon by luck. Some might be a bit bold, get dwarves armor from dwemer ruins, or ancient Nord armor from crypts, or blades armor from remote and forgotten corners of the world.. Some bandits would surely have a bit of coin at their disposal, so why wouldn't they buy an impressive set of steel plate or maybe even an ebony piece or two? Select few even might have exotic options, if they managed to down an adventurer such as yourself, they might be fortunate enough to wear daedric, mythic dawn, or even foreign armor from Morrowind! And indeed, a great deal of them would use fur, or hide, iron, or Nordic armor. I feel I've made my point. Of every faction in Skyrim, bandits are really the only one where standard uniforms just feel....wrong. So, if you decide to make this mod, here is what I think would be a good distribution model, however feel free to do whatever you like, it'll be your mod, after all 50% of bandits would have standard bandit attire/weapons (what the game gives them already) 25% of bandits would have scavenged armor/weapons (soldiers uniforms, elvish armor, companion armor, dawnguard armor, falmer armor, etc.) 10% of bandits would have no armor/weapons (farmers clothes, monk robes, etc.) 10% would have pretty nice armor/weapons ( steel plate, orcish, ebony, etc.) 4% would have armor that is pretty hard to get (dwarven, Ancient Nord, Blades, etc.) 1% would have armor that would be very, very difficult to get. (daedric armor, mythic dawn clothes, Psijic Monk Robes, etc.) Good idea? Bad Idea? Is this harder to do than it sounds?
-
Continues on from: Aerina has been captured and imprisoned at the bandit camp after her defeat at the cabin. We rejoin her just as she awakens. Thanks for reading guys! Been a while since the last entry! I mentioned on my non-canon blog about a few updates I'm making to Aerina, mainly some facial changes. So the next entry will have those changes applied. The changes shouldn't be too drastic! just enough to smooth out some of the edges! Changes Below: Thanks again everyone! Aerina
- 3 comments
-
23
-
Version 1.01 LE
31,331 downloads
Prettier Bandits v1.0 Includes: Prettier Female Bandits Prettier Female Warlocks Prettier Vaermina Devotees Prettier Witches and Hags Prettier Female Thalmor Prettier Thieves Prettier Adventurers Prettier Vigilants Prettier Stormcloaks Prettier Forsworn Unique Bosses Q: What is Prettier Bandits? This mod updates the appearance of hundreds female actor types, including all bandit encounters, warlocks, witches and hags, Thalmor and randomly encountered adventurers. It is primarily an appearance mod, removing dirt and grime, adding new hair models and generally making your various hostile female NPC encounters a lil easier on the eyes. However, I do add some additonal combat perks to the WE adventurer NPCs to make them tougher encounters, particularly at higher level. Also, as of v0.9 the Vigilants of Stendarr got a complete rebuild with all new NPCs. They are now organized into two Orders, the Wardens and the Crusaders. Crusaders are like a religious knightly order, they wear armor and have combat skills for melee, they use maces. The Wardens are more a scholarly priesthood using spells (mainly flame spells, they will often use a fire spell in both hands). They use vanilla gear, so any gear replacers or Bodyslide adjustments will automatically be applied. The Vigilants are also the only faction where the guys as well as the gals got an overhaul, I had to rebuild the male NPCs anyway so I figured why not give them a makeover while I was at it. Q: Unique Bosses? Certain leveled NPCs have been converted into Unique actors, had their appearance upgraded and given some additional perks and abilities. These include: The Imperial Captian at Helgen (so now you've got a cute gal trying to take your head off, yeah... that never happens...) The Caller from Felglow The Necromancer Cult from Wolf Skull Cave attempting to summon Potema, the ritual leader and the four assistants are now all unique with custom appearances Dalrita, the leader Maela, a Nord originally from Windhelm Tristyn, a Breton from High Rock Alcedonia, an Imperial from Bruma Vinelore, an Altmer from the Rift (?) a sleeping area with some extra loot and Dalrita's journal was added to the ruins Luah al Skaven from Ansilvund is now a unique NPC, I tried to make her MILFy... though I'm not sure what exactly that should look like. ? Minorne from Ruunvald is now a unique NPC with dusky skin to keep her in line with lore speculation that she may actually be an Ayleid. Keeper Carcette of the Vigilants is now a unique NPC to go along with the entire order getting an overhaul. Eisa Blackthorn encountered outside of Frostmere Crypt, now better looking and tougher with some scars, befitting a woman who survived Cidhna Mine! Salma from outside Ironbind Barrow Anska encountered inside High Gate Ruins Fjola from Mistwatch Tower Umana encountered deep within Alftand The "Vaermina Dreamgirls" consists of 6 devotees who awaken as you make your way through Nightcaller Temple Valana, a Breton Safia, an Imperial Jaedya, a Nord Teril, a Dunmer Carellon, an Altmer Enyra, a Nord Q: Does it give NPC any new abilities or make them tougher? For the most part no, Prettier Bandits was intended to be primarily an appearance mod only. It does increase the level range of encounters witches and hags to be similar to encountered warlocks. As I mentioned above it also gives the WEAdventurer's some additional combat perks, but nothing out of line with a vanilla lore friendly game (no super powers). Also, as of v0.9 a select few leveled NPC bosses have been converted into unique Boss NPCs, these were also given additional perks to make them a little bit more of a challenge as well as making them "prettier". The Vigilants of Stendarr did receive a complete overhaul, and now appear as either heavily armored "Crusaders" who specialize in melee combat, or robed "Wardens" who specialize in using magic. The Vigilants also included better looking male NPCs as well as females, since I was overhauling them all anyway. Q: What body type does it use? A: Whatever you have installed, the mod only changes the face and hair of the NPCs, not the body. So you can use any body type and any gear replacer for that body type and it will work fine with this mod. It should also work with any skin texture you have installed. Personally I use Bijin's Skin Q: Does it add anything new? Not really, there is no new armor or anything include in this mod. It does add a few new NPC encounters, mostly to the roadside thieves you sometimes encounter, I added two more female dark elves and one female wood elf to the possible encounter types. That's really about it, its an appearance mod. Q: Does this replace existing bandits or other NPCs? Yes, in so far as it updates the appearance of existing NPC actors. It does not alter their outfits, gear, etc. In most cases it simply adds actors to the leveled list, but in the case of the Vigilants they got a complete rebuild. Q: Why use this mod? You like eye candy? I made this mod with the intent of supporting Paradise Halls Extension so that captured bandits, warlocks, thalmor, etc. would be nicer looking slaves. Its since grown beyond that original purpose to simply making random encounters (and now a few unique bosses) look nicer. Q: Why is the file so large? Over 1,000 sets of face geometry and tint mask sets take a up a lot of space. The currently zipped file is 450 MB. Q: Will you add prettier guards or other NPCs? This is in progress. The current factions included are bandits, warlocks, necromancers, witches, WEAdventurers, WEThieves, Vaermina Devotees, Falmer Servants, Forsworn, Stormcloaks, and the Vigilants of Stendarr as of v0.9. Q: Is this Smexy Bandits? No. That was the original form of this project, at this point its abandoned, having been replaced by this project Q: Can I use your NPCs appearance in my own mod project? A: Yes! Copy in any NPC you like, I won't mind. If anything I'll be a lil flattered. I'm hoping in a future version of this mod to include a separate resource .esm that will contain all the appearance templates for people to use as a resource. So yes, if it would help you populate your mod with better looking NPCs, feel free to borrow and copy from this mod. Q: Why are you still using Apachii hair its so old? A: Nostalgia, also, I'M OLD ? Seriously, I'm tired of it too (too many dependencies for one, and not enough variety second), so one of my goals for the is to convert the entire mod over to KS Hairdo's. At that point Apachii hair will no longer be required or used, I will not maintain two versions of the mod (way too much work). I am working on converting to KS Hair, it is now required for the new unique NPCs. I'm not sure when I'll be able to convert the full mod as I'm also working on laying the groundwork for the eventual 2.0 which will overhaul, rebuild and expand the mod considerably. So it might take awhile. Q: Will there be a SE version of this mod? Yes, I'm working on it now. What's required Skyrim.esm Update.esm Apachii Hair for Females 1.5 Apachii Hair 1.6 Full Installation: Download and install with your favorite mod manager. Load order is up to you, you can let other things overwrite it or not as you wish. Removal is simple, just uninstall with your mod organizer. There are no scripts included in this mod so it shouldn't break anything. Known Issues: None To Do List: What's Next? Next up will be v1.1. I'm planning on adding more unique NPCs for that and I'm also planning on adding options for some of the unique NPCs to become available as followers or hirelings. For now I'm looking at doing this for the following NPCs: Salma, after finishing Ironbind Barrow, if she survives her quest will shut down and she will go to the Nightgate Inn where she can then be asked to follow you as a regular follower. Also, if she dies (or is enslaved) her quest will automatically shut down so that her quest dialog stops and she doesn't despawn if turned into an undead thrall or a slave. Eisa Blackthorn, if she is allowed to leave, she goes to Morthal. Additional changes would be made so that if she isn't killed you can hire her as a hireling for 500 gold (she is a mercenary after all) Anska, if you help her in High Gate Ruins, afterwards she will be available as a follower Fjola, if you let her leave Mistwatch instead of killing her (or enslaving her) she will show up elsewhere and be available as a hireling. I'm also looking add adding more unique NPCs from Solstheim and possibly adding Alva and Laelette (vampires) from Morthal. Mods I Used While Making This Mod For the eyes I'm using Improved Eyes Skyrim For skin I use Bijin's Skin For the brows I'm using Hvergelmir's Brows However, the mod should work with any skin, eye or brow pack you choose. None of these are included. It will also work with whatever body type you install, the mod doesn't affect the body, just the face and hair. Also, I would suggest this mod for the Forsworn, Forsworn Natural if you want topless Forsworn as seen in the preview. Special Thanks to my Beta Test Team for a LOT of patience and testing. Karlpaws Psalam Valcon767 Worik Blackbird_Wanderer Support Me I now have a SubscribeStar account if you want to help support me making mods. You're support will be very much appreciated and will help me have more time to work on mods and create new content.-
34
-
- appearance
- bandits
-
(and 10 more)
Tagged with:
-
Version 0.1d
18,347 downloads
THIS IS A BETA RELEASE! Do not use this on an important save. Update to 0.1d - Replace all bandits with custom NPCs + bug fixes. This content is not final, the mod is in a state of WIP and only has a few quests finished. I would recommend for you to play only if you are okay with bugs/problems at the moment. Note from Game Goblin: You may ask, seriously? This mod is up for adoption? Yes it is, but with a few caveats. Firstly, you must know this mod is classified as WIP, which means there are bugs still. I attempted to do a bit of editing, but for the most part this mod is largely unaltered from its' original state. If you adopt this mod, fix it up, and publish it. I only ask you give credit to the original mod author Iamtheonewhoknocks. What is this mod? This is a story-focused quest mod in which the player can become a slave to a group of bandits staying on an isolated island off the coast of Skyrim. So far there are 5 small-medium sized quests finished. After the player gains their freedom, they will not be attacked by bandits in the wild. This mod is intended to be played as a female character. It is recommended to play as a low-level character and not on an important save game. How to Start Go the Beggar's Row in Riften and talk to Kathel to start the quest. Darkwind Island Darkwind Island is an island fortress built by the imperial legion as an outpost near Skyrim. The island was stormed and overrun by bandits and is now controlled by several clans. The leader of the clans is a bandit called Tercius, the leader of the first attack. The bandits have been kidnapping slaves to use as a workforce and also recruits willing servants for more important jobs. Installation/Uninstallation To install, extract the contents of the RAR file into your Skyrim Data folder. Alternatively, use Mod Organizer or NMM. To Uninstall, delete Darkwind.esp, Darkwind.bsa from your Data folder and Darkwind.seq from your Data/SEQ folder. Or just uninstall with MO or NMM. Requirements SKSE SkyUI SexlabFramework and all of its requirements ZAZAnimationPack and all of its requirements -
Version 20140829
69,912 downloads
Ever wondered what those nasty looking bandits do all those long nordic nights? I've taken care of their amusement - now they have their own captured females to keep them nice and warm.. I present you.. Sex Slaves for Vanilla Bandit Camps 20140829 Initial Release What does this mod do? It adds one or more female slaves to each bandit camp listed bellow. It requires original mod also listed bellow. You can talk to such slave while given two options - to use her (...), or free her (sort of - gets removed from the banditfriendfaction and flee AI package gets set - for now). Mod requirements & Credits SexLab - by Ashal ZaZ Animation Pack - by xaz, ZaZ Chris Modified camps Other features MCM menu - for now contains only check if the quest for dialogue is started Bugs None reported yet - though I expect NPC placing issues (like slaves outside cages or tents). Grey face bug - shouldn't occur as I supply the mod with facegen generated data. Future development - explore scripting options for bandits to actually have sex with slaves (if not too script heavy or complicated? - I want this to be rather light mod, for my PC is already almost blowing up) - add Cragslane Cavern - Kennel Club (slaves forced to be used as kennel/wolf sluts - optional addon for this mod) Change log -
Version 20140827
35,510 downloads
Ever wondered what those nasty looking bandits do all those long nordic nights? I've taken care of their amusement - now they have their own captured females to keep them nice and warm.. I present you.. Sex Slaves for More Bandit Camps 20140827 initial release What does this mod do? It adds one or more female slaves to each bandit camp listed bellow. It requires original mod also listed bellow. You can talk to such slave while given two options - to use her (...), or free her (sort of - gets removed from the banditfriendfaction and flee AI package gets set - for now). Mode requirements & Credits SexLab - by Ashal ZaZ Animation Pack - by xaz, ZaZ Chris More Bandit Camps - by skillest Modified camps CampArcius01 (1 slave) CampBronin01 (1 slave) CampCloverhedge01 (2 slaves, 1 cage) CampDeaddrop01(2 slave, 2 cages, bed) CampFrostcliff01 (1 slave) CampHrjoldarr01 (1 slave) CampJolfingand01 (1 slave) CampMossfall01 (1 slave) CampOverwatch01 (1 slave) CampPercius01 (1 slave, 1 slave yoked, 1 cage) CampRedfox01 (1 slave) CampSnowfall01 (none) CampSteadwatch01 (1 slave, 1 slave yoked, 1 cage) CampVallus01 (1 slave) Other features MCM menu - for now contains only check if the quest for dialogue is started Bugs None reported yet - though I expect NPC placing issues (like slaves outside cages or tents). Grey face bug - shouldn't occur as I supply the mod with facegen generated data. Future development - include vanilla bandit locations - explore scripting options for bandits to actually have sex with slaves (if not too script heavy or complicated? - I want this to be rather light mod, for my PC is already almost blowing up) Change log -
Version 1.4b
23,066 downloads
About Plugin. LoversPayBandit allows you to pay bandits with your body instead of gold. If you don't have gold you can always use your companions (They won't like it )! Same thing goes for Inn Keepers (Sexual favors for bed ). You can pay off Guards with your body (Don't have to pay fine or go to jail ) or use slaves\companions to do it for you. However if your bounty is too high (1k or more) then you have to face the music yourself. Requirements. LAPF OBSE 20+ Preview/Screenshots (Click to open full size ). Original Translation by Ashal and update by HanPL. Gregathit minor tweaks in dialogue. Change Log: 1.4 Final - original release 1.4a Final - fixed guards to accept companions\slaves 1.4b Final - fixed 3 missed guard conversations (thanks to Fejeena pointing it out).- 2 reviews
-
9
-
- Lovers with PK
- bandits
-
(and 1 more)
Tagged with:
-
Version 1.2.1
7,013 downloads
This mod relocates and improves some of the bandit camp locations from the mod More Bandit Camps by skillest (note that mod is required for this mod to work, see requirements below). The original MBC mod gave us a lot of additional bandit camps and overall was good addition to Skyrim, but not everything quite worked. This patch mod addresses a few of those issues. I created this mod mainly for use with Sexy Bandit Captives by Blackbird Wanderer and that is still its main purpose, but that mod is not required to use this mod and it works fine even if you aren't using it (buy why wouldn't you want all those cute captives to rescue? ?) Camp Steadwatch Formerly located near Rorikstead it's location threatened travel on the road as well as conflicting with several other mods. I relocated the camp to a new spot below Fort Sungard where it is better concealed, can watch traffic (but not constantly attack) on two roads, and is more defensible for the bandits. The location is fully navmeshed and cleaned. It features a larger camp, additional bandit archers, and hidden cache's of loot scattered about the camp. The original location was restored to its vanilla Skyrim state, including the original navmesh and landscape, any other mod using that location should be loaded after this patch. Camp Snowfall Formerly isolated and difficult to even reach it was not clear to me what purpose this camp was supposed to serve. It featured a named NPC that wasn't actually a bandit but was living in the camp. I've moved the camp to a cliff top overlooking Dragonsbridge where it is far enough away not to draw aggro or conflict with mods like ETaC, but where the bandits have a clear view of the town an traffic on the bridge. The camp has six bandits plus the named NPC. The NPC was nerfed and given bandit factions to make him more of a strong bandit mage rather than... whatever he was (I also changed his voice type so he can speak bandit dialogs now). As with Steadwatch the camp is fully navmeshed and cleaned, defensible and mostly concealed (you have to look hard to see any part of it from Dragonsbridge). The original camp location was returned to its vanilla state. Camp Redfox The camp map marker was corrected so it is no longer "hostile". Renavmeshed the camp and made it easier to navigate as well as fixing some navmesh errors. Camp is in the same location and is the same size. Also added a fast travel marker so you land near the camp rather than in the middle of it. Camp Wakefield The original camp was completely removed and the surrounding area returned to its default state. The camp was moved into a new original cave nearby with a small group of bandits there. A little bit of backstory was developed, you can get clues about some events by reading the bandit leader's journal. New Original Camp Added a brand new camp to the mod. I'll leave it a surprise as to where the camp is and what its called, but I tried to blend it in with the not just the location but the game setting as well. It should provide those doing the main quest with a new twist. The camp is about the size of what I did at Steadwatch, so expect a solid fight (in testing they took down a dragon on their own!) Requirements: You must have the explorer version of MBC for LE Installation: Just drop the esp in your load order after MBC. There are no scripts or anything in this mod so it's very low impact on your save game. If you are using mods like Pirates of the North, make sure they load after my mod for best performance. Mods Using this Patch: Sexy Bandit Captives by Blackbird Wanderer Future Plans: None The current version of the patch will be the final version. I debated about this a lot privately. I don't like heavily modding other people's mods, and that is what this mod was becoming. It started out as a patch to move a couple of camps to resolve some mod conflicts and then I started getting carried away cause I love building locations. But, its not my mod to do that with and so I decided the best thing to do was stop it where its at. However, that's not necessarily the end of things. Like I said I love building locations, its my favorite thing to do in modding. So I'm beginning work on a new mod project that will be called Warlords, Renegades and Rogues of Skyrim. This mod will include a further revised and renamed version of Camps Steadwatch, Snowfall as well as my original Ilinata's Overlook. It will also add many more new locations. It will not be just bandits, doing a whole new mod will be a good opportunity for me to let my creativity lose and put a variety of ideas I have to use. Meanwhile this patch will remain in its current form for those using MBC who want to use the patch. -
Rhidia has been seen several times wandering the outer walls of Whiterun. She disappears a few hours in the morning and some more at dusk. She seems to be a well-trained warrior. Some rumors say she used to be a member of the Alik'r, but nobody dares to ask her. One day, she just disappeared. She's been missing for almost a week now. Here's her story. If you need some explanations, please read the sopiler below: Stay tuned for Rhidia's release as standalone follower here
-
PLEASE READ THE SPOILER AND NOW ENJOY THE CHAPTER -------- ❤ ❤ ❤ ~ The End ~ ❤ ❤ ❤ -------- I hope you enjoyed this chapter. This is the most special chapter I've worked on. P.S. Vivi will be released in a few days.
- 3 comments
-
22
-
- 8 comments
-
8
-
- skyrim
- blackhaired
-
(and 8 more)
Tagged with:
-
Greetings, ladies and gentlemen. This is the first chapter of the new branch about the dragonborn and his circle, in my somewhat vulgar and inappropriate interpretation. Separating thanks to all those who participated in the creation of this part by allowing me to use their images, namely: @blazingsai @Elf Prince @Tirloque @BoLtStEr2002 @Jexsam @Resdayn ^_^ Thank you guys, and everyone who responded (yes @Alter Native, I'm talking about you^_^) Enjoy your reading and the miraculous coming week.
- 16 comments
-
10
-
I stand looking at the bandit weapon drawn. Circling with him slowly scanning the horizon to make sure he is alone. He doesn’t charge in right away which seems odd, usually they rush right in. Almost like he is sizing me up, but more likely he is just scared. My fame is starting to get around, and many of these would be attackers are getting the message that you don’t want to mess with the dragon born. He carries a 2-handed club like many of them seem to do, they like the power. But it’s a slow weapon, and I’m not that worried. Finally he makes his move coming at me, instead of the usual power attack he starts with a jab right into the center of my shield. It pushes me back a little. I try a swing at him but he parries quite easily and kicks me hard in the stomach. I lose my breath from the kick, and I’m almost unable to get my shield up in time to block the swing of his hammer as it comes around at me. Already off balance the blow staggers me. I take a wild swing at him but he dodges and rolls under my slash attack. I try a back hand swing but he parries that and hooks the head of his hammer on the far side of my wrist as the shaft stops my blade. With a quick twist my sword goes flying. I panic I try to spin around with my shield to slam him but he saw it coming a mile away, and simply catches my shield with his hands. He dropped his hammer to catch my shield? He knows this fight is over… He yanks hard on my shield spinning me with it and I am tossed to the ground as my shield is pulled from my arm. I am face down on the ground now, out of breath, unarmed. It seems like forever as I try to struggle to my feet but it really isn’t but a split second till he is on top of me. At least I managed to get on my back. My hands reach for his face but he catches my wrists and struggles to push my arms down. I am stronger than he expected but not strong enough and I am not winning this arm battle. I thrust up with my knee hoping to catch him off guard… I don’t he was waiting for that. The move allows him to get his knee under my hip and use it to spin me over onto my front. My legs are no longer much use in this but I continue to thrash around with them anyway. He shifts his weight to pin one of my arms under him as he moves to use both his arms against my only free one. I feel my gauntlet pulled off and a metal ring goes around my wrist with a familiar click sound. Suddenly my other arm is free, my excitement quickly fades as I realize he let it get free so he could grab it. Everything I have I put into trying to stop what is coming next but it all comes to nothing as the other gauntlet is pulled from my hand and my heart sinks and I hear…. Click. That moment when you realize your arms are now locked in cuffs and he is free to use his arms for whatever he wants. It takes him no time at all to reposition himself still pinning me down but now facing my legs. I thrash wildly but there is nothing I can do. One by one my legs are caught, and my boots are removed. My legs are now totally bare… naked and kicking. He ties a rope around them, and I’m no longer able to do much more than just beat them up and down against the cold ground. I hear myself shouting at him, threats, “just wait till I get out of this” that sort of thing. He just stands up and looks down on me. I try to roll over but he places his foot on my back stopping me. He kneels down and his hands are now around my head forcing something in my mouth, something metal. As it pulls tight the ring stands up and forces my mouth open wide… painfully. I have no more words, just whimpers. This is the first time I feel the tears start to well up in my eyes. But I fight them off… he’s not going to get the satisfaction. But it is hard to stop the tears, I can’t fight back anymore. My words were my last bit of defiance and now they are gone too, I have no more weapons. I feel the tugs at the straps to my breastplate, and the loose feeling as they are freed. My weapons gone and now my only defense falls away from my body. All that is left is my tunic. A sheer silky bit of cloth between me and what’s next. I hear the dagger come out of the sheath, and wait for the cold feel of the steel on my throat, this is it I think, this is how it ends. But that feeling never arrives as I am rolled over onto my back instead. “Idiot!” I think to myself, this is a long way from over. With one quick pull of the knife my tunic is separated down the front. It’s not long before the tatters of it are pulled free from my body leaving me totally naked laying on the ground before him. He stares at me like he just opened a present on the Winter Solstice Day, and it sickens me to see him and see my body naked before him. So I look away. I look up so I can’t see his face, or glimpse my own naked body. I realize I am crying now, and I try and choke it back. I try to take my mind someplace else, were I am alone and safe. But then with a SMACK! I am back. Away in my mind I hadn’t realized he rolled me onto his lap. But there I am naked over his knee like a little child getting ready to get what is coming to her. Another Smack, I scream in pain and humiliation. My mind can’t take me away from the pain, I am in the here and now. Laying naked over his lap I can tell he likes it when I cry out, and this is not going to be quick. Blow after blow I am reduced to sobbing uncontrollably all dignity all resistance gone. All hope… Gone. I lose track of time, it seems like this is all my life is now, but there is always more. I am on my knees now facing him. He is standing before me this time it isn’t my nakedness I notice… but his. He grabs my head and pushes himself into my mouth. The ring prevents me from stopping him, like I said I have no more weapons. But I force myself to stay limp I’m not going to help get him off he is going to have to do all the work himself. He moves one of his hands to my nose and pinches it shut... I begin to choke from the lack of air. As my throat constricts to gasp it grabs his penis and messages it sporadically. He has done this before, this one knows how to use me to get what he wants. This thought sinks in as he alternates letting me breathe and making me choke on him. I am his plaything, a toy he pushes a button I pleasure him. The hot mess fills my mouth and throat and I choke trying to swallow it, he has plenty for my mouth and more than enough to for my face. Holding my hair he lifts my gaze up to meet his eyes so he can admire his handy work. He releases me and I go limp, I am sobbing as it all fades to black. I don’t know how long I am out… It had to have been a while. It’s still hazy and like a dream but it seems like I am face in the dirt ass in the air on my knees. I can feel him behind me, his hands on my hips. It just happens, no warning, no foreplay, he is in me. Not the hole he is supposed to use either. The smaller dryer one. Skin tears from his size, the pain is unreal. I hear screaming…. It’s me. “You weren't expecting that, were you!” he says. The pain is so bad I hardly notice the extra pain of his body slamming against my raw bottom still sore from the spanking… yesterday? Earlier? I don’t even know how long this has been happening to me. I want to pass out but that screaming keeps me awake. My screaming. It all goes black again. I wake up slowly, the dark blurs they turn to bright blurs then turn back to dark ones again. Finally I hear talking, I don’t understand what they are saying. The blur is bright but not too bright, like fire. A torch I see a torch on the wall to my left. Where am I? I try to move my arm but it won’t budge. I am standing against a wall. My arms pinned to my sides by the walls of my tiny cage. There are more people here, I feel tears welling up again. “No more” I hear myself whimper. One of the blurry figures looks up at me, but they say nothing. My focus begins to return, and I can see now. The others with me aren’t attackers or more rapists. They are prisoners… Just like me. This is a cell. Who is talking? What are they saying? The words are so fast it is hard to tell they are in the common dialect. Finally I recognize a word, and it chills me. “Sold!” I feel myself starting to sob again, and I fight it back. They finally come for me after what seems like an eternity. The voice tells the big man, “She’s finally awake, good. Can’t wait to see the price she fetches! Get her to the block.” The big man opens my cage and slings me over his shoulder like a sack of grain. The block is a stage in a room full of people. Chains hang from the ceiling and I am hung from those chains. It’s not long before I hear that word again. “Sold!” This time I lose the fight, and start sobbing. The blackness that comes is from a hood being placed over my head. No reason to stay awake for now, need my strength. I dream that I am home in Whiterun, in my own bed. The dream is broken by a voice. “You’re awake my thane! Drink something.” I recognize the voice and the face. It’s Lydia! I feel the cool moisture as water soothes my raw throat. “I thought you were dead for sure, but I had a man watching the auction houses just in case. You’re safe now, sleep.” Yes sleep, I don’t want to wake up from this dream.
- 2 comments
-
7
-
First Rampage In the far north of Windhelm, there was a group of vagabound bandits led by a mysterius warrior named known as The Hole Raider who tormented the hold, Frea decided to negotiate with them. She walked up to their base, ready to open the her way of diplomacy with them. Frea: Well here we go, I should try this berserking techniche what the old man told me, It should be a fine way to slaughter.. negotiate with these... She runned forward and yelling, while trying channel the power of the bear, as the madman told her. Frea: Arrrhrhhhhhh!!!! Give your frenzy bear!!! As she got closer, her vision got bleaker, she starting fade out and her voice along with her yelling changing. Frea: (Bear like noises) Bandit: What is this non sense, who is there!? The Hole Raider: Just some slut, waiting for raiding... The last thing she remember before losing controll is their base and the screams, after that... Bandit: Holy shit!! Berserker??!! The Hole Raider: No No No, fuck!!! The Hole Raider: Ahhhhh!!!! You breaking my neck you mongrel!!! Bandit: Ahhhhhh!!! The berserking starting fade out, she regainig her controll As she standed there, the entire group of bandits were lying dead, murdered brutally. She closed her eyes and ready to open it and end the berserk. Frea: Be calm Frea, let your bloodthirst go.. She opened her eyes and calmed down. Frea: I am calm now, the berserk is ended..(sigh) Her eyes still not show the end of the berserking... But its now clear, she saw the entire group, however she does not remember how she killed them. After seeing the slaughter she done, she simply smirk a bit. Frea: Well one bandit clan less, I guess... She sit down and bit and rest, the berserking leaved a bit toll on her body. Frea: This is quite an techniche, however I need learn to controll it, if this go out controlled things can get really ugly.. She walked towards the Hole Raider and looked down him. Frea: The mighty Hole Raider and died like a bitch, expected more of you for the fame... She dropped her axe and get ready to use the shiv on him. Frea: Well, you still have something to put good use, the skull of the famed Raider is a good trophy, for a while of course.. She took his skull and put into her shoulder as trophy and get ready to leave. Frea: Well time to back home.. Frea: This axe is quite good, but I don't really know I used it... End
- 17 comments
-
11
-
I just wonder, if there is something similar for Skyrim like Raiders Pet just for, well, Bandits. I haven't seen anything like it but this would be wonderful. 😈
-
Здравствуйте товарищи. Английский не мой родной язык, заранее прошу прощения за возможные ошибки. Я ищу модификацию, которая изменяет соотношение между количеством мужчин и женщин в Скайриме. Хотелось бы, чтобы в рядах бандитов было больше мужчин, в идеале все должны быть мужчинами. Пожалуйста , помогите мне.