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Version 2.1.3
3932 downloads
A comprehensive add-on for Shadows of Progress — featuring an international crime cartel, NTR, horses, dogs, slaves, bug-fixes, QoL and more. Beastiality optional. ⚠ Before you install • DELETE the old version of this mod and SoS before updating. • You must start a new game when installing for the first time. • This mod must be loaded AFTER Shadows of Progress. • If you use the tech speed patch, that MUST be loaded LAST • Make sure you set the game rules twice. Just apply and then set again, especially after an update. Enjoying the mod? Buy me a coffee ☕ — and join the Discord to help shape balancing. ——————————————————————————— ★ NEW — The Depraved Syndicate: a Criminal Power Bloc Why rule one nation when you can run a transcontinental crime cartel? Form the Depraved Syndicate power bloc and turn your alliance into a web of organized vice. To found it, your Dregs must sit in government and your nation must run Unregulated or State-Run prostitution. Once formed: • Shared smuggling ports open across the entire bloc. • Every member profits from piracy income and enjoys boosted throughput plus higher building limits for Nefarious Alleys, Ramshackle Docks and Black Market Bazaars — though the Syndicate shuns a legitimate navy (less involvement at sea). • As bloc leader, all of your Dregs policies become 50% more effective. Three paths of principles: • Syndicate Operations — crank up the output and building caps of your whole criminal economy. • Dregs Empowerment — forge the underclass into an entrenched pillar of power and unlock the Syndicate Tribute policy. • Criminal Extraction — bleed your members for protection money straight into the boss's pocket (at the cost of cohesion). Leader powers — bend members to your will: • Impose policing laws on members — force them to gut their police (No Police, anyone?). • Impose prostitution laws — spread your preferred brand of vice across the bloc. Exclusive production methods (unlocked via Criminal Extraction) turn your Black Market Bazaar into a Criminal Empire, your Nefarious Alleys into a Syndicate Network, and your Ramshackle Docks into a Smuggler's Haven — and you can raise the Syndicate's own Power Bloc Statue, a monument to vice that emboldens the underworld in its shadow. ——————————————————————————— ★ NEW — The SoD-SoP tech speed patch A lightweight standalone patch for Shadows of Progress and Shadows of Depravity. SoP and SoD add a lot of techs — and researching them all takes forever. In practice you end up pouring your research into the flavor trees and falling badly behind on the vanilla technologies that actually keep your economy and military competitive. This patch fixes the pacing: whenever you research a prerequisite, its SoP/SoD follow-up techs get a sizable head-start in progress. The submod content unlocks at a reasonable speed, so you can enjoy it without neglecting your vanilla tech tree. Speeds up Shadows of Progress' entire prostitution + crime tech tree. Speeds up the Shadows of Depravity techs and the SoP→SoD bridges (this logic used to live inside SoD and was moved here). Pure pacing tweak — no new content, fully removable mid-game. Requirements & load order: Requires both Shadows of Progress and Shadows of Depravity. Load this patch after both. ——————————————————————————— Buildings, Companies & Economy • Seven new buildings with full production methods, icons and tech integration into SoP. • Three unique companies, each with its own prestige good. • Every building where it makes sense can put slaves to work. • A new slavery institution and mobilization options that make use of the new goods. ——————————————————————————— The Slave Trade The Black Market Bazaar takes SoP's Illicit Wealth and Prostitution and refines them into one brand-new tradeable good: Sex Slaves. Will you become the world's greatest slave trader? Only time will tell — but keep that pesky policing law set to "No Police". Otherwise, how are your people supposed to make an honest (dishonest) living? ——————————————————————————— Dogs The Kennel produces lots of doggos. Pops will make use of them (sparingly), but you can also: • Use them to improve certain buildings, • Send them to the brand-new Government K-9 Center to reinforce your police or military, • Or ship them to the Conditioning Center to produce an all-new luxury good: Good Boys. Kennels and the K-9 Center can be set to be… sfw-ish (don't look too closely). The Conditioning Center is gated behind the SoP bestiality game rule. ——————————————————————————— Horses Farms now also produce horses — useful in mines, logging camps and the military as transportation. Sitting neatly between expensive railways and just making workers haul everything themselves, horses can be a real win. The better your Slaughter PM, the more horses your farms produce. Want more control? Breed them yourself with the new Stud Farm. Both it and the Kennel now live under Agriculture. As an act of anti-animal-cruelty, horses — like dogs — cannot be traded. Merchant Trading Posts are an early-game alternative to railways: no extra tech required, they use horses to provide a limited amount of infrastructure and transport. And if you've got SoP's bestiality game rule turned on… behold the Lubricant Production Center. Employ an all-new pop job — the Living Cum Bucket — and revel in the production of "Horse Milk". Unlike Good Boys, this isn't just an exotic consumable: it whitens dyes, lubricates machines and… motivates, with integration into several vanilla buildings. It's also fully tradeable. (Stud Farms have an sfw-ish toggle too; the Lubricant Center is gated behind the SoP bestiality game rule.) ——————————————————————————— Slavery — the Government Slave Center (Formerly part of Shadows of Subjugation.) Your one-stop shop for getting more out of your slaves. Build it any time, but it only does something once you have a slavery law — and its effects change drastically depending on which: • Slave Trade — doubles your weekly slave imports to fill open jobs, grants +10% employment capacity in plantations, mines, Black Market Bazaars, Conditioning Centers and K-9 Centers (SoD), and lowers slave mortality. Only pops you discriminate against can be enslaved (vanilla behaviour). • Colonial Slavery — slaves work harder in your colonies (keep it out of your homeland!), die less, and even grow your colonies faster. • Debt Slavery — the full package. Two extra PM-groups let you crush your lower strata's standard of living, converting up to 20% of your population into slaves — accelerated dramatically by the center. SoP laws like Lower Class Cum Dumps help even more. ——————————————————————————— The Government Compliance Center Establish a perfectly adequate, remarkably compliant new workforce — nothing to do with slavery, everything to do with great education. Its PMGs let you switch on special PMs across a whole category of buildings at once, employing huge numbers of pops at very low wages. Pops can be scarce, but where they aren't, this is powerful. It is 100% intended that you can't change these PMs in the individual buildings — you toggle them per category from the GCC itself. This feature still needs serious balancing; please leave feedback or join the Discord. ——————————————————————————— Compatibility & Credits • Developed against the latest public version of Shadows of Progress. • Known incompatibility reported with "Hail, Columbia! — United States Flavor Pack". • AI does build these buildings, but only in limited amounts — balancing is ongoing. Thanks to @SternenLiecshtein for the partial German/Spanish translation (remaining bits via LLM), and to @srx47 for help with prettier icons. Icon images were AI-generated — if you'd like to contribute non-AI artwork, get in touch or simply drop them in the discussion. Feel free to use any of this for anything. Feedback very welcome. ——————————————————————————— For Modders — Override / Compatibility Reference -
View File [Victoria 3] Shadows of Depravity - a SoP Add-On A comprehensive add-on for Shadows of Progress — featuring an international crime cartel, NTR, horses, dogs, slaves, bug-fixes, QoL and more. Beastiality optional. ⚠ Before you install • DELETE the old version of this mod and SoS before updating. • You must start a new game when installing for the first time. • This mod must be loaded AFTER Shadows of Progress. • If you use the tech speed patch, that MUST be loaded LAST • Make sure you set the game rules twice. Just apply and then set again, especially after an update. Enjoying the mod? Buy me a coffee ☕ — and join the Discord to help shape balancing. ——————————————————————————— ★ NEW — The Depraved Syndicate: a Criminal Power Bloc Why rule one nation when you can run a transcontinental crime cartel? Form the Depraved Syndicate power bloc and turn your alliance into a web of organized vice. To found it, your Dregs must sit in government and your nation must run Unregulated or State-Run prostitution. Once formed: • Shared smuggling ports open across the entire bloc. • Every member profits from piracy income and enjoys boosted throughput plus higher building limits for Nefarious Alleys, Ramshackle Docks and Black Market Bazaars — though the Syndicate shuns a legitimate navy (less involvement at sea). • As bloc leader, all of your Dregs policies become 50% more effective. Three paths of principles: • Syndicate Operations — crank up the output and building caps of your whole criminal economy. • Dregs Empowerment — forge the underclass into an entrenched pillar of power and unlock the Syndicate Tribute policy. • Criminal Extraction — bleed your members for protection money straight into the boss's pocket (at the cost of cohesion). Leader powers — bend members to your will: • Impose policing laws on members — force them to gut their police (No Police, anyone?). • Impose prostitution laws — spread your preferred brand of vice across the bloc. Exclusive production methods (unlocked via Criminal Extraction) turn your Black Market Bazaar into a Criminal Empire, your Nefarious Alleys into a Syndicate Network, and your Ramshackle Docks into a Smuggler's Haven — and you can raise the Syndicate's own Power Bloc Statue, a monument to vice that emboldens the underworld in its shadow. ——————————————————————————— ★ NEW — The SoD-SoP tech speed patch A lightweight standalone patch for Shadows of Progress and Shadows of Depravity. SoP and SoD add a lot of techs — and researching them all takes forever. In practice you end up pouring your research into the flavor trees and falling badly behind on the vanilla technologies that actually keep your economy and military competitive. This patch fixes the pacing: whenever you research a prerequisite, its SoP/SoD follow-up techs get a sizable head-start in progress. The submod content unlocks at a reasonable speed, so you can enjoy it without neglecting your vanilla tech tree. Speeds up Shadows of Progress' entire prostitution + crime tech tree. Speeds up the Shadows of Depravity techs and the SoP→SoD bridges (this logic used to live inside SoD and was moved here). Pure pacing tweak — no new content, fully removable mid-game. Requirements & load order: Requires both Shadows of Progress and Shadows of Depravity. Load this patch after both. ——————————————————————————— Buildings, Companies & Economy • Seven new buildings with full production methods, icons and tech integration into SoP. • Three unique companies, each with its own prestige good. • Every building where it makes sense can put slaves to work. • A new slavery institution and mobilization options that make use of the new goods. ——————————————————————————— The Slave Trade The Black Market Bazaar takes SoP's Illicit Wealth and Prostitution and refines them into one brand-new tradeable good: Sex Slaves. Will you become the world's greatest slave trader? Only time will tell — but keep that pesky policing law set to "No Police". Otherwise, how are your people supposed to make an honest (dishonest) living? ——————————————————————————— Dogs The Kennel produces lots of doggos. Pops will make use of them (sparingly), but you can also: • Use them to improve certain buildings, • Send them to the brand-new Government K-9 Center to reinforce your police or military, • Or ship them to the Conditioning Center to produce an all-new luxury good: Good Boys. Kennels and the K-9 Center can be set to be… sfw-ish (don't look too closely). The Conditioning Center is gated behind the SoP bestiality game rule. ——————————————————————————— Horses Farms now also produce horses — useful in mines, logging camps and the military as transportation. Sitting neatly between expensive railways and just making workers haul everything themselves, horses can be a real win. The better your Slaughter PM, the more horses your farms produce. Want more control? Breed them yourself with the new Stud Farm. Both it and the Kennel now live under Agriculture. As an act of anti-animal-cruelty, horses — like dogs — cannot be traded. Merchant Trading Posts are an early-game alternative to railways: no extra tech required, they use horses to provide a limited amount of infrastructure and transport. And if you've got SoP's bestiality game rule turned on… behold the Lubricant Production Center. Employ an all-new pop job — the Living Cum Bucket — and revel in the production of "Horse Milk". Unlike Good Boys, this isn't just an exotic consumable: it whitens dyes, lubricates machines and… motivates, with integration into several vanilla buildings. It's also fully tradeable. (Stud Farms have an sfw-ish toggle too; the Lubricant Center is gated behind the SoP bestiality game rule.) ——————————————————————————— Slavery — the Government Slave Center (Formerly part of Shadows of Subjugation.) Your one-stop shop for getting more out of your slaves. Build it any time, but it only does something once you have a slavery law — and its effects change drastically depending on which: • Slave Trade — doubles your weekly slave imports to fill open jobs, grants +10% employment capacity in plantations, mines, Black Market Bazaars, Conditioning Centers and K-9 Centers (SoD), and lowers slave mortality. Only pops you discriminate against can be enslaved (vanilla behaviour). • Colonial Slavery — slaves work harder in your colonies (keep it out of your homeland!), die less, and even grow your colonies faster. • Debt Slavery — the full package. Two extra PM-groups let you crush your lower strata's standard of living, converting up to 20% of your population into slaves — accelerated dramatically by the center. SoP laws like Lower Class Cum Dumps help even more. ——————————————————————————— The Government Compliance Center Establish a perfectly adequate, remarkably compliant new workforce — nothing to do with slavery, everything to do with great education. Its PMGs let you switch on special PMs across a whole category of buildings at once, employing huge numbers of pops at very low wages. Pops can be scarce, but where they aren't, this is powerful. It is 100% intended that you can't change these PMs in the individual buildings — you toggle them per category from the GCC itself. This feature still needs serious balancing; please leave feedback or join the Discord. ——————————————————————————— Compatibility & Credits • Developed against the latest public version of Shadows of Progress. • Known incompatibility reported with "Hail, Columbia! — United States Flavor Pack". • AI does build these buildings, but only in limited amounts — balancing is ongoing. Thanks to @SternenLiecshtein for the partial German/Spanish translation (remaining bits via LLM), and to @srx47 for help with prettier icons. Icon images were AI-generated — if you'd like to contribute non-AI artwork, get in touch or simply drop them in the discussion. Feel free to use any of this for anything. Feedback very welcome. ——————————————————————————— For Modders — Override / Compatibility Reference Submitter Platinphoenixx Submitted 03/12/26 Category Misc Requirements https://www.loverslab.com/files/file/46084-victoria-3-shadows-of-progress/ Install Instructions Load AFTER SoP DELETE THE OLD VERSION BEFORE INSTALLING THE NEW ONE!
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Just noticed abc does not work with creation club creatures horses have no dicks and I’m assuming other creatures lack as well not a big issue but thought I’d let people know
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sexlabs animation conversion and pack creation help
Aezri posted a topic in Skyrim Technical Support
been trying forever to get the horse ride rape animation to work in my game but keep failing any chance yall got some tips its the third gif on this post-
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Looking for good modlists. What are your recomended NSFW modlists? What are the ones with Beastilaity and Monsters? Im not sure what to look for to tell if ones include monsters and creatures? Masterstroke is the only modlists it seems like with any creature mods. Is that correct? What are the newer and more high quality ones? Has anything changed in recent years? (Been a while for me)
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View File Shiny Nsfw's Animal Genitalia - Male This simple mod adds genitalia to Animals within Hytale. Affected Animals: - All Wolves - Foxes - Stags - Horses Planned: - More This is my first mod ever uploaded to this site Most animations of affected animals are affected by this mod Currently The mod affects all Stags giving them one of two sizes of genitalia For the others it affects around 60% of their population giving ones affected one of two sizes of genitalia compatibility has not been tested with any other mods I plan to add more in future - please leave suggestions and feedback so I can improve If you experience any issues related to this mod please let me know you have permission to use all models, textures and animations found within this mod in your own mods/projects as long as you give credit Submitter ShinyNSFW Submitted 01/19/2026 Category Other Games Requirements Install Instructions
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Version 1.2.0
672 downloads
This simple mod adds genitalia to Animals within Hytale. Affected Animals: - All Wolves - Foxes - Stags - Horses Planned: - More This is my first mod ever uploaded to this site Most animations of affected animals are affected by this mod Currently The mod affects all Stags giving them one of two sizes of genitalia For the others it affects around 60% of their population giving ones affected one of two sizes of genitalia compatibility has not been tested with any other mods I plan to add more in future - please leave suggestions and feedback so I can improve If you experience any issues related to this mod please let me know you have permission to use all models, textures and animations found within this mod in your own mods/projects as long as you give credit -
beastess Markarth Beastess
SKSGuard21 posted a blog entry in Beastesses and their Wolves - Skyrim Photos
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so does nemesis work with the creature side of lovers lab or no i have been using fenis since i got my pc but i feel like i need an upgrade but there are still mod on this site i still wanna use
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zoophilia Greedz Dog Animations for WickedWhims
kageromaru posted a topic in Downloads - WickedWhims
Hello Everyone! I am a new animator kind-of, and I suck at animating BUT I have made a new animation i want to share with you guys! Now the name for the mod is to be determined because I don't want to use my username haha. I never animated anything before, an just recently started using blender. I don't often post, and suck at using forums in general, so if my layout is bad, I'm sorry and i'll try to fix it later! ? It's based off of the dalmation rig that bearlyAlive created (thanks for the great rig! ) . If you guys have feed back let me know, I do work full time though, and have some side jobs so I am not online often, and barely have time to animate, so please don't expect too many animations from me in the future! I will keep trying to make more though! Also, I do not know how to attach multiple animations into one package, so I'll have to learn that later when I start making more! P.S. : The animation MAY be a little off center and I apologize for that, I somehow managed to animate the whole thing with my root body facing the wrong way and didn't want to restart from scratch so I fiddled with it until it was close enough to center! Anyways, Here's the file, and a screen cap too! ( I don't know why the dog's tongue turned brown :I ..... it's annoying....) I'll add some more screen caps later~ *EDIT* 4/20/2020: I don't know what happened but I got my Threesome animation working finally... Hopefully it works for you all as well! Now to start playing around with pet on pet and maybe some furniture... If anyone has recommendations I may take a swing at them later on~ Update Log: Thanks again @bearlyAlive for starting me off on animating better with your tips and tricks~ GreedzDogs.package *** 4/20/20: Small change, added support for both dog genders.** GreedsDogsThreesome.package *****9/12/22: updated file (both are included in this one ... hopefully it works since I suck at making mods functional D:) greedzdogs.package -
After observing and studying the Chaurus and its formidable eggs, I have also turned my attention to the various tinctures and remedies that make practical use of this potent ingredient. Despite its natural toxicity, the burning sensation, and the lethargic temperaments it induces, the Chaurus egg—when measured correctly and mixed with specific herbs and fungi—yields potent concoctions that can alleviate ailments and promote bodily health. Below, I review the main four recipes crafted with eggs, each tailored to address particular conditions while utilizing flora and fungi that are common within the caves of Skyrim, as well as a touch of the wild from outside. Ingredient Preparation The alchemical process begins with careful preparation. Chaurus eggs, known for their dangerous potency, must be finely ground into a paste using a mortar and pestle. The egg pulp, akin to the harshest of spirits, releases a vapor that can sting the eyes and burn the throat, so care must be taken. Additional ingredients, harvested from both cave and wilderness, are similarly prepared: dried, crushed, or ground until pliable. A final, soothing base, whether honey or a liquid solution, binds these components together. Recipe 1: Skin Restorative for Scabies and Irritations Chaurus Egg Paste: 1 pinch (no larger than a fingernail) Glowing Mushroom (cave flora): 3 heads, crushed into powder White Cap (cave fungus): 2 caps, dried and crumbled Lavender (wilderness flora): 1 sprig, finely minced Honey: Enough to form a thick, spreadable paste Instructions: Combine the ground Chaurus egg paste and powdered Glowing Mushroom in the mortar. Mix well, ensuring the spores are fully absorbed. Add a crumbled White Cap, stirring to release the mushroom’s soothing properties. Finally, fold in minced Lavender and drizzle honey, mixing until a thick, golden ointment forms. Apply to the affected skin twice daily until symptoms subside. Storage: Keep in a dark, sealed clay pot to preserve potency. Discard after two weeks. Recipe 2: Tonic for Persistent Cough Chaurus Egg Paste: A drop the size of a lentil Fly Amanita (cave fungus): 1 cap, simmered in water and strained Hanging Moss (cave flora): 2 sprigs, dried and ground Snowberry (wilderness flora): 5 berries, mashed into pulp Spring Water: To dilute to a drinkable consistency Instructions: Heat the Fly Amanita cap in water, extracting its essence. Strain and allow the liquid to cool. In the mortar, mix the Chaurus egg paste and dried Hanging Moss until integrated. Add the Snowberry pulp, stirring until uniform. Slowly dilute with the strained mushroom water, creating a tonic. Consume no more than one small cup per day, for up to a week. Storage: Store in a glass vial, tightly sealed, and refrigerate in a cool cave corner. Use within three days. Recipe 3: Tincture for Menstrual Cramps Chaurus Egg Paste: Half a pinch, barely visible Namira’s Rot (cave fungus): 1 cap, gently crushed Bleeding Crown (cave fungus): 2 caps, dried to a powder Thistle (wilderness flora): 1 head, stripped and crushed Warm Mead: To blend into a drinkable potion Instructions: Crush the Namira’s Rot until a thick, pliable substance forms, and add the powdered Bleeding Crown. In the mortar, fold in the Chaurus egg paste carefully, then mix in the crushed Thistle. Add enough warm mead to create a smooth tincture. Drink a small cup as needed for cramps, no more than twice per day. Storage: Pour into a ceramic jug with a wax-sealed stopper. Keep away from open flame. Effective for up to a fortnight. Recipe 4: Protective Salve for Wounds Chaurus Egg Paste: A speck, carefully measured Imp Stool (cave fungus): 2 caps, dried and ground Cave Moss (cave flora): 1 handful, mashed to a pulp Blue Mountain Flower (wilderness flora): 3 blossoms, torn and steeped Aloe Gel: To bind the mixture Instructions: Grind the Imp Stool into a powder and combine it with the Chaurus egg paste. Add mashed Cave Moss, stirring until a thick pulp forms. Steep the Blue Mountain Flower in warm water, then add the strained liquid and enough aloe gel to create a protective, spreadable salve. Apply to clean wounds, covering with a cloth. Reapply daily. Storage: Store in a small jar, sealed with beeswax, and keep cool. Use within one month, discarding if mold develops. Yet in these recipes, and even the other less commonly used ones - no usage of this gray liquid is recorded. No obscure references even in writings about chaurus at large.
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The gestation of the Chaurus, from the sealing of the vaginal canal to the moment of birthing is a remarkably swift process, spanning only seven to ten days. Such a brief period is likely an evolutionary adaptation meant to aid survival in the dangerous subterranean environments these creatures inhabit. Once the leathery cover over the female’s reproductive tract degrades, she deposits her clutch of eggs—usually numbering between twelve and twenty. Usually, they come out in clusters of 3 to 4, usually still attached to each other. The eggs themselves are tough like leather, but pliable, a bit tougher than one might imagine an egg to be. They are on average about half again as big as a chicken egg. It is peculiar, however, that only a small fraction of these eggs possess true viability. The lighter-hued ones, often with a pale, almost sickly sheen, have little hope of developing into healthy offspring. It is the darker eggs, dense and robust in color, that show the promise of life. Curiously, even among these promising specimens, viability remains low. My observations suggest that one to three percent of all eggs yield viable offspring. Even more troubling, a large percentage of the viable eggs are male eggs. This pattern, observed in one cave suggests the species is teetering on the edge of extinction. From a distance, all females seem to have narrower tails- whereas the horns of the males are often thicker, and longer. From the few records that exist in the solitude library, all seem to lend credence to these observations. Past accounts speak of a time when these creatures seemed to swarm in greater numbers, supplying armorers and craftsmen with near-unbreakable carapace materials. The species’ present struggle with fertility could well be a lingering consequence of relentless harvesting, the repercussions echoing through each generation. Though, some records suggest that an ancient race- the falmer - used to raise these creatures. While there is no known information on their practices of raising chaurus, it doesn't seem that over harvesting is the cause. As raising anything - cows, chickens, etc incurs practices which increase growth and population. Females, on average, lay up to four clutches per year, though they are capable of producing as many as nine if conditions are exceedingly favorable. Yet, such abundance is rarely seen. The strain on their numbers is evident, and the downward trend is clear to those who look close enough: fewer females, fewer clutches, and fewer young with each passing season.
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Through considerable risk and great fortune, I have finally procured a detailed observation of the reproductive habits of the Chaurus. These creatures, with their indomitable exoskeleton— harder than most metals known to our forges—have fascinated many, yet few live to recount their intimate behaviors. Herein, I document what I believe to be an anatomically correct rendering of their mating process. The Chaurus, while being a four-legged predator armed with formidable mandibles and armored head to tail, possesses a reproductive method as complex as it is formidable. Their anatomy defies simple classification, appearing to mimic that of a mammal in function, though their progeny come forth through eggs. Male Anatomy The male organ is a curious appendage, measuring roughly eight inches when fully extended and all but hidden in the carapace when not. It resembles a thick pliable straw, composed of firm but flexible tissue. Within the main tract lies a muscular tube that coils alongside the wall of the penis. This smaller tube, lacking the rigidity of the penis is very strong. Mating and Egg Transfer During mating, the male thrusts his penile-like organ into the female’s reproductive cavity, which in structure and I can only assume function resembles the mammalian womb. The eggs, prepared for transfer, are delivered through the main passage of the penis, potentially helped along the path by the inner coil. After a few seconds of thrusting and the last of the eggs has entered the female, the muscular tube begins to uncoil and begin its peculiar task. Unfurling, it extends deeper within the womb in search of her fallopian-like channels. Upon reaching deep into the channels, it pumps about 4 cups of a thick, gray, adhesive like fluid. This substance I would theorize provides a dual purpose: it fertilizes the eggs and provides them with a nutrient-rich medium for their initial development. The viable eggs anchor themselves to the womb’s wall and one another, forming a lattice akin to a tightly woven net. Protective Sealing Once the fertilization is complete and the male retracts his appendage, The excess gray liquid that leaks out the vaginal opening is exposed to air and solidifies, sealing off access to the womb with a leathery patch. This appears to prevent any further mating attempts, and ensures that the fertilized clutch remains undisturbed until it is ready to hatch. Indeed, when I dissected a dead female - who happened to have been pregnant at the time - this gray liquid began to harden in minutes. Using an old technique of vacuum sealing, I was able to get some of this liquid (more the consistency of bees honey) to remain fluid.
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SexLab Dialogues SE Voice
cobra0798 posted a topic in Downloads - Skyrim: Special Edition Adult Mods
SexLab Dialogues SE Voice View File These are voice files generated for the dialogue in SexLab Dialogues SE by @DeepBlueFrog. You can find the original LE download page here, but the SE conversion is located here. Just install the file via your mod manager. Tools I used: xVASynth - DanRuta Unfuzer - greentea101 Cathedral Assets Optimizer - Gka1 Want to make your own voice files? Check out this guide by @DoubleCheeseburger that I used here Submitter cobra0798 Submitted 08/16/2021 Category Adult Mods Requires SexLab Dialogues Regular Edition Compatible No -
Previous Chapter Cumfrontation Important info for those who are new Afterword:
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Fair warning: Don't read if you get triggered by sexual aussault,rape and dark humor. Don't think i have to write that on LL but i am a nice guy Previous Chapter: Bigger then the last one.. If someone who reads it cares, are chapters with so many pics better split? Talking about the loading time. Oh and i renamed the Blog for those who wonder, didn't feel right to still call it side storys and i don't want to reupload old chapters. Might look for a new home for the few other entry's later. ( the name might change once i find a better one)
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Fairy Prrincess massaged Troll's tender testicles with a feather touch
BadPenguin333 posted a blog entry in Hardcore Skyrim
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Welcome back to Wild Love. The long wait is over Had this chapter stuck in drafts for a while, published it and it wouldn't allow me to change its date of publish so created a new blog entry, but it's finally done. Give it a thumbs up if you enjoy and feel free to give feedback. P.s. if anyone has any idea why I kept getting broken images 50-60% of the time I loaded up my images. Please let me know.
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?Wild Love ?
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Breton (Deer-kin? Hagraven experiment? Avatar of Kyne?); Child of the Forsworn; Witch of the Wilds; Shaper of Mundus; Vanguard of the Old Ways; Lover of Beasts. Literally so cute it hurts. Of uncertain birth and placed in the care of the Forsworn of Druadach Redoubt by the Hagravens, Ayala was raised in the crags and canyons of the Reach. Drawn to the company of the animal denizens more than that of Man or Mer, her presence in camp was much derided by the sworn adversaries of the Nords. She was an undue burden, spending little time assisting the struggle of the Bretons, but could not be dumped in the den of a sabercat or bear for fear of the wrath of the Matriarchs... Though the ferocious animals were unlikely to harm her regardless. By the time Ayala came of age, the pit of resentment had filled and fermented a vile morass. Years spent feeding, sheltering, and caring for hands that did no toil, raised no blade in defiance, and cared not for the warband beyond child-like displays of mirth and friendship were taken into cold account. The Briar-Heart vanguard of the tribe tallied a hard calculous of debt owed. Whatever scheme she was destined for had been little conveyed and likely forgotten in the infinite esoteric plotting of the Matriarchs. Ayala would now be useful. Resentment spilled onto the packed earth of the cavern retreat, thick ropes of sticky hate, determined exertion to make use of the useless, breathless toil in the night. A child was conceived. Ayala did not understand. When her family spoke of violence against the tall fair men with their golden hair and strange dress, she did not understand. When those same men shouted hateful words and brandished sharp tools and clenched fists during her walks along the rocky trails, she did not understand. When she was told harsh cruel words for laying in the warm furs and hot breath of her family that walked close to the earth, she could not understand. When they came to her that night, pretending to be the warmth she knew, Ayala understood. Broken and alone, she left. For a time, Ayala wandered. Through the crags of the Reach, over rivers bursting with sweet salmon, past homes of shaped timber with their warm windows and cold faces. Most that wandered the road as she did paid her no mind. This was not to say that they were friendly; a strange girl that attracted beasts was not to be spoken to. Travelers had more to concern themselves with in the steep valleys of Markarth's hinterland. Ayala had discarded the warm furs she had worn all her life and traded them for a thin thing woven of plant fibre and none too warm. The old outfit, stitched with love and care, reeked of pain, loss, and seed. Something called distantly to Ayala as she walked. A bright airy voice that flitted on the wind. It pricked her ears and jostled something deep within her as she slept. The words it spoke were old and deep, half remembered when she woke. Whiterun. The Gildergreen. Danica. Foot followed foot, over hills, across hard stone, into a vast plain so large, so inconceivable, Ayala feared she would trip and fall and drown in the sea of grass. Or, perhaps she would be pulled into the sky forever and ever with nothing to hold on to. All around there was space, and it was terrifying. Anxiety and panic nipped her heels all the way to the gates of Whiterun. Not even the utter fear of so many faces, so much bustle and hustle and shouting and scowling, could dampen the relief Ayala felt as she became enclosed again in walls. They were shaped by Man and Mer, but at least they were walls. The Voice was strong here. Less a kiss on the wind, now a rumble of stone, words winding like roots into her mind. A suggestion of damp darkness, of soil...? There was something else in the undercurrent, something slick, something sweet, something deep to match the place it touched within her. Danica, priestess of Kynareth, spoke no hint of deep roots only air and light. But, she took Ayala in. So began her time as an acolyte of Kyne. Ayala's belly swelled and with it her knowledge of ritual and magic. Her duties to the temple took her all across Whiterun Hold. To the people she ministered the grace of Kyne, to the Jarl she lent her skill in shaping nature, to the wild she gave more besides. Danica would preach at length on the latter, words and words and words of Kynareth this, Divine that, Holy Union, Sacred Pact. So much to say, yet none of it meant anything to Ayala. She acted as she always had. It brought her warmth in this place of broken stone and dead trees. Perhaps Danica pontificated so lengthily for the benefit of those shocked pilgrims that frequented the Temple. Eyes hard, faces fashioned into masks of disapproval. Ayala heard them speak too of nature, but she knew they understood little. Not like she did. When the child came, Ayala felt guilty and ashamed. Not for the circumstances of it's conception, Danica made no inquiry. She only tended to the delivery in her gentle way. No, Ayala was ashamed for her disappointment. The baby was pink and soft and hairless. It had ears that rounded, teeth blunt and short, fingers with delicate little tips. In all ways wonderful and precious. That thing, that dark, damp, earthy pit within Ayala craved the feeling of fur as she laid her lips on the cheek of her baby. Or, maybe that was what Ayala craved. Slick, hard, flexible, those were the feelings that welled in the recesses of her mind. She pushed these thoughts back down, away from the soft thing in her arms, away and away, for fear Danica might sense them. To the Reach she would return this child. Without fur, without the wild in it, or whatever else besides, it was unwelcome. Ayala loved it in some small way, but it belonged to the crags and it would be returned. A debt repaid.
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? Wild love ? Comments are greatly appreciated Hope you enjoy ?
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Does anyone knows what is going on. I have many mods I'll admit. And a few consist with beastiality. But for some reason I kept getting the no animation found, but the most stressing is the animals lost their look. Now everyone looks like this. Can anyone help here.
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I have got a .nif horse penis made for fallout 4 but i need help with textures and adding it to deathclaws, Dormeat and any other creature that could use it.
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BTF Terraphilia x SXB Defeat Support View File ( Note: This is extremely early in development so there's some things that needs to be tweaked here and there. ) This adds the monster support for Sexbound Deafeat mod. This also comes with the monster support for Sexbound itself. Download this and not the BTF Sexbound Terreaphilia mod if you want Blake's Terramons to be support with Sexbound Defeat. Again, this is very early in it's stage and I do expect some bugs, if you could, please alert me on anything that goes array. Google Drive link for those whom can get it from Loverslab. https://drive.google.com/open?id=1pRIAIlGxT-2bnMs3NxQX8xOT7uDiirN8 You'll need these mods Submitter DatFluffyboi Submitted 01/14/2020 Category Misc Adult Mods Requires [Starbound] Sexbound Defeat 2.0.0