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View File zCapacity Events – Extended Captivity 1.0. with Boukenshas Binder (EN/PL) zCapacity Events is an extension of Captivity Events built from the official GitHub source (CE v1.3.10.1300). It adds a framework for targeted hero interactions, service menus, hero selection, XML extensions and a collection of example events for mod creators. (SRC files also) Special thanks to BadListener for MOD . Special thanks to B0ukensha. I used your materials, integrating them with my CEModuleCustom and adding a Polish translation. Link to the mod – (not required for download for events BUT FOR IMAGES). I tested this on game version 1.4.5 (the latest release as of June 27, 2026). Does it work with War Sails? – I have no idea, I don't have the DLC, and the patch itself is based on version v1.3.10.1300, while here on the site it's already version 1.4.x. The easiest way to activate the new changes is by entering a town, village, or castle. A new menu will appear there. What's new? Have you ever wanted to build your own House Targaryen... or perhaps create an even more dysfunctional House Habsburg? Now you can. zCapacity Events transforms Captivity Events from a collection of random encounters into a framework where you decide who interacts with whom. Want to strengthen family bonds? Want to create rivalries between noble houses? Want to visit the local brothel and roleplay as a lady? Want to become the most infamous family in Calradia? Or simply execute that one annoying prisoner lord who keeps raiding your villages? Now it's entirely up to you. What was added compared to the original Captivity Events? The goal of zCapacity Events is not to replace Captivity Events, but to expand it into a complete framework for creating advanced XML events. Completely New zCapacity Service Menu The biggest addition is the brand new zCapacity Menu. Instead of relying purely on random events, you can now choose who will participate before the event even begins. Choose a family member. Choose a companion. Choose a noble. Choose a notable. Choose a prisoner lord. Choose an entire army. Then let the XML decide what happens next. Expanded Family Interactions Family members are no longer just passive NPCs. You can now build long event chains involving: siblings spouses parents etc, Relationships can evolve over multiple events instead of ending after a single encounter. And yes... If politics demand it... You can even remove an inconvenient member from the family tree. Expanded Companion Interactions Companions finally receive proper event support. Instead of generic interactions, XML creators can build companion-specific storylines using the new hero selection framework. Expanded Lord & Lady Interactions Settlement nobles are now much more than quest givers. You can create dedicated interactions with: Lords Ladies Army commanders Prisoner Lords Whether your goal is diplomacy, betrayal, revenge or simply creating chaos across Calradia is entirely up to your XML. Army Integration A completely new system allows interactions while travelling with an army. The framework automatically detects troop size and can launch different event chains depending on how many soldiers are present. No manual setup required. 30/60/90/120/150/180/210+ Village & Town Important Characters Important NPCs inside towns and villages now have dedicated interaction menus. This makes it possible to build local storylines that previously required complicated workarounds. Expanded Brothel The brothel has been significantly expanded. Besides the original functionality it now includes an additional customer roleplay path with a much larger event tree, allowing creators to build far more varied scenarios. Hero Selection Framework The framework introduces persistent hero references that XML can use directly. Supported references include: SelectedActor SelectedFamilyMember SelectedCompanion SelectedPrisonerLord SelectedLord SelectedSettlementLord SelectedNotable SelectedTarget SelectedHero Instead of random heroes, XML events can now work with exactly the character selected by the player. Reference-Based Pregnancy Two new XML systems have been added: ImpregnationByRef ImpregnationByGroupRefs allowing creators to explicitly define partners rather than relying on random game logic. New Hero Actions Additional XML consequences include: Kill selected hero Wound selected hero Release selected prisoner lord making story-driven consequences much easier to implement. Automatic Troop Scaling Troop service events automatically scale based on party or army size. Large armies can trigger completely different event chains than small parties. Included Example Framework This release includes a large collection of fully working XML examples. Rather than providing only new gameplay, zCapacity also serves as a toolkit for other event creators. Included Menu Files Most of the new interaction framework is contained inside: Modules\zCaptivityEvents\ModuleLoader\Events-zMojeCE\ ZC_ArmyLords_Menu.xml ZC_Companion_Menu.xml ZC_Family_Menu.xml ZC_PrisonerLord_Menu.xml ZC_ServiceArmy_Menu_auto.xml ZC_SettlementLord_Menu.xml zMojeCE_Burdel.xml ZC_ServiceArmy_Menu_auto.xml These files can be used directly, modified, or expanded to create entirely new event chains. 1. What is this? zCapacity Events is an extension framework built from the official Captivity Events GitHub source code. Rather than replacing Captivity Events, it expands the original XML system with entirely new mechanics focused on hero interactions, service menus and advanced event creation. 2. Features zCapacity Service Menu – choose exactly who will participate in an event instead of relying on random encounters. Expanded interactions with family members, companions, lords, ladies, prisoner lords and notables. Army integration with automatic troop scaling for party and army events. Expanded brothel featuring a new customer path with an extended event tree. Hero Selection Framework using references such as SelectedActor, SelectedFamilyMember, SelectedLord, etc. Reference-based systems for relationships and pregnancy, allowing precise interactions between selected characters. New hero actions including executing, wounding or releasing selected heroes directly from XML. Extended XML framework with additional XSD definitions, companion attributes and new XML consequences. Developer resources including full source code, XML documentation and numerous example events. Localization & compatibility with English/Polish support and a compatibility patch for Boukenshas Binder. Added the option to have an abortion (10,000 gold) 3. Requirements If you are using these images in another mod, you don't need to download them. The mod also detects duplicates and logs are masive. IMGs: (Maybe i next version i'll work my imgs form ai slop xd) images-1 images-2 images-3 images-4 images-5 images-6 If you already have Boukensha's images installed from another mod, you don't need to download them again. If you don't have them, download all image packs: Images 1, 2, 3, 4, 5, and 6. You can place all of the images into this folder: ...\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLoader\Images The ModuleLoader folder is where the mod loads all of its files from, so that's the correct location for the images. 4. Installation First, make a copy of the original "zCaptivityEvents" folder. Move the original files outside the module, then put the downloaded zCaptivityEvents in. If the save won't start due to the wrong version, replace the "SubModule.xml" file. Install Captivity Events. Replace the provided DLL. Replace the provided XSD. Install the XML files. Install CEModuleCustom.xml. Install language files. Launch Bannerlord. 5. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 6. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 7. Content Overview This release adds a new zCapacity menu that can appear in towns, villages, castles and armies. One of the major additions is the Army Service event tree. This system is based on the size of the player’s party or army and is mainly designed as a morale-focused event chain. The army size is divided into several thresholds: 30 / 60 / 90 / 120 / 150 / 180 / 210+ Each threshold unlocks a different event level. There are 7 levels in total, and each level contains 20 events: 10 sober variants 10 drunk variants This means the full army service system contains 140 events in total. When the player is part of an army, the system uses the total army size instead of only the player’s party size. After choosing the army service option, the mod checks the army size, selects the correct event tier, and then starts one of the available events. Outcomes are generally split around a 50/50 chance between a positive and negative result. The brothel system has also been expanded. A new manual customer-search path was added. Instead of relying only on the original system, the player can actively look for a client. The system can roll several different customer types, each with its own interaction style and possible outcome. Service results are generally divided into three categories: Positive / Neutral / Negative with roughly balanced chances. Additional small systems were also added, including: blackout events if the character drinks too much; simple card-game style events; gambling-style outcomes with roughly even win/loss chances. The mod also expands interactions with many types of NPCs: family members; companions; settlement lords and ladies; army lords; prisoner lords; important town and village characters. Important town and village characters are supported for interactions, but they are not treated as full Bannerlord heroes in the same way as nobles or companions. Because of that, some hero-based systems, such as pregnancy or children, are not available for notables. zCapacity also adds a more precise character interaction framework. The mod allows events to target the exact selected character instead of relying on generic or random CE targets. This makes it possible to correctly assign relationships, pregnancy effects, wounds, prisoner releases and even death consequences to the intended NPC. In short: if an event is written correctly, the mod knows exactly who is acting, who is being targeted, and which character should receive the result. Boukenshas Binder Content This mod also includes event content based on Boukenshas Binder - Stories of Captivity v1.3.2. These events are stored in: Modules\zCaptivityEvents\ModuleLoader\Events-Boukie The Boukenshas Binder events have been adjusted to work with my custom CEModuleCustom.xml setup. I am aware that this introduces a slightly different “standard” compared to the original event structure. This is my first modding project, and I started by building my own system first, then gradually learned how Captivity Events works internally. In other words, I am self-taught, so the structure may not be perfect, but it is functional and built around the zCapacity framework. This release also includes a Polish translation for the modified Boukenshas Binder content. 8. 'Support' - Download section - zCapacity Events Documentation.pdf zCapacity Events Documentation.pdf 9. Known Issues / Bugs The project is still under active development. The following issues are currently known: Settlement lords are sometimes detected as prisoners. In some situations, lords who are simply staying in a settlement may incorrectly appear in the Prisoner Lords interaction menu. Time may occasionally continue to pass while using certain zCapacity menus. This behavior is inherited from the original Captivity Events menu system and is still being investigated. Some English translations maybe bad. (Hi, sorry for my bad english xd) Background images are not always context-appropriate. Some events currently reuse generic Captivity Events backgrounds, so the displayed image may not perfectly match the event being played. Submitter Sir_idi Submitted 06/27/26 Category Mount & Blade II: Bannerlord Requirements Boukenshas Binder - Stories of Captivity v1.3.2 (not need) images-1 images-2 images-3 images-4 images-5 images-6 Install Instructions First, make a copy of the original "zCaptivityEvents" folder. Move the original files outside the module, then put the downloaded zCaptivityEvents in. If the save won't start due to the wrong version, replace the "SubModule.xml" file. Install Captivity Events. Replace the provided DLL. Replace the provided XSD. Install the XML files. Install CEModuleCustom.xml. Install language files. Launch Bannerlord.
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Version 1.0.0
1050 downloads
zCapacity Events is an extension of Captivity Events built from the official GitHub source (CE v1.3.10.1300). It adds a framework for targeted hero interactions, service menus, hero selection, XML extensions and a collection of example events for mod creators. (SRC files also) Special thanks to BadListener for MOD . Special thanks to B0ukensha. I used your materials, integrating them with my CEModuleCustom and adding a Polish translation. Link to the mod – (not required for download for events BUT FOR IMAGES). I tested this on game version 1.4.5 (the latest release as of June 27, 2026). Does it work with War Sails? – I have no idea, I don't have the DLC, and the patch itself is based on version v1.3.10.1300, while here on the site it's already version 1.4.x. What's new? Have you ever wanted to build your own House Targaryen... or perhaps create an even more dysfunctional House Habsburg? Now you can. zCapacity Events transforms Captivity Events from a collection of random encounters into a framework where you decide who interacts with whom. Want to strengthen family bonds? Want to create rivalries between noble houses? Want to visit the local brothel and roleplay as a customer? Want to become the most infamous family in Calradia? Or simply execute that one annoying prisoner lord who keeps raiding your villages? Now it's entirely up to you. What was added compared to the original Captivity Events? The goal of zCapacity Events is not to replace Captivity Events, but to expand it into a complete framework for creating advanced XML events. Completely New zCapacity Service Menu The biggest addition is the brand new zCapacity Menu. Instead of relying purely on random events, you can now choose who will participate before the event even begins. Choose a family member. Choose a companion. Choose a noble. Choose a notable. Choose a prisoner lord. Choose an entire army. Then let the XML decide what happens next. Expanded Family Interactions Family members are no longer just passive NPCs. You can now build long event chains involving: siblings spouses parents etc, Relationships can evolve over multiple events instead of ending after a single encounter. And yes... If politics demand it... You can even remove an inconvenient member from the family tree. Expanded Companion Interactions Companions finally receive proper event support. Instead of generic interactions, XML creators can build companion-specific storylines using the new hero selection framework. Expanded Lord & Lady Interactions Settlement nobles are now much more than quest givers. You can create dedicated interactions with: Lords Ladies Army commanders Prisoner Lords Whether your goal is diplomacy, betrayal, revenge or simply creating chaos across Calradia is entirely up to your XML. Army Integration A completely new system allows interactions while travelling with an army. The framework automatically detects troop size and can launch different event chains depending on how many soldiers are present. No manual setup required. 30/60/90/120/150/180/210+ Village & Town Important Characters Important NPCs inside towns and villages now have dedicated interaction menus. This makes it possible to build local storylines that previously required complicated workarounds. Expanded Brothel The brothel has been significantly expanded. Besides the original functionality it now includes an additional customer roleplay path with a much larger event tree, allowing creators to build far more varied scenarios. Hero Selection Framework The framework introduces persistent hero references that XML can use directly. Supported references include: SelectedActor SelectedFamilyMember SelectedCompanion SelectedPrisonerLord SelectedLord SelectedSettlementLord SelectedNotable SelectedTarget SelectedHero Instead of random heroes, XML events can now work with exactly the character selected by the player. Reference-Based Pregnancy Two new XML systems have been added: ImpregnationByRef ImpregnationByGroupRefs allowing creators to explicitly define partners rather than relying on random game logic. New Hero Actions Additional XML consequences include: Kill selected hero Wound selected hero Release selected prisoner lord making story-driven consequences much easier to implement. Automatic Troop Scaling Troop service events automatically scale based on party or army size. Large armies can trigger completely different event chains than small parties. Included Example Framework This release includes a large collection of fully working XML examples. Rather than providing only new gameplay, zCapacity also serves as a toolkit for other event creators. Included Menu Files Most of the new interaction framework is contained inside: Modules\zCaptivityEvents\ModuleLoader\Events-zMojeCE\ ZC_ArmyLords_Menu.xml ZC_Companion_Menu.xml ZC_Family_Menu.xml ZC_PrisonerLord_Menu.xml ZC_ServiceArmy_Menu_auto.xml ZC_SettlementLord_Menu.xml zMojeCE_Burdel.xml ZC_ServiceArmy_Menu_auto.xml These files can be used directly, modified, or expanded to create entirely new event chains. 1. What is this? zCapacity Events is an extension framework built from the official Captivity Events GitHub source code. Rather than replacing Captivity Events, it expands the original XML system with entirely new mechanics focused on hero interactions, service menus and advanced event creation. 2. Features zCapacity Service Menu – choose exactly who will participate in an event instead of relying on random encounters. Expanded interactions with family members, companions, lords, ladies, prisoner lords and notables. Army integration with automatic troop scaling for party and army events. Expanded brothel featuring a new customer path with an extended event tree. Hero Selection Framework using references such as SelectedActor, SelectedFamilyMember, SelectedLord, etc. Reference-based systems for relationships and pregnancy, allowing precise interactions between selected characters. New hero actions including executing, wounding or releasing selected heroes directly from XML. Extended XML framework with additional XSD definitions, companion attributes and new XML consequences. Developer resources including full source code, XML documentation and numerous example events. Localization & compatibility with English/Polish support and a compatibility patch for Boukenshas Binder. Added the option to have an abortion (10,000 gold) 3. Requirements If you are using these images in another mod, you don't need to download them. The mod also detects duplicates and logs are masive. IMGs: (Maybe i next version i'll work my imgs form ai slop xd) images-1 images-2 images-3 images-4 images-5 images-6 4. Installation First, make a copy of the original "zCaptivityEvents" folder. Move the original files outside the module, then put the downloaded zCaptivityEvents in. If the save won't start due to the wrong version, replace the "SubModule.xml" file. Install Captivity Events. Replace the provided DLL. Replace the provided XSD. Install the XML files. Install CEModuleCustom.xml. Install language files. Launch Bannerlord. 5. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 6. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 7. Content Overview This release adds a new zCapacity menu that can appear in towns, villages, castles and armies. One of the major additions is the Army Service event tree. This system is based on the size of the player’s party or army and is mainly designed as a morale-focused event chain. The army size is divided into several thresholds: 30 / 60 / 90 / 120 / 150 / 180 / 210+ Each threshold unlocks a different event level. There are 7 levels in total, and each level contains 20 events: 10 sober variants 10 drunk variants This means the full army service system contains 140 events in total. When the player is part of an army, the system uses the total army size instead of only the player’s party size. After choosing the army service option, the mod checks the army size, selects the correct event tier, and then starts one of the available events. Outcomes are generally split around a 50/50 chance between a positive and negative result. The brothel system has also been expanded. A new manual customer-search path was added. Instead of relying only on the original system, the player can actively look for a client. The system can roll several different customer types, each with its own interaction style and possible outcome. Service results are generally divided into three categories: Positive / Neutral / Negative with roughly balanced chances. Additional small systems were also added, including: blackout events if the character drinks too much; simple card-game style events; gambling-style outcomes with roughly even win/loss chances. The mod also expands interactions with many types of NPCs: family members; companions; settlement lords and ladies; army lords; prisoner lords; important town and village characters. Important town and village characters are supported for interactions, but they are not treated as full Bannerlord heroes in the same way as nobles or companions. Because of that, some hero-based systems, such as pregnancy or children, are not available for notables. zCapacity also adds a more precise character interaction framework. The mod allows events to target the exact selected character instead of relying on generic or random CE targets. This makes it possible to correctly assign relationships, pregnancy effects, wounds, prisoner releases and even death consequences to the intended NPC. In short: if an event is written correctly, the mod knows exactly who is acting, who is being targeted, and which character should receive the result. Boukenshas Binder Content This mod also includes event content based on Boukenshas Binder - Stories of Captivity v1.3.2. These events are stored in: Modules\zCaptivityEvents\ModuleLoader\Events-Boukie The Boukenshas Binder events have been adjusted to work with my custom CEModuleCustom.xml setup. I am aware that this introduces a slightly different “standard” compared to the original event structure. This is my first modding project, and I started by building my own system first, then gradually learned how Captivity Events works internally. In other words, I am self-taught, so the structure may not be perfect, but it is functional and built around the zCapacity framework. This release also includes a Polish translation for the modified Boukenshas Binder content. 8. 'Support' - Download section - zCapacity Events Documentation.pdf zCapacity Events Documentation.pdf 9. Known Issues / Bugs The project is still under active development. The following issues are currently known: Settlement lords are sometimes detected as prisoners. In some situations, lords who are simply staying in a settlement may incorrectly appear in the Prisoner Lords interaction menu. Time may occasionally continue to pass while using certain zCapacity menus. This behavior is inherited from the original Captivity Events menu system and is still being investigated. Some English translations maybe bad. (Hi, sorry for my bad english xd) Background images are not always context-appropriate. Some events currently reuse generic Captivity Events backgrounds, so the displayed image may not perfectly match the event being played. -
Version 1400
470150 downloads
Captivity Events Description Captivity adds custom events to the world (random) and the captivity system (captor, captive), prostitution menu, and the loss of armor and weapons for the player, various parameters to loss of renown to relationships and attainment of skills, as well as quests to retrieve missing equipment. A key feature of this mod is the ability to customize your own events with images and your own event chains and dialogue. Help Required Need more artists to create some adult backgrounds. Need more writers for more events to cater to more tastes. Translators. Funds for AI. Reminders Delete the old mod completely before installing new one. VERY IMPORTANT! If you are installing manually please read the README as well. This mod affects save-data make sure to make backups of your saves. This mod requires MCMv5. LL Version Additional Content Contains some modified event text that doesn't follow nexus guidelines. Contains the Gif Sub Module. Links Nexus Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226/?tab=description "Remember LL will always be updated first." Discord Link: https://discord.gg/nQRBmg7 1400 is being released in June?! Custom Module Loader Supported Event Writers, please refer to zCEDefaults, move it to Mount & Blade II Bannerlord\Modules Road Map (Coming Soon) Integrate to Bannerlord Events - I will allow Events to use a different UI of the default bannerlord. Randomized Captors - Captors will be selected at random from the party, not just party leader as it is currently. Tutorial Write-Up - Tutorial in how to use this framework is currently in the works. Leveling and Expansion for Brothel - Leveling, bonus rooms and slavery dialogue. Already Supported Scenes for Events - Teleports you into a conversation scene from an event. New Flavor Packs for Events - Standardized art in the making. Randomized/Conditional Images - Randomize background images based on conditions or weight. Custom Events and Loader - Make your own events and load them to work with this mod. Battle Scenes - Start new battles (ambushes, plain battles) and spawn hostile parties from the events. Moving Images and Custom Images - Insert your own images or make animated images using the animation XML. Various Custom Conditionals - Various Custom Conditional (Location Flags, Raiding Flags, Day/Night Etc) included in the XSD file for you to work with your events. Custom Quests and Strip Consequence - Lose your gear on loss and go on a quest of chance to reclaim it after escaping. Random Events - Random Events that don't require captives. Captor Events - Events where you are the captor. Brothel - Own your brothel where you can enjoy yourself, work as a prostitute or become an owner and put your captives to work. Leveling for Brothel - Leveling up the brothel for more profit. Custom Skills - Custom Skills/Flags Supported. Create New Characters - New custom generated companions/captive heroes via events. Progress Events - Support for events that require a party to stay in place for a duration. Companions/Spouses - Companion/Spouse will be included within the events. Teleport Support - Teleport the party or prisoner across the map to various destinations through the events. Animated Scenes - Animations play when in Brothel/Calling an event with SceneToPlay. (Hot Butter) Mod Integration - Integrations (Slave Gear). Custom Scenes for Events - Teleports you into a custom attached scene from captivity events. Naval Events - Naval and Port Events. Alternative Triggers - OnPartyEntered, DeathAlternative, etc. Delayed Events - Support for events that should happen sometime after another event. Special Thanks to Sin Lord Creations - For creating the images used in default events. Click Here To Support. ChancellorKremlin - For assisting with writing and the creation of several events in the Mod. Skipwestcott - For assisting with the Mod. @SkipWestcott YoungSailorGlitter - For assisting with implementation of Custom Events into the Mod. @YoungSailorGlitter SadSun - For writing some of the default events. @SadSun TB - For assisting with writing and image finding. @transfer ErraynHV - For the Great Integration of Hot Butter. Stronggater - For assisting with writing dialogues. @stronggater Ruihan - For assisting with bug fixes. LogRaam - For the special CEEvents Story Compiler and assisting with the Mod. Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this. Please Enjoy! -
View File Bannerlord Mod: Captivity Events Captivity Events Description Captivity adds custom events to the world (random) and the captivity system (captor, captive), prostitution menu, and the loss of armor and weapons for the player, various parameters to loss of renown to relationships and attainment of skills, as well as quests to retrieve missing equipment. A key feature of this mod is the ability to customize your own events with images and your own event chains and dialogue. Help Required Need more artists to create some non-adult backgrounds. Need more writers for more events to cater to more tastes. Translators. Funds. Reminders Delete the old mod completely before installing new one. VERY IMPORTANT! If you are installing manually please read the README as well. This mod affects save-data make sure to make backups of your saves. This mod requires MCMv5. LL Version Additional Content Contains some modified event text that doesn't follow nexus guidelines. Contains the Gif Sub Module. Links Nexus Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226/?tab=description "Remember LL will always be updated first." Discord Link: https://discord.gg/nQRBmg7 1400 is being released in June?! Custom Module Loader Supported Event Writers, please refer to zCEDefaults, move it to Mount & Blade II Bannerlord\Modules Road Map (Coming Soon) Integrate to Bannerlord Events - I will allow Events to use a different UI of the default bannerlord. Randomized Captors - Captors will be selected at random from the party, not just party leader as it is currently. Tutorial Write-Up - Tutorial in how to use this framework is currently in the works. Leveling and Expansion for Brothel - Leveling, bonus rooms and slavery dialogue. Already Supported Scenes for Events - Teleports you into a conversation scene from an event. New Flavor Packs for Events - Standardized art in the making. Randomized/Conditional Images - Randomize background images based on conditions or weight. Custom Events and Loader - Make your own events and load them to work with this mod. Battle Scenes - Start new battles (ambushes, plain battles) and spawn hostile parties from the events. Moving Images and Custom Images - Insert your own images or make animated images using the animation XML. Various Custom Conditionals - Various Custom Conditional (Location Flags, Raiding Flags, Day/Night Etc) included in the XSD file for you to work with your events. Custom Quests and Strip Consequence - Lose your gear on loss and go on a quest of chance to reclaim it after escaping. Random Events - Random Events that don't require captives. Captor Events - Events where you are the captor. Brothel - Own your brothel where you can enjoy yourself, work as a prostitute or become an owner and put your captives to work. Leveling for Brothel - Leveling up the brothel for more profit. Custom Skills - Custom Skills/Flags Supported. Create New Characters - New custom generated companions/captive heroes via events. Progress Events - Support for events that require a party to stay in place for a duration. Companions/Spouses - Companion/Spouse will be included within the events. Teleport Support - Teleport the party or prisoner across the map to various destinations through the events. Animated Scenes - Animations play when in Brothel/Calling an event with SceneToPlay. (Hot Butter) Mod Integration - Integrations (Slave Gear). Custom Scenes for Events - Teleports you into a custom attached scene from captivity events. Naval Events - Naval and Port Events. Alternative Triggers - OnPartyEntered, DeathAlternative, etc. Delayed Events - Support for events that should happen sometime after another event. Special Thanks to Sin Lord Creations - For creating the images used in default events. Click Here To Support. ChancellorKremlin - For assisting with writing and the creation of several events in the Mod. Skipwestcott - For assisting with the Mod. @SkipWestcott YoungSailorGlitter - For assisting with implementation of Custom Events into the Mod. @YoungSailorGlitter SadSun - For writing some of the default events. @SadSun TB - For assisting with writing and image finding. @transfer ErraynHV - For the Great Integration of Hot Butter. Stronggater - For assisting with writing dialogues. @stronggater Ruihan - For assisting with bug fixes. LogRaam - For the special CEEvents Story Compiler and assisting with the Mod. Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this. Please Enjoy! Submitter BadListener Submitted 04/27/20 Category Mount & Blade II: Bannerlord Requirements Bannerlord, MCMv5 Install Instructions Download Instructions Download Captivity Events Download Default Event Package (Contains the Default Events) Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this.
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Captive Player View File Become a captive sex slave, locked in bondage and contraptions along with your followers. There are many scenes of captivity available, using the same captive locations as in Captive Followers. What happens when you are captive? You will be robbed and used as a sex slave. What's New in Version 1.7: A new game is not required if upgrading from 1.1. This release version requires Captive Followers 2.5. Description: Your captors will lock you up in bondage furniture and restraints. There are only two options available to you, when restrained. You can either wait using your default wait key, usually 'T', or struggle using 'V' or whatever key you define in Captive Player MCM. When talked to, you can be defiant and blow off your captors which could make them aggressive, or you can be a submissive sex slave and please them consensually, which will make your captors more likely to treat you well. Being defiant increases your resolve and chance to escape, but is risky because your followers won't treat you well and your fate will be miserable if you don't escape. Being submissive lowers your resolve to escape, but it could be the best option if there are many captors around you and your chances of escaping alive are low. What are the possible outcomes of captivity? 1. If you successfully struggle, you will become an escapee and your captors will become hostile. In this event, you have an option to mobilize your followers by clicking on them to free them from captivity, so you can fight your captors along with them. Or you can run for it in hopes of exiting the cave or dungeon, wherever you are held captive. If you are defeated while escaping, you will be killed or your fate will be decided by a defeat mod, if you have it installed. 2. If you don't escape, your captors will decide your fate. You will suffer a permanent penalty, losing one of your stats by a small amount. If you were a submissive sex slave, the penalty will be milder and your captors could let you go. Otherwise they could send you again to Simple Slavery, or prison. Overall, whichever outcome happens, it's always better to escape without getting killed, if possible. How many captive locations are available? The player has less captive locations available than followers, because some locations require a quest to start or don't have a valid exit if located within a dungeon. Overall, there should be 80+ locations where player can be held captive, if optional captive follower mods are installed. Without the optional mods, 50+ captive locations should be available. Also, if more than 200 followers are held captive, the available captive locations for player will start to decrease as locations become full and can hold no more captives. However, in this case, starting a new game would randomnize the locations where followers are held making some locations available that were not available in the previous game. Can you play this mod as male player? Yes, sure. I haven't tested much using this option, but there is no requirement that your character is female. The main difference is that if playing as male, only females will approach you for sex. There will be a lot less sex animations available and less devious devices your male character can equip. Can you play this mod without sex? Yes, but there will be fewer options for you and your captors. Your only option will be to struggle and escape, and for them to kill you if you try to escape. Required Mods: ------------------------------------ The following mods are required: Captive Followers (version 2.4) Open Animation Replacer Captive Player won't load unless Captive Followers version 2.0 or a later version, and all its requirements are installed. You don't need to actually make your followers captive, but the mod must be loaded, even if it is not used to restrain followers. Also, you need to run FNIS or Pandora after installation. Recommended Mods: ------------------------------------ SexLab Billyy's SLAL Animations Anub's Animation Dump (REBORN) Nibbles SLAL Animations Baka SLAL Animations Leito SLAL Animations Nymra Forced Foreplay SLAL Pack If you don't have SexLab, you will miss out on a lot of content when captive. Specifically, you won't see any aggressive sex animations and also a bunch of consensual sex animations will not be available. Captive Player uses the same sex animations as Captive Followers, defined in the JSON config. Devious Devices NG It's strongly recommended to have devious devices installed when captive, because captors can equip devices on you and lock you in contraptions, making escape more interesting and challenging. Simple Slavery++ Simple Slavery++ version 6.3.26 or later is needed to become captive. Otherwise, without it, your only option of becoming captive is by starting the game as captive or by getting defeated through Acheron. Acheron You could be defeated and taken captive, if you have Acheron installed. More Nasty Critters Special/Anniversary Edition V16 MNC is needed so humanoid creatures can have sex with captives, if for example you are held captive by draugr or skeletons. Captive Start Alternate Start- Live Another Life Download Captive Start from the mod files along with Alternate Start to start a new game as captive. Nerfed Followers Followers get injured, defeated, and taken captive Gunslicer Animations All in One OAR Bleedout animations Bimbos of Skyrim Followers and player may gain corruption when captive. YPS Immersive Fashion KS Hairdos SSE KS Hairdos - HDT SMP Xing HDT-SMP Hair Install YPS and hairstyles so captors can change the player's hairstyle. SlaveTats NG Rape Tattoos Continued Fade Tattoos Continued Captive player will have slave tattoos if SlaveTats NG and RapeTattoos are installed. Optional Mods: ------------------------------------ SLSO Captor orgasms or lack of them during sex influence how they behave. OSL Aroused OSL Aroused or another SexLab arousal mod is recommended. Arousal drugs are used by captors. If there is no arousal mod installed, their effect will be diminished. Prison Overhaul Patched You could be sent to prison from Captive Player, using Prison Overhaul Patched, if it's installed. Bruiser Lets you learn hand to hand combat, which is useful when fighting your way out of sticky captive situations. Bella Voice DBVO Voice for the female Dragonborn. OStim Billyy's animations for Ostim Standalone Anub's animations for Ostim Standalone OStim can be used together with SexLab, but only for consensual captive sex scenes. If using OStim, in Ostim Standalone MCM, you will need to uncheck "Intended gender only" under Gender Roles, and also uncheck "Disable Scaling" under Alignment There are only two ways to become captive right now. Either you can start a new game as captive by installing Captive Start and taking to the statue in Alternate Start, or you can become captive, by coming in from Simple Slavery++ auction at any point of the game. If using Alternate start, you should only become captive after SexLab has been installed along with SLAL animations, and your followers have been restrained, if you are restraining followers. How to start a new game as captive, along with your followers: ------------------------------------ 1) Start a new game, and wait a minute or so for all the mods to load, including Captive Followers, Captive Start, and Captive Player 2) Open MCM, install SexLab, configure creatures if using MNC, and registar the SLAL animations 3) While the SLAL animations are registering, talk to the statue and choose "I am a slave, my followers are captive". Warning: Choosing this option will automatically start restraining all your followers, but that's what we want, to be captive alongside them. If you need to make changes to the Captive Followers MCM, do that before talking to the statue. If the dialogue option is not availabe, it means the Captive Followers script is still initializing, and you need to wait a little more. 4) Configure the rest of your MCM, manually or using MCM recorder if you have it installed. 5) Click on the bed, you will be taken to the auction cell in Simple Slavery. 6) In the auction hall cell, start the auction only after all your followers have been restrained. How to start a new game as captive, along with your followers, without SimpleSlavery++ ------------------------------------ Same as above except in step 3 use the Captive Followers MCM to restrain your followers. Then choose "I am held captive" when talking to the statue, wait for the followers to finish restraining, and click on the bed. How to start a new game as captive, without restraining your followers: ------------------------------------ Same as above except in step 3 choose "I am held captive". You can restrain your followers at any time after becoming captive, using the MCM. What's New in Version 1.6 What's New in Version 1.5 What's New in Version 1.4 What's New in Version 1.3 A new game is not required if upgrading from 1.1. This release version requires Captive Followers 2.2. What's New in Version 1.2 A new game is not required if upgrading from 1.1. This release version requires Captive Followers 2.1. What's New in Version 1.1 A new game is not required if upgrading from 1.0. This release version requires Captive Followers 2.0. Tha main change in this version is the option of being taken captive if defeated through Acheron. What's New in Version 1.0.4 Submitter darkdesires04 Submitted 08/02/25 Category Adult Mods Requirements Regular Edition Compatible Install Instructions
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Captive Followers View File What will you do with 100s of followers available to download, while only 2 or 3 can follow you? I created this mod as an idea to resolve this issue. At the beginning of the game or whenever you install the mod, it gives you an MCM option to scan inns and other common places where followers hang out and restrain them into captivity at enemy forts, caves, and dungeons. It is up to you to find and free them, but it won't be easy since you might be alone now and you don't know where they are. If you manage to infiltrate an enemy fort, when you walk up to a restrained follower you can just activate them or hit them and they will follow you outside. Once outside they will just become a regular follower as if they were never held captive. What's New in Version 2.5: A new game is not required if upgrading from 2.0 or later. Don't forget to backup your config file if upgrading. Description: The mod features two core parts: 1. followers are restrained and held captive in forts, caves, and dungeons. There are over 50 locations where they could be. See spoiler for details. 2. new enemies are spawned to guard them in and around forts, levelled and unlevelled. No new enemies are spawned in dungeons or caves. Currently this mod doesn't have a quest or any followers. It gives you an option to scan for followers you have downloaded from other mods. The mod by itself places captive furniture in various Skyrim locations and doesn't do anything else until you start the mod script in the MCM. When it starts running you will see a message "Restraining followers...". It takes 3-5 minutes for the script to run, but you can just start playing without waiting. I recommend you stay away from inns and towns during that time so the script can restrain the followers while you are not there. By default, all followers except those blacklisted in the config, are restrained. If you don't want certain followers restrained you can edit the config file located in Data\SKSE\Plugins\CaptiveFollowers\Config.json and add the follower's mod name to the BlacklistedMods list, so that followers from that mod will not be restrained. Not all followers are restrained. Here are the rules for restraining a follower: - not a follower included in the base game, such as Aela the Huntress or Mjoll the Lioness - not a follower from the Buxom Wench Yuriana mod - not a child or animal, must be NPC - not close to you or following you at the time the script runs - not a follower that is already enslaved by bandits in caves or bandit camps, follower must be initially located in friendly location, such as a town or an inn - not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json Alternatively, the config can be defined so that only whitelisted followers are restrained, if you set "RestrainOnlyFromWhitelist" to 1. And finally, the config also contains ForceCaptureNPCs. These NPCs will always be restrained. They don't need to be followers, and they will be restrained without having to be scanned first. The only requirement is that that they are a valid NPC. ForceCaptureNPCs is a list of NPC reference ids not form ids, so if you want to restrain a certain NPC you need to add the reference id of this NPC into this list. Currently, the maximum amount of followers that can be restrained is 500+ with optional dungeon mods installed, and 330 without them. The mod also has an MCM which shows how many followers are held captive currently and a checkbox to restrain followers freed by the Follower Slavery Mod if that mod frees a follower just because the enslavement limit is hit. List of locations where followers may be held captive: Required Mods: The following mods are required: PapyrusUtil SE Powerofthree's Papyrus Extender powerofthree's Tweaks Papyrus Tweaks NG JContainers Fuz Ro D-oh - Silent Voice ZAZ Animation Pack It would be best if you download ZAZ 8.0 CBBE Rev2 https://mega.nz/#!rJghkKBZ!Orm3SQ4_W7Icpbnjs--FzvX2cJQlZg82WlywEct_Jfw or ZAZ 8.0+ CBBE HDT 2023 https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg I am not sure if lower versions of ZAZ will work. Mods for Sex Scenes: SexLab or OStim are required, only if you want to barge on sex scenes as you rescue your followers. Option 1: SexLab Billyy's SLAL Animations Anub's Animation Dump (REBORN) Nibbles SLAL Animations Baka SLAL Animations Leito SLAL Animations If you want to see captives having sex with trolls, werewolves, draugr and similar creatures: More Nasty Critters Special/Anniversary Edition V16 Option 2: OStim Billyy's animations for Ostim Standalone Anub's animations for Ostim Standalone Mods for More Captive Spots: Hammet's Dungeon Pack 1 SE Hammet's Dungeon Pack 2 SE Forgotten Dungeons (SSE) Skyrim Sewers 4 Siege at Icemoth Morthal Barrow The Temple of Black Rock Complementary Mods: Follower Slavery Mod Buxom Wench Yuriana !Maidens of Darkness Damsels in Distress - Follower Collection Damsels in Distress - The Caged Rose The placed new enemies are vanilla, plus optional enemies from the MihailMods series that the script detects you have installed. Ogres High Minotaurs Cyrodilic Minotaurs Ogrim Bolgans Vampire Lords and Beasts Goblins and Riekers Thri-Kreen Beholders Bone Colossi and Gravelords Imps and Homonculus Wraiths Flesh Atronachs Zombies If you don't have any of the optional monster mods installed, then only vanilla enemies will be placed in and around forts. Incompatible Mods: Any mods that alter fort, dungeon or cave layouts or that reorganize or place furniture might conflict but it won't be game breaking unless the entire layout is overhauled. What's New in Version 2.4: A new game is not required if upgrading from 2.0 or later. Don't forget to backup your config file if upgrading. What's New in Version 2.3: What's New in Version 2.2: What's New in Version 2.1: What's New in Version 1.9: What's New in Version 1.8: What's New in Version 1.7: What's New in Version 1.6: What's New in Version 1.5: What's New in Version 1.4: What's New in Version 1.3: What's New in Version 1.2: Submitter darkdesires04 Submitted 05/02/24 Category Adult Mods Requirements Zaz, PapyrusUtil, JContainers, Powerofthree's Papyrus Extender Regular Edition Compatible No Install Instructions
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Version 1.7
35565 downloads
Become a captive sex slave, locked in bondage and contraptions along with your followers. There are many scenes of captivity available, using the same captive locations as in Captive Followers. What happens when you are captive? You will be robbed and used as a sex slave. What's New in Version 1.4: A new game is not required if upgrading from 1.1. This release version requires Captive Followers 2.3. Description: Your captors will lock you up in bondage furniture and restraints. There are only two options available to you, when restrained. You can either wait using your default wait key, usually 'T', or struggle using 'V' or whatever key you define in Captive Player MCM. When talked to, you can be defiant and blow off your captors which could make them aggressive, or you can be a submissive sex slave and please them consensually, which will make your captors more likely to treat you well. Being defiant increases your resolve and chance to escape, but is risky because your followers won't treat you well and your fate will be miserable if you don't escape. Being submissive lowers your resolve to escape, but it could be the best option if there are many captors around you and your chances of escaping alive are low. What are the possible outcomes of captivity? 1. If you successfully struggle, you will become an escapee and your captors will become hostile. In this event, you have an option to mobilize your followers by clicking on them to free them from captivity, so you can fight your captors along with them. Or you can run for it in hopes of exiting the cave or dungeon, wherever you are held captive. If you are defeated while escaping, you will be killed or your fate will be decided by a defeat mod, if you have it installed. 2. If you don't escape, your captors will decide your fate. You will suffer a permanent penalty, losing one of your stats by a small amount. If you were a submissive sex slave, the penalty will be milder and your captors could let you go. Otherwise they could send you again to Simple Slavery, or prison. Overall, whichever outcome happens, it's always better to escape without getting killed, if possible. How many captive locations are available? The player has less captive locations available than followers, because some locations require a quest to start or don't have a valid exit if located within a dungeon. Overall, there should be 80+ locations where player can be held captive, if optional captive follower mods are installed. Without the optional mods, 50+ captive locations should be available. Also, if more than 200 followers are held captive, the available captive locations for player will start to decrease as locations become full and can hold no more captives. However, in this case, starting a new game would randomnize the locations where followers are held making some locations available that were not available in the previous game. Can you play this mod as male player? Yes, sure. I haven't tested much using this option, but there is no requirement that your character is female. The main difference is that if playing as male, only females will approach you for sex. There will be a lot less sex animations available and less devious devices your male character can equip. Can you play this mod without sex? Yes, but there will be fewer options for you and your captors. Your only option will be to struggle and escape, and for them to kill you if you try to escape. Required Mods: ------------------------------------ The following mods are required: Captive Followers Open Animation Replacer Captive Player won't load unless Captive Followers version 2.0 or a later version, and all its requirements are installed. You don't need to actually make your followers captive, but the mod must be loaded, even if it is not used to restrain followers. Also, you need to run FNIS or Pandora after installation. Recommended Mods: ------------------------------------ SexLab Billyy's SLAL Animations Anub's Animation Dump (REBORN) Nibbles SLAL Animations Baka SLAL Animations Leito SLAL Animations Nymra Forced Foreplay SLAL Pack If you don't have SexLab, you will miss out on a lot of content when captive. Specifically, you won't see any aggressive sex animations and also a bunch of consensual sex animations will not be available. Captive Player uses the same sex animations as Captive Followers, defined in the JSON config. Devious Devices NG It's strongly recommended to have devious devices installed when captive, because captors can equip devices on you and lock you in contraptions, making escape more interesting and challenging. Simple Slavery++ Simple Slavery++ version 6.3.26 or later is needed to become captive. Otherwise, without it, your only option of becoming captive is by starting the game as captive or by getting defeated through Acheron. More Nasty Critters Special/Anniversary Edition V16 MNC is needed so humanoid creatures can have sex with captives, if for example you are held captive by draugr or skeletons. Captive Start Alternate Start- Live Another Life Download Captive Start from the mod files along with Alternate Start to start a new game as captive. Nerfed Followers Followers get injured, defeated, and taken captive Gunslicer Animations All in One OAR Bleedout animations Bimbos of Skyrim Followers and player may gain corruption when captive. YPS Immersive Fashion KS Hairdos SSE KS Hairdos - HDT SMP Xing HDT-SMP Hair Install YPS and hairstyles so captors can change the player's hairstyle. SlaveTats NG Rape Tattoos Continued Fade Tattoos Continued Captive player will have slave tattoos if SlaveTats NG and RapeTattoos are installed. Acheron You could be defeated and taken captive, if you have Acheron installed. Optional Mods: ------------------------------------ SLSO Captor orgasms or lack of them during sex influence how they behave. OSL Aroused OSL Aroused or another SexLab arousal mod is recommended. Arousal drugs are used by captors. If there is no arousal mod installed, their effect will be diminished. Prison Overhaul Patched You could be sent to prison from Captive Player, using Prison Overhaul Patched, if it's installed. Bruiser Lets you learn hand to hand combat, which is useful when fighting your way out of sticky captive situations. Bella Voice DBVO Voice for the female Dragonborn. OStim Billyy's animations for Ostim Standalone Anub's animations for Ostim Standalone OStim can be used together with SexLab, but only for consensual captive sex scenes. If using OStim, in Ostim Standalone MCM, you will need to uncheck "Intended gender only" under Gender Roles, and also uncheck "Disable Scaling" under Alignment There are only two ways to become captive right now. Either you can start a new game as captive by installing Captive Start and taking to the statue in Alternate Start, or you can become captive, by coming in from Simple Slavery++ auction at any point of the game. If using Alternate start, you should only become captive after SexLab has been installed along with SLAL animations, and your followers have been restrained, if you are restraining followers. How to start a new game as captive, along with your followers: ------------------------------------ 1) Start a new game, and wait a minute or so for all the mods to load, including Captive Followers, Captive Start, and Captive Player 2) Open MCM, install SexLab, configure creatures if using MNC, and registar the SLAL animations 3) While the SLAL animations are registering, talk to the statue and choose "I am a slave, my followers are captive". Warning: Choosing this option will automatically start restraining all your followers, but that's what we want, to be captive alongside them. If you need to make changes to the Captive Followers MCM, do that before talking to the statue. If the dialogue option is not availabe, it means the Captive Followers script is still initializing, and you need to wait a little more. 4) Configure the rest of your MCM, manually or using MCM recorder if you have it installed. 5) Click on the bed, you will be taken to the auction cell in Simple Slavery. 6) In the auction hall cell, start the auction only after all your followers have been restrained. How to start a new game as captive, along with your followers, without SimpleSlavery++ ------------------------------------ Same as above except in step 3 use the Captive Followers MCM to restrain your followers. Then choose "I am held captive" when talking to the statue, wait for the followers to finish restraining, and click on the bed. How to start a new game as captive, without restraining your followers: ------------------------------------ Same as above except in step 3 choose "I am held captive". You can restrain your followers at any time after becoming captive, using the MCM. What's New in Version 1.3 A new game is not required if upgrading from 1.1. This release version requires Captive Followers 2.2. What's New in Version 1.2 A new game is not required if upgrading from 1.1. This release version requires Captive Followers 2.1. What's New in Version 1.1 A new game is not required if upgrading from 1.0. This release version requires Captive Followers 2.0. Tha main change in this version is the option of being taken captive if defeated through Acheron. What's New in Version 1.0.4 -
Naked Dungeons View File Naked Dungeons The Elder Scrolls V: Skyrim mod Version 2.0.1 Tired of being capable of rushing through every single dungeon of Skyrim with no difficulties whatsoever, killing any enemies in your way single-handedly thanks to your kick-ass weapons and fancy armor? Here is the solution: Rumours has it that some (or all) dungeon entrances are cursed with an inescapable magical trap, which forces you to leave almost all your equipment outside. To make things worse, the curse is permanent, resulting in a self-recharging trap, therefore it works on every single living being trying to enter the dungeon, so you cannot have very high expectations about easy looting from slain enemies and other dead bodies. This means that you must fight yourself through with whatever weapons and armor you can find inside, or rely on your magical abilities. There is no need to worry about your precious gear being lost for good, however, for it is kept safely in a package outside (in front of the dungeon entrance), so you can recover it any time from there, the only thing is that you have no way to get them though he entrance. INSTALLATION: Copy the contents of the archive into your Skyrim folder. IMPORTANT: IF YOU INSTALL THE MOD OVER A PREVIOUS VERSION, AND YOU HAPPEN TO HAVE ANY LOOSE NAKED DUNGEONS SCRIPTS FILES IN THE [Skyrim]\Data\scripts FOLDER, THEN IT IS IMPERATIVE TO DELETE ALL OF THE LOOSE SCRIPT FILES LEFT FROM THE PREVIOUS VERSION OF THE MOD AFTER THE INSTALLATION, OTHERWISE THE MOD WILL NOT WORK CORRECTLY! (Note: all script files have an "ndun_" prefix in their file name.) TIP: You may clean your Data folder from the unnecessary files by running the included "Naked_Dungeons_clean.bat" file from the Skyrim folder. IMPORTANT: The mod is NOT enabled by default, you need to enable it manually after the istallation via the MCM (Naked Dungeons -> Debug -> Enable mod). If you install this version over a previous one, then a clean save is STRONGLY recommended beforehand: REQUIREMENTS: SKSE (http://skse.silverlock.org/) SkyUI (http://www.nexusmods.com/skyrim/mods/3863/?) XPMSE: XP32 Maximum Skeleton Extended (http://www.nexusmods.com/skyrim/mods/68000/?) SexLab (http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/) SexLab Aroused Redux (http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-december-05-2016/) Zaz Animation Pack 8.0 Plus (http://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/) Devious Devices - Assets (http://www.loverslab.com/files/file/269-devious-devices-assets/) Devious Devices - Integration (http://www.loverslab.com/files/file/371-devious-devices-integration/) Devious Devices - Expansion (http://www.loverslab.com/files/file/1305-devious-devices-expansion/) ...and their individual dependencies Soft dependencies: Rosebutt by komotor (http://www.loverslab.com/topic/56137-wip-rosebutt-v01-standalone/) - RECOMMENDED if you wish to see Naked Dungeon's Anal Gaping function working in high resolution (the low resolution version meshes are already included in the Naked Dungeons.bsa with the permission of komotor, the creator of the meshes. mzinWaterUtil (https://www.nexusmods.com/skyrim/mods/68254) SlaveTats (https://www.loverslab.com/files/file/619-slavetats/) with SlaveTats Cane Marks (https://www.loverslab.com/files/file/2917-slavetats-cane-marks/) Recommended: Komotor's Animations (http://www.loverslab.com/files/file/2897-slal-komotors-animations/) - (not necessary for Naked Dungeons, but contains high quality animations that are well worth downloading) HOW IT WORKS: TROUBLESHOOTING: If you happen to encounter any problems with the mod (e.g. traps not triggering when you think they should), first make sure to enable the debug mode in the MCM (Naked Dungeons -> Debug -> Show debug messages; it is no longer enabled by default) and see if any messages appear on entering or exiting dungeons. If there are no messages at all, make sure the mod is enabled (MCM: Naked Dungeons -> Debug -> Enable mod), or try to disable and re-enable it. TIP: If your character is a "sneaky archer" type, then it may be rather difficult to fight without your usual weapons. This is why the bound weapon spells are given to the player if you enable the mod with the "Show debug messages" option also enabled. CREDITS: The author wishes to thank komotor (http://komotor.tumblr.com/mods) for the anal gaping meshes and textures CGi for the mod organizer friendly version and also for the German translation zeldashu for the Chinese translation donttouchmethere for the extensive beta testing and many other LoversLab users for all their good ideas and suggestions UPDATE HISTORY: version 2.0.1 (current release) "Naked Dungeons MCM not registering without save/reload" bug fixed "Followers possibly losing their equipment permanently if 'Follower strip chance' variable is less than 100%" bug fixed "PC stuck in the fighting stance after deflation if the Deflation function was used with weapons out" bug fixed If the PC is tied to a Zaz furniture after having been defeated and raped, assaulters no longer turn hostile again until the PC has managed to free their hands Captivity events no longer create new Zaz furnitures if there is already an eligible Zaz furniture nearby Wriggling out of Zaz furnitures after Captivity events no longer use stamina if the stamina cannot regenerate (some mods may temporarily set the stamina regeneration rate to zero, which could make it impossible to struggle out of Zaz furnitures The devious devices chance variable used to have no effect on the Civilian Rape events. This wasn't a bug (I never intended it to work that way), but since I understand that it could be confusing for the user, I changed that: Civilian Rapers will now observe the aforementioned variable when equipping devious devices. Known problems still possibly present in the hotfixed version: During the Captivity event it was quite possible to press the menu accidentally before the 'Free your hands' message arrived. This could result in the Captivity menu keys not registering perfectly or even falling out of the furniture with no way to move your hands or do anything. In this fix I tried to do everything I could to avoid this situation. I'm afraid it's not perfect yet, but nonetheless it must be much better than before. Note: if you stuck in the Captivity event, the proper console command to recover from it is: setstage ndun_CaptiveQuest 100 Zaz furnitures created on Captivity events might not always be aligned perfectly with the surface mesh (sometimes they are created a little bit above the ground) Version 2.0: Harmlessness: as long as the Civilian Rape feature is enabled, the player character is naked AND unarmed or helpless, no human enemies will attack them. Instead, they will force-greet and rape the PC via the Civilian Rape ("I kinda like your garment") mechanism, just like non-hostile NPCs. Bathing: a nem menu item ("Wash yourself") is added to the Deflation menu, which appears only if the PC is standing (not swimming) in water. This provides a very basic bathing functionality: all is does is stripping the PC and removing the SexLab cumshot visual effect from the body. Currently there is no bathing animation used (for the sake of immersion, it is recommended to use a poser mod like Poser Hotkeys along with it). It uses the same water detection system as the Bathing in Skyrim mod, so there is a new soft dependency called mzinWaterUtil (without that little SKSE extension water detection will not work). Apart from the vanilla Skyrim water types, ND can detect the water types added by the following DLCs and mods: Dawnguard, Dragonborn, Falskaar and Realistic Water Two. Note that if the Bathing in Skyrim mod is installed, then it is NOT necessary to enable the built-in water detection method of ND (water detection will work without it). Bathing in Skyrim is NOT a dependency by the way. A nem menu item (saying "Urinate") is added to the Deflation menu. All it does is adding/removing the Zaz pee visual effect (along with some rather hard-to-hear sound effect) to the PC, there are no in-game consequences attached to it whatsoever. Whip Marks: when enabled, whip marks will be shown on the skin of the PC after ND's whipping scenes (only after ND's own whipping scenes, not other mods' ones). This new feature requires the SlaveTats mod and its CaneMarks textures to be installed (but it is only a soft dependency, so ND can work without it, if the user leaves this MCM option unchecked). The whip marks can be healed using any vanilla shrines. Wizard Scene: a new devious devices removal scene (not quite as complicated as the Ritual of Purification). It can be activated via the Prostitution feature, using the "Excuse me... / Could you please help me with my restraints" dialog. Innkeepers no longer will offer keys for sex as common NPCs. Instead, they will point you to the court wizards, who (using the same dialog) will ask you to assist them in some important research in exchange of DD removal. The scene involves a whole new (but rather primitive) game cell (a small "laboratory") where you are supposed to follow the wizard's orders. Captivity: after Robbery events your assaulters can decide to tie you to some Zaz furniture (like Crosses, Poles and suchlike). You can escape from this situation through a struggle mechanism similar to that of the devious armbinders. Slavery: after Robbery events human attackers can decide to enslave you via the Simple Slavery mechanism (Simple Slavery is a soft dependency only). Obesity: a new feature having basic Realistic Needs-like functionality in terms of consuming food and drink, which can alter the weight (along with the visual appearance) of your character depending on how much you eat. The player character has an energy reservoir (a "stomach"). As long as you keep it at a normal fill level (0-100%), nothing will change. The stomach gradually empties over time (it is checked once in every game hour by a script). Once it completely empties (0%), you will start to lose weight. If your weight reaches the minimum (0%), the stomach fill level will drop below 0%, the mod notifies the user that "You are starving", and the PC will slow down (the lower the stomach fill level is between 0% and -100%, the slower your character can move). It is also possible to overfill your stomach by eating too much (to a maximum of 200%). As long as the stomach fill level is above 100%, the PC will gradually gain weight and appear fatter. If the weight reaches the maximum (100%), the PC will slow down due to morbid obesity (the higher the stomach fill level is at 100% weight, the more severe the slowdown effect will be). With the default MCM settings, it takes 2 mass units of food to fill the stomach to 100% from 0%, a 100% filled stomach takes 24 game hours to empty, and the full weight gain/lose cycle (from 0% to 100% weight or the other way round) takes 10 game days. Guard Punishment: fixed an error that could result in chain-punishment by the same guard. Civilian Rape: fixed an error that could result in chain-rape by the same NPC. Civilian Rape: elder and vampire races included in the list of eligible NPCs. Civilian Rape: eligible NPCs can be filtered by gender. Devious Devices: fixed a minor bug to exclude ddx items when the "Allow DDX items" checkbox is not checked. Arngeir refuses to start the Ritual of Purification outside the monastery building of High Hrothgar. Ritual of Purification: the mod tries to start the Ritual of Purification start-game-enabled quest if it fails to start automatically for some reason. If the quest cannot be started, it will send error messages instead of the NULL object errors. Immortality: Gangbang and chain rape. ND no longer tries to select more than 1 creature in defeat animations. Armor Amortisation: Daedric armors are excluded (you'll never lose them). Dungeon trap script checks enumerated inventory items against NULL values. Fixed a bug in the Disguise Submitter galahad_69 Submitted 04/01/2016 Category Other Requires SKSE, SkyUI, XPMSE, SexLab, SexLab Aroused (Redux), Zaz Animation Pack 8.0+, Devious Devices Assets + Integration + Expansion Special Edition Compatible No
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1
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- sexlab
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Version 2.0.1
44467 downloads
Naked Dungeons The Elder Scrolls V: Skyrim mod Version 2.0.1 Tired of being capable of rushing through every single dungeon of Skyrim with no difficulties whatsoever, killing any enemies in your way single-handedly thanks to your kick-ass weapons and fancy armor? Here is the solution: Rumours has it that some (or all) dungeon entrances are cursed with an inescapable magical trap, which forces you to leave almost all your equipment outside. To make things worse, the curse is permanent, resulting in a self-recharging trap, therefore it works on every single living being trying to enter the dungeon, so you cannot have very high expectations about easy looting from slain enemies and other dead bodies. This means that you must fight yourself through with whatever weapons and armor you can find inside, or rely on your magical abilities. There is no need to worry about your precious gear being lost for good, however, for it is kept safely in a package outside (in front of the dungeon entrance), so you can recover it any time from there, the only thing is that you have no way to get them though he entrance. INSTALLATION: Copy the contents of the archive into your Skyrim folder. IMPORTANT: IF YOU INSTALL THE MOD OVER A PREVIOUS VERSION, AND YOU HAPPEN TO HAVE ANY LOOSE NAKED DUNGEONS SCRIPTS FILES IN THE [Skyrim]\Data\scripts FOLDER, THEN IT IS IMPERATIVE TO DELETE ALL OF THE LOOSE SCRIPT FILES LEFT FROM THE PREVIOUS VERSION OF THE MOD AFTER THE INSTALLATION, OTHERWISE THE MOD WILL NOT WORK CORRECTLY! (Note: all script files have an "ndun_" prefix in their file name.) TIP: You may clean your Data folder from the unnecessary files by running the included "Naked_Dungeons_clean.bat" file from the Skyrim folder. IMPORTANT: The mod is NOT enabled by default, you need to enable it manually after the istallation via the MCM (Naked Dungeons -> Debug -> Enable mod). If you install this version over a previous one, then a clean save is STRONGLY recommended beforehand: REQUIREMENTS: SKSE (http://skse.silverlock.org/) SkyUI (http://www.nexusmods.com/skyrim/mods/3863/?) XPMSE: XP32 Maximum Skeleton Extended (http://www.nexusmods.com/skyrim/mods/68000/?) SexLab (http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/) SexLab Aroused Redux (http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-december-05-2016/) Zaz Animation Pack 8.0 Plus (http://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/) Devious Devices - Assets (http://www.loverslab.com/files/file/269-devious-devices-assets/) Devious Devices - Integration (http://www.loverslab.com/files/file/371-devious-devices-integration/) Devious Devices - Expansion (http://www.loverslab.com/files/file/1305-devious-devices-expansion/) ...and their individual dependencies Soft dependencies: Rosebutt by komotor (http://www.loverslab.com/topic/56137-wip-rosebutt-v01-standalone/) - RECOMMENDED if you wish to see Naked Dungeon's Anal Gaping function working in high resolution (the low resolution version meshes are already included in the Naked Dungeons.bsa with the permission of komotor, the creator of the meshes. mzinWaterUtil (https://www.nexusmods.com/skyrim/mods/68254) SlaveTats (https://www.loverslab.com/files/file/619-slavetats/) with SlaveTats Cane Marks (https://www.loverslab.com/files/file/2917-slavetats-cane-marks/) Recommended: Komotor's Animations (http://www.loverslab.com/files/file/2897-slal-komotors-animations/) - (not necessary for Naked Dungeons, but contains high quality animations that are well worth downloading) HOW IT WORKS: TROUBLESHOOTING: If you happen to encounter any problems with the mod (e.g. traps not triggering when you think they should), first make sure to enable the debug mode in the MCM (Naked Dungeons -> Debug -> Show debug messages; it is no longer enabled by default) and see if any messages appear on entering or exiting dungeons. If there are no messages at all, make sure the mod is enabled (MCM: Naked Dungeons -> Debug -> Enable mod), or try to disable and re-enable it. TIP: If your character is a "sneaky archer" type, then it may be rather difficult to fight without your usual weapons. This is why the bound weapon spells are given to the player if you enable the mod with the "Show debug messages" option also enabled. CREDITS: The author wishes to thank komotor (http://komotor.tumblr.com/mods) for the anal gaping meshes and textures CGi for the mod organizer friendly version and also for the German translation zeldashu for the Chinese translation donttouchmethere for the extensive beta testing and many other LoversLab users for all their good ideas and suggestions UPDATE HISTORY: version 2.0.1 (current release) "Naked Dungeons MCM not registering without save/reload" bug fixed "Followers possibly losing their equipment permanently if 'Follower strip chance' variable is less than 100%" bug fixed "PC stuck in the fighting stance after deflation if the Deflation function was used with weapons out" bug fixed If the PC is tied to a Zaz furniture after having been defeated and raped, assaulters no longer turn hostile again until the PC has managed to free their hands Captivity events no longer create new Zaz furnitures if there is already an eligible Zaz furniture nearby Wriggling out of Zaz furnitures after Captivity events no longer use stamina if the stamina cannot regenerate (some mods may temporarily set the stamina regeneration rate to zero, which could make it impossible to struggle out of Zaz furnitures The devious devices chance variable used to have no effect on the Civilian Rape events. This wasn't a bug (I never intended it to work that way), but since I understand that it could be confusing for the user, I changed that: Civilian Rapers will now observe the aforementioned variable when equipping devious devices. Known problems still possibly present in the hotfixed version: During the Captivity event it was quite possible to press the menu accidentally before the 'Free your hands' message arrived. This could result in the Captivity menu keys not registering perfectly or even falling out of the furniture with no way to move your hands or do anything. In this fix I tried to do everything I could to avoid this situation. I'm afraid it's not perfect yet, but nonetheless it must be much better than before. Note: if you stuck in the Captivity event, the proper console command to recover from it is: setstage ndun_CaptiveQuest 100 Zaz furnitures created on Captivity events might not always be aligned perfectly with the surface mesh (sometimes they are created a little bit above the ground) Version 2.0: Harmlessness: as long as the Civilian Rape feature is enabled, the player character is naked AND unarmed or helpless, no human enemies will attack them. Instead, they will force-greet and rape the PC via the Civilian Rape ("I kinda like your garment") mechanism, just like non-hostile NPCs. Bathing: a nem menu item ("Wash yourself") is added to the Deflation menu, which appears only if the PC is standing (not swimming) in water. This provides a very basic bathing functionality: all is does is stripping the PC and removing the SexLab cumshot visual effect from the body. Currently there is no bathing animation used (for the sake of immersion, it is recommended to use a poser mod like Poser Hotkeys along with it). It uses the same water detection system as the Bathing in Skyrim mod, so there is a new soft dependency called mzinWaterUtil (without that little SKSE extension water detection will not work). Apart from the vanilla Skyrim water types, ND can detect the water types added by the following DLCs and mods: Dawnguard, Dragonborn, Falskaar and Realistic Water Two. Note that if the Bathing in Skyrim mod is installed, then it is NOT necessary to enable the built-in water detection method of ND (water detection will work without it). Bathing in Skyrim is NOT a dependency by the way. A nem menu item (saying "Urinate") is added to the Deflation menu. All it does is adding/removing the Zaz pee visual effect (along with some rather hard-to-hear sound effect) to the PC, there are no in-game consequences attached to it whatsoever. Whip Marks: when enabled, whip marks will be shown on the skin of the PC after ND's whipping scenes (only after ND's own whipping scenes, not other mods' ones). This new feature requires the SlaveTats mod and its CaneMarks textures to be installed (but it is only a soft dependency, so ND can work without it, if the user leaves this MCM option unchecked). The whip marks can be healed using any vanilla shrines. Wizard Scene: a new devious devices removal scene (not quite as complicated as the Ritual of Purification). It can be activated via the Prostitution feature, using the "Excuse me... / Could you please help me with my restraints" dialog. Innkeepers no longer will offer keys for sex as common NPCs. Instead, they will point you to the court wizards, who (using the same dialog) will ask you to assist them in some important research in exchange of DD removal. The scene involves a whole new (but rather primitive) game cell (a small "laboratory") where you are supposed to follow the wizard's orders. Captivity: after Robbery events your assaulters can decide to tie you to some Zaz furniture (like Crosses, Poles and suchlike). You can escape from this situation through a struggle mechanism similar to that of the devious armbinders. Slavery: after Robbery events human attackers can decide to enslave you via the Simple Slavery mechanism (Simple Slavery is a soft dependency only). Obesity: a new feature having basic Realistic Needs-like functionality in terms of consuming food and drink, which can alter the weight (along with the visual appearance) of your character depending on how much you eat. The player character has an energy reservoir (a "stomach"). As long as you keep it at a normal fill level (0-100%), nothing will change. The stomach gradually empties over time (it is checked once in every game hour by a script). Once it completely empties (0%), you will start to lose weight. If your weight reaches the minimum (0%), the stomach fill level will drop below 0%, the mod notifies the user that "You are starving", and the PC will slow down (the lower the stomach fill level is between 0% and -100%, the slower your character can move). It is also possible to overfill your stomach by eating too much (to a maximum of 200%). As long as the stomach fill level is above 100%, the PC will gradually gain weight and appear fatter. If the weight reaches the maximum (100%), the PC will slow down due to morbid obesity (the higher the stomach fill level is at 100% weight, the more severe the slowdown effect will be). With the default MCM settings, it takes 2 mass units of food to fill the stomach to 100% from 0%, a 100% filled stomach takes 24 game hours to empty, and the full weight gain/lose cycle (from 0% to 100% weight or the other way round) takes 10 game days. Guard Punishment: fixed an error that could result in chain-punishment by the same guard. Civilian Rape: fixed an error that could result in chain-rape by the same NPC. Civilian Rape: elder and vampire races included in the list of eligible NPCs. Civilian Rape: eligible NPCs can be filtered by gender. Devious Devices: fixed a minor bug to exclude ddx items when the "Allow DDX items" checkbox is not checked. Arngeir refuses to start the Ritual of Purification outside the monastery building of High Hrothgar. Ritual of Purification: the mod tries to start the Ritual of Purification start-game-enabled quest if it fails to start automatically for some reason. If the quest cannot be started, it will send error messages instead of the NULL object errors. Immortality: Gangbang and chain rape. ND no longer tries to select more than 1 creature in defeat animations. Armor Amortisation: Daedric armors are excluded (you'll never lose them). Dungeon trap script checks enumerated inventory items against NULL values. Fixed a bug in the Disguise- 1 review
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41
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- sexlab
- sexlab aroused
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Version 2.5
82428 downloads
What will you do with 100s of followers available to download, while only 2 or 3 can follow you? I created this mod as an idea to resolve this issue. At the beginning of the game or whenever you install the mod, it gives you an MCM option to scan inns and other common places where followers hang out and restrain them into captivity at enemy forts, caves, and dungeons. It is up to you to find and free them, but it won't be easy since you might be alone now and you don't know where they are. If you manage to infiltrate an enemy fort, when you walk up to a restrained follower you can just activate them or hit them and they will follow you outside. Once outside they will just become a regular follower as if they were never held captive. What's New in Version 2.0 A new game is not required if upgrading from 1.9. This release version is mostly for compatibility with Captive Player, along with a few bug fixes. Description: The mod features two core parts: 1. followers are restrained and held captive in forts, caves, and dungeons. There are over 50 locations where they could be. See spoiler for details. 2. new enemies are spawned to guard them in and around forts, levelled and unlevelled. No new enemies are spawned in dungeons or caves. Currently this mod doesn't have a quest or any followers. It gives you an option to scan for followers you have downloaded from other mods. The mod by itself places captive furniture in various Skyrim locations and doesn't do anything else until you start the mod script in the MCM. When it starts running you will see a message "Restraining followers...". It takes 3-5 minutes for the script to run, but you can just start playing without waiting. I recommend you stay away from inns and towns during that time so the script can restrain the followers while you are not there. By default, all followers except those blacklisted in the config, are restrained. If you don't want certain followers restrained you can edit the config file located in Data\SKSE\Plugins\CaptiveFollowers\Config.json and add the follower's mod name to the BlacklistedMods list, so that followers from that mod will not be restrained. Not all followers are restrained. Here are the rules for restraining a follower: - not a follower included in the base game, such as Aela the Huntress or Mjoll the Lioness - not a follower from the Buxom Wench Yuriana mod - not a child or animal, must be NPC - not close to you or following you at the time the script runs - not a follower that is already enslaved by bandits in caves or bandit camps, follower must be initially located in friendly location, such as a town or an inn - not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json Alternatively, the config can be defined so that only whitelisted followers are restrained, if you set "RestrainOnlyFromWhitelist" to 1. And finally, the config also contains ForceCaptureNPCs. These NPCs will always be restrained. They don't need to be followers, and they will be restrained without having to be scanned first. The only requirement is that that they are a valid NPC. ForceCaptureNPCs is a list of NPC reference ids not form ids, so if you want to restrain a certain NPC you need to add the reference id of this NPC into this list. Currently, the maximum amount of followers that can be restrained is 500+ with optional dungeon mods installed, and 330 without them. The mod also has an MCM which shows how many followers are held captive currently and a checkbox to restrain followers freed by the Follower Slavery Mod if that mod frees a follower just because the enslavement limit is hit. List of locations where followers may be held captive: Required Mods: The following mods are required: PapyrusUtil SE Powerofthree's Papyrus Extender powerofthree's Tweaks Papyrus Tweaks NG JContainers Fuz Ro D-oh - Silent Voice ZAZ Animation Pack It would be best if you download ZAZ 8.0 CBBE Rev2 https://mega.nz/#!rJghkKBZ!Orm3SQ4_W7Icpbnjs--FzvX2cJQlZg82WlywEct_Jfw or ZAZ 8.0+ CBBE HDT 2023 https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg I am not sure if lower versions of ZAZ will work. Mods for Sex Scenes: SexLab or OStim are required, only if you want to barge on sex scenes as you rescue your followers. Option 1: SexLab Billyy's SLAL Animations Anub's Animation Dump (REBORN) Nibbles SLAL Animations Baka SLAL Animations Leito SLAL Animations If you want to see captives having sex with trolls, werewolves, draugr and similar creatures: More Nasty Critters Special/Anniversary Edition V16 Option 2: OStim Billyy's animations for Ostim Standalone Anub's animations for Ostim Standalone Mods for More Captive Spots: Hammet's Dungeon Pack 1 SE Forgotten Dungeons (SSE) Skyrim Sewers 4 Siege at Icemoth Morthal Barrow The Temple of Black Rock Complementary Mods: Follower Slavery Mod Buxom Wench Yuriana !Maidens of Darkness Damsels in Distress - Follower Collection Damsels in Distress - The Caged Rose The placed new enemies are vanilla, plus optional enemies from the MihailMods series that the script detects you have installed. Ogres High Minotaurs Cyrodilic Minotaurs Ogrim Bolgans Vampire Lords and Beasts Goblins and Riekers Thri-Kreen Beholders Bone Colossi and Gravelords Imps and Homonculus Wraiths Flesh Atronachs Zombies If you don't have any of the optional monster mods installed, then only vanilla enemies will be placed in and around forts. Incompatible Mods: Any mods that alter fort, dungeon or cave layouts or that reorganize or place furniture might conflict but it won't be game breaking unless the entire layout is overhauled. What's New in Version 1.9: What's New in Version 1.8: What's New in Version 1.7: What's New in Version 1.6: What's New in Version 1.5: What's New in Version 1.4: What's New in Version 1.3: What's New in Version 1.2: