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Found 103 results

  1. Hello, I am Korean. I am using your Skyrim m2m sexlab version well. Although 3p 4p 5p works well, only m2m version is executed in defeat mode. So if you ban the tag m2m, 3p 4p 5p will not proceed. Please reply.
  2. Sexlab Defeat SSE View File Here's the converted version of the last release of Defeat for special edition. Description of the mod -> Submitter Goubo Submitted 05/21/2019 Category Adult Mods Requires SexLab Framework Regular Edition Compatible No  
  3. Naked Defeat View File Improved Struggle Game, Added Human 5P support, Bugfixes BETA! I develop this for a long time now but there can always still be bugs and incompatibilities. For example mods that do not respect DHLP suspend events are highly incompatible. What is this? A patch for Naked Dungeons mod by galahad69 that aims to improve the Defeat Function (Immortality) and make it a fast and viable alternative to the dated Defeat or other more specialised Defeat Mods. It is fast, brutal and includes Furnitures. All we need? Dont expect much versatility tho. It has only a fraction of the options of Defeat for example. How to use? Install as described below. Then go into combat, get defeated or surrender ("K" Hotkey) You will be downed and asume a kneeling position (hands behind your head) Then the rape will commence. - Chain Rape: 0-100% chance to happen. If it triggers there will be 3 consecutive rape scenes. No more no less - Gang Rape: 0-100% chante to happen. If it triggers there will be 3P, 4P and 5P (NEW!) for humans only. (Creatures only play 2P animations to date) After the Rape there will be several possible outcomes. I am only supporting two of those: - Captivity (CORE FEATURE): 0-100% chance to happen (highly recommended since its a core feature of this patch): The PC will be put into a randomly selected ZAP Furniture, immobilized. IMPORTANT: Try not to use WASD, Activate or Autorun Toggle while in Furniture. You will "leave" the furniture animation but not beeing able to move (and its hard to get back in) This is still a WIP and might see improvement in the future. Press Jump (needs to be set to Space to work) to "wiggle". There is a 20% chance of success for each time you try (30% chance for medium install) If you fail you will be tortured for rougly 12 seconds, crying and beeing electrocuted by the furniture. You can try again after the period. Keep an eye on the messages up left. If you suceed you will loosen the restraints (but not be free yet) This is important because your captors will not see that you are freed. Wait for a good opportunity and press Jump (Space) one last time to break free. Run! - Simple Slavery: 0-100% Simple sends to Simple Slavery - Robbery: robs stuff. Unsupported since I dont care and dont know exactly what it does. Kept like in the original mod. - Outdoor Captivity -> DO NOT USE Problems - when outdoor and raped it can happen that the mod draws actors from far away (especially hares, whatever!) To fix this I suggest to deactivate creatures you dont want to see in this mod. I am not experienced enough to fix this issue sadly Use "End Scene" by Sexlab if this anoys you. My workaround is to not have animations toggled that I dont want to see. Ever. - creatures have no group animations (same problem as above: I cant fix it (yet?)) A workaround is to use the Sexlab Add Actor from GenioMaestro. Has flaws but gives us at least 3P creature animations for this. Installation - Install the Original Mod Naked Dungeons 2.01 and all its requirements - Install this Patch and overwrite Naked Dungeons - Activate Mod in MCM - I only support the Functions that are activated. Everything in the MCM that is "Off" should be kept off or I will not provide support for upcoming questions - Everything of Interest you will find in "Immortality" part of the MCM. What I changed from the original Mod - Custom Furniture Selection (ongoing process) - Replaced Animations for Surrender - Improved Camera settings - Implemented working Escape/Struggle game with sounds and expressions - Added DHLP Suspend to the Furniture part to prevent other mods from interfering (highly recommended to not break the game!) Highly recommended Mods for more naked fun! Spank that Ass perfect for getting slapped while in the furniture How to use this alongside Sexlab Defeat Requires SM Essential Player from Nexus. - Go to MCM - Set "Essential Death" only (important!) Now when you are at 0 health you will enter "Bleedout". Neither Naked Dungeons/Naked Defeat nor Sexlab Defeat will trigger. You can fight as long as you want (you can get Injuries from SM Essential Player which makes it harder each time). When chances for escape are low or nile, just surrender to the mod you like ("K" surrender for Naked Defeat or whatever key you set. Use the SL Defeat Surrender hotkey to trigger Defeat) This can work with all mods that have a surrender function. Havent tested with Dragonborn in Distress or Peril (and will not do so. But you can tell me how it goes down). I have a roleplay rule that I do not have to surrender when the enemy is "busy" (meaning still fighting followers or other NPC). I also allow myself to be downed one time "for free" and then have to surrender at the second time. Hint: activate godmode when you are in bleedout (I use Toggle Options from Nexus for that) and move to a place that is convenient for Sex before surrendering. Its a roleplay thing but it spares us from using "Relocate Scene" in Sexlab later. Special Thanks to - galaha69 for making Naked Dungeons (without this mod I would ve quit Skyrim by now I think) - Hawk for refining and improving my code (sad to see you go) - donttouchmethere for naked testing and feedback Submitter Nymra Submitted 09/18/2020 Category Combat Sex Requires Naked Dungeons 2.0.1 and all its requirements Special Edition Compatible No  
  4. I have tried deleting and redownloading and reinstalling SexLab Defeat multiple times now, but every time I do, it still won't let me install it through the MCM. I hit esc, and the pause menu comes up. I clock on the mcm tab and go into the mcm. I scroll down and the defeat submenu is there, and when I click it all the submenus in defeat show up, but in the first defeat submenu when I click install it tells me to leave the menu completely and I do that but it still does not install. Any thoughts? If anyone needs any load order or anything from me lmk.
  5. Version 3.0.8

    836 downloads

    This is a rewrite of the SexLab Skill Loss mod to make more of a game out of SLSO. The mod is very lightweight. [SE USERS] Seems to work with SE but you need to delete the DLL file. You can also delete the script file SSLX_LevelIncreaseEvent. The only known issue with SE is that the perk point debt feature does not work. It matches a succubus style character (hence the name) but is very flexible if you want to use it for a different sort of game. Importantly, you don't have to use the skill loss/gain features to be able to use the SexLab Sex Skill Loss feature. So how this version works is... On Sex End - You will GAIN skills on sex end ONLY IF CONSENSUAL AND YOUR PARTNER HAS CUM Gain Per Partner Orgasm - You will GAIN skills on partners orgasm ONLY IF CONSENSUAL AND HIGH ENOUGH ENJOYMENT WHEN THEY CUM NOTE: Works with group and creature scenes. Loss Per Orgasm - You will lose skills when your character orgasms ONLY IF YOU ARE VICTIM. SexLab Sex Skill Loss- With this enabled, you will lose SexLab sex skills from rape. This only applies to oral, anal and vaginal types. ONLY IF YOU ARE VICTIM. SLSO Player Succubus Addon - You will GAIN skills on drain - You will GAIN skills on drain kill NOTE: Patch is required for PSA that is in downloads (SLSO_PSA_SSLX Patch) SexLab Defeat - You will lose skills when defeat triggers post rape scenario. Prison Overhaul Patched - You will lose skills every X hours in prison (only works with POP but not required) You can enable/disable any of the above and alter the amount of skills lost per event, as with previous versions. Other features: No longer gain SexLab sex levels/stats (Vaginal, Anal, Oral) from being raped (non-configurable). You lose experience when you lose skills, and gain experience from skill gain. This is at the correct rate in vanilla but other mods editing experience/stat gain may mess this up. You lose H/M/S when you lose a level. This is chosen randomly, but weighted so your more likely to lose higher stat. If you lose stamina, you lose appropriate carry weight. This feature uses INI settings so if you use something like SkyTweak keep that in mind. You can lose levels and there is a perk debt feature when you regain a level, it will take the perk so you don't have 1 extra. Skill MCM menu where you can choose what skills you want to disable gain/loss. Skill increments below 1, the loss/gain is applied when you accrue 1 or -1 in a new float. Key set in MCM to report SexLab stats. Key set in MCM you can use to switch between victim/consensual in the current animation. This is for mods that don't tag animations properly, I was considering not adding this feature because it can easily be abused. If you don't have mods that incorrectly tag you as victim in animations etc, I would leave the key unset. Changes/fixes from SexLab Skill Loss not mentioned above: Removed choice for not losing a level. Removed victim only option. Removed option to gain instead of lose. Removed notification when you cannot lose skills, but added to console. Better notifications Better console Optimized scripts and removed the skill loss shout. I fixed an issue from SexLab Skill Loss where you would not gain level experience when gaining a skill. No longer gain skills from solo sex scene. No longer use weight for skill gain, which is now completely random. Weight still used for skill loss, so you are more likely to lose higher skills. Fixed bug where you couldn't gain skills if you were in a position where you could not lose skills. Disabling the mod couldn't be cleaner now and it overall is very lightweight (really negligible) in my tests. Updated to SSLX from DSL. esp cleaned etc. PSQxSLSOxSLA PATCH: I have added a patch for PSQ to the file downloads. This is the same as the PSQxSLSO patch except I have brought over the SLA arousal tied to succubus energy feature from PSQ Tweaks. This patch needs to overwrite PSQ and is not compatible with PSQ Tweaks. To use the arousal bound to energy feature, you need to lock your characters arousal gain in SLA/SLAX. PSQxSLSOxSLA - Light PATCH (RECOMMENDED) This is what I use, same as above (PSQxSLSOxSLA) but you will no longer drain health and stamina from your sex partners (and no longer kill them even if you turn the setting on in MCM) .If you are using PSQ just install one of the 3 patches depending on your preference. The PSQxSLSO patch is available on SLSOs page. PSQ Tweaks The other option is to use PSQ Tweaks and disable the drain functionality. It won't work with SLSO or any of the patches so you will need SexLab Survival to regain energy. Use alternative energy mode if you do use this as you will not be able to gain Succubus levels in PSQ. Requirements: SexLab Framework Optional mods: Prison Overhaul Patched Defeat SLSO Player Succubus Addon (Requires patch SLSO_PSA_SSLX patch from downloads) SLSO (Essential for best usage) I recommend you turn off female orgasm bonus and multi-orgasm to low setting OR set your skill loss from orgasm in SSLX to a low amount. Play around with the settings and get this working how you like. Recommended mods: Technical: I have tested this myself but as a warning it may still have bugs. Probably not compatible with DSL (Defeat Skill Loss & SexLab Skill Loss). This version is now a significant upgrade on previous editions, unless you need to use specific function from SexLab Skill Loss that this mod does not offer, this version is probably best to go with. I have made a lot of improvements and you can use the mod only for SexLab sex skill loss if that is what you want. It is very lightweight and can be completely deactivated now. Special thanks and credit to Huan (Huanrenfeng) for weight calculations and improvements made for [SexLab Skill Loss]. (See Huan's Patreon page here: https://www.patreon.com/modderHuan). If you like this mod, please consider donating to Huan - it would really help him out. Special thanks and credit to Hilaribad for his LevelUpEventPlugin used for applying perk point reduction (and perk debt functionality) on level up + POP integration + Defeat integration from [Defeat Skill Loss]. License: GPL 3.0 Credits: - RMCW for this version (Succubus Skill Loss) - Hilaribad for the original Defeat Skill Loss mod Link to mod - Huanrenfeng for his version (SexLab Skill Loss) Link to mod
  6. [SSLX] Succubus Skill Loss View File This is a rewrite of the SexLab Skill Loss mod to make more of a game out of SLSO. The mod is very lightweight. [SE USERS] Seems to work with SE but you need to delete the DLL file. You can also delete the script file SSLX_LevelIncreaseEvent. The only known issue with SE is that the perk point debt feature does not work. It matches a succubus style character (hence the name) but is very flexible if you want to use it for a different sort of game. Importantly, you don't have to use the skill loss/gain features to be able to use the SexLab Sex Skill Loss feature. So how this version works is... On Sex End - You will GAIN skills on sex end ONLY IF CONSENSUAL AND YOUR PARTNER HAS CUM Gain Per Partner Orgasm - You will GAIN skills on partners orgasm ONLY IF CONSENSUAL AND HIGH ENOUGH ENJOYMENT WHEN THEY CUM NOTE: Works with group and creature scenes. Loss Per Orgasm - You will lose skills when your character orgasms ONLY IF YOU ARE VICTIM. SexLab Sex Skill Loss- With this enabled, you will lose SexLab sex skills from rape. This only applies to oral, anal and vaginal types. ONLY IF YOU ARE VICTIM. SLSO Player Succubus Addon - You will GAIN skills on drain - You will GAIN skills on drain kill NOTE: Patch is required for PSA that is in downloads (SLSO_PSA_SSLX Patch) SexLab Defeat - You will lose skills when defeat triggers post rape scenario. Prison Overhaul Patched - You will lose skills every X hours in prison (only works with POP but not required) You can enable/disable any of the above and alter the amount of skills lost per event, as with previous versions. Other features: No longer gain SexLab sex levels/stats (Vaginal, Anal, Oral) from being raped (non-configurable). You lose experience when you lose skills, and gain experience from skill gain. This is at the correct rate in vanilla but other mods editing experience/stat gain may mess this up. You lose H/M/S when you lose a level. This is chosen randomly, but weighted so your more likely to lose higher stat. If you lose stamina, you lose appropriate carry weight. This feature uses INI settings so if you use something like SkyTweak keep that in mind. You can lose levels and there is a perk debt feature when you regain a level, it will take the perk so you don't have 1 extra. Skill MCM menu where you can choose what skills you want to disable gain/loss. Skill increments below 1, the loss/gain is applied when you accrue 1 or -1 in a new float. Key set in MCM to report SexLab stats. Key set in MCM you can use to switch between victim/consensual in the current animation. This is for mods that don't tag animations properly, I was considering not adding this feature because it can easily be abused. If you don't have mods that incorrectly tag you as victim in animations etc, I would leave the key unset. Changes/fixes from SexLab Skill Loss not mentioned above: Removed choice for not losing a level. Removed victim only option. Removed option to gain instead of lose. Removed notification when you cannot lose skills, but added to console. Better notifications Better console Optimized scripts and removed the skill loss shout. I fixed an issue from SexLab Skill Loss where you would not gain level experience when gaining a skill. No longer gain skills from solo sex scene. No longer use weight for skill gain, which is now completely random. Weight still used for skill loss, so you are more likely to lose higher skills. Fixed bug where you couldn't gain skills if you were in a position where you could not lose skills. Disabling the mod couldn't be cleaner now and it overall is very lightweight (really negligible) in my tests. Updated to SSLX from DSL. esp cleaned etc. PSQxSLSOxSLA PATCH: I have added a patch for PSQ to the file downloads. This is the same as the PSQxSLSO patch except I have brought over the SLA arousal tied to succubus energy feature from PSQ Tweaks. This patch needs to overwrite PSQ and is not compatible with PSQ Tweaks. To use the arousal bound to energy feature, you need to lock your characters arousal gain in SLA/SLAX. PSQxSLSOxSLA - Light PATCH (RECOMMENDED) This is what I use, same as above (PSQxSLSOxSLA) but you will no longer drain health and stamina from your sex partners (and no longer kill them even if you turn the setting on in MCM) .If you are using PSQ just install one of the 3 patches depending on your preference. The PSQxSLSO patch is available on SLSOs page. PSQ Tweaks The other option is to use PSQ Tweaks and disable the drain functionality. It won't work with SLSO or any of the patches so you will need SexLab Survival to regain energy. Use alternative energy mode if you do use this as you will not be able to gain Succubus levels in PSQ. Requirements: SexLab Framework Optional mods: Prison Overhaul Patched Defeat SLSO Player Succubus Addon (Requires patch SLSO_PSA_SSLX patch from downloads) SLSO (Essential for best usage) I recommend you turn off female orgasm bonus and multi-orgasm to low setting OR set your skill loss from orgasm in SSLX to a low amount. Play around with the settings and get this working how you like. Recommended mods: Technical: I have tested this myself but as a warning it may still have bugs. Probably not compatible with DSL (Defeat Skill Loss & SexLab Skill Loss). This version is now a significant upgrade on previous editions, unless you need to use specific function from SexLab Skill Loss that this mod does not offer, this version is probably best to go with. I have made a lot of improvements and you can use the mod only for SexLab sex skill loss if that is what you want. It is very lightweight and can be completely deactivated now. Special thanks and credit to Huan (Huanrenfeng) for weight calculations and improvements made for [SexLab Skill Loss]. (See Huan's Patreon page here: https://www.patreon.com/modderHuan). If you like this mod, please consider donating to Huan - it would really help him out. Special thanks and credit to Hilaribad for his LevelUpEventPlugin used for applying perk point reduction (and perk debt functionality) on level up + POP integration + Defeat integration from [Defeat Skill Loss]. License: GPL 3.0 Credits: - RMCW for this version (Succubus Skill Loss) - Hilaribad for the original Defeat Skill Loss mod Link to mod - Huanrenfeng for his version (SexLab Skill Loss) Link to mod Submitter RMCW Submitted 09/12/2020 Category Sex Effects Requires sexlab framework Special Edition Compatible Yes
  7. Dragonborn In Distress View File Defeat, imprisonment, abuse, trauma, and addiction. The Dragonborn no longer a paragon of virtue or an undefeatable hero. This mod is now being continued as two separate mods. The first mod, Peril, has been released, and partly covers the defeat aspect of this mod. This mod is intended to be a light-weight defeat, slavery, and addiction mod, integrated seamlessly into normal Skyrim gameplay, completely voiced by vanilla voice lines, and supports several other mods that can add to the experience, without requiring them. It's core is a gameplay cycle of trauma and addiction. If you are defeated and abused, you will become traumatized. To recover, you will either have to wait several in-game days, or find some substance, device, or activity that can distract you. The catch, is that all of these actions and items are addictive. If you go too long without them, your mind or body will deteriorate, leading the Dragonborn into a downward cycle. !Important Compatibility Issue!If you have two mods that are both soft dependents of the same mod, but don't have that dependency installed, one or both of the mods may break. Dragonborn in Distress is particularly susceptible to this, with the number of soft dependencies it has. The most common culprit is another mod that is soft dependent on Devious Devices or SexLab Aroused. This bug can be fixed by simply installing the soft dependency. If you don't want to have the mod fully installed, just make sure the scripts are installed, and disable the plugin. Defeat and Capture It is now possible for the Dragonborn to lose a battle or surrender. If you press the surrender hotkey, set in the MCM, you can surrender to any and all enemies you come across in Skyrim. Surrendering via the hotkey immediately captures you and any companions with you. Alternatively, you can enable automatic surrender and bleedout surrender. With automatic surrender, when your character falls belows a certain health threshold, and either a magicka or stamina threshold, your character will have reached their limit. You will recover your health, but if it falls below the threshold again you will surrender and will be captured. With bleedout surrender, if you start bleeding out in combat you will get a second wind, recovering your health. If you bleed out a second time you will surrender and will be captured. With both cases, the only way to avoid capture would be to kill all potential captors before you surrender, or run away. You only get one second wind while adventuring on her own, so act wisely. If you surrender, and if you have allies with you, or another band of adventurers or soldiers happen across your potential captors, you may have a chance to escape. For as long as your potential captors are in combat, there is a periodic dice roll that your character may rally and pick herself up. If you fall in combat again, you may also rally again if your captors are still in combat. If the Dragonborn is captured, a variety of things can hapen to her. If your captors belong to a crime faction, then you will be passed off to the guards and sent to jail. Otherwise, your captors will rape you and any allies you have with you. The number of abusers that will go at you at once is dependent on your level, the same goes for your allies. SexLab is searched for appropriate animations, and if there are none available, the sex scene is cancelled. If you don't want a specific animal or creature raping you or your allies, simply disable their sex animations. Once your captors are satisfied, they will steal all weapons, arrows and bolts, potions and food, and gold and lockpicks, if Theft is enabled in the MCM. Your allies will be searched as well. If your captor's hideout has one or more jail cells or cages, you will be thrown in with the door locked, and any allies will be locked up in any other empty cells that are available. If you have a cell, but there aren't enough for all of your allies, they'll be taken somewhere else, and will meet up with you if you manage to escape. After being locked up, you will be left in shock, with your stamina and magicka drained, and you left unable to run. This will last from a few hours to a day or two, depending on how traumatized you are. The duration until you recover from shock is shown in the MCM. Shock can be disabled in the MCM. At this state, a number of things can happen, depending on how you act. If you carried enough lockpicks and shivs with you, you may have managed to conceal one of each from your captors. Alternatively, you can try looking around any furniture nearby to try to fashion a lockpick or shiv. Keep in mind, your captors will be watching you. If they spot you searching for something, or trying to take something from them, they will rape you, take whatever valuable items you have on you, and may bind your hands and blindfold you. If they spot you with a weapon equipped, they will rape you, disarm you, and may bind your hands. If they spot you trying to run away, they'll take any lockpicks you managed to find, and may blindfold you and lock leg cuffs and bondage boots on you. If you manage to escape your cage, you will be attacked on sight. If you start combat with them, and fall in combat again, you will be raped, disarmed, and your hands may be bound. Additionally, every day or less, your captors will pull you out of your cage...and I'm sure you can figure out what will happen. Your punishments are partly dependent on how your captors view you, how threatening and how weak-willed you are. Your threat starts dependant on your level, increases anytime you initiate combat or are seen with a weapon, and decreases over time and everytime you are bound. Your weakness start dependent on your addictions, increases over time and whenever you are bound, and decreases everytime you initiate combat. Higher percieved threat makes it more likely you will be bound when punished, and makes your punishments more severe. Higher weakness causes your captors to use you more frequently. You can view percieved threat and percieved weakness in the MCM. There are three ways to escape capture: kill all of your captors, run away from your captors, or wait for rescue. The first two are self explanatory. For rescue: while you are captured, you can simply wait until your captors decide to throw you out, where someone will find you and bring you somewhere safe. By default, at zero percieved threat and zero percieved weakness, your captors will use you for a day before throwing you out. This can be modified in the MCM. If you are seen as threatening, your captors will likely throw you out sooner. If you are seen as weak-willed, your captors will keep you around for longer. When a rescue attempt occurs, you may choose to wake up in the house of a friend, or at an inn, or at the Temple of Kynareth. You can also choose to remain captured. Rescue attempts can be disabled in the MCM. Theft If theft is enabled in the MCM, when you are captured you will likely have some things stolen. While you are captured, these items will be kept with your captors. You can retrieve them by pickpocketing or killing the person or creature that defeated you. Or, if their hideout has a prison section, you may find your stuff in a nearby knapsack. If you escape without retrieving your items, your former captors will start selling off your gear. These items are not irretrievable though. You may stumble across your stolen items by searching those knapsacks in prison wards. In a future update, I'll add a Black-Market location, where you can buy any gear that your captors sold off. For the meantime, you can also disable item loss in the MCM. Trauma Being captured and abused takes its toll on everyone, including the Dragonborn. Everytime you are raped, abused, or otherwise gang-banged, your trauma will increase. The number of people going at you at once determines how severe the trauma increase is. Trauma will decrease overtime, but only at a rate of 1 point per day. This rate is increased if you have high addiction in something, but will decrease if you are withdrawn in something. The duration until you completely recover from your trauma is available in the MCM. At high trauma levels it will become difficult for you to focus, lowering the rate at which you gain experience in skills. This can be overcome through some form of addictive relief like alcohol, skooma, or sex. If your addiction to something is higher than your trauma, and your withdrawal in that same action is lower than your trauma, then you will be able to focus again. The trauma experience penalty can be disabled in the MCM, but it will still affect addiction, as described below. Trying to find relief this way initiates a vicious cycle. At high levels of trauma your addiction to substances and actions increases much faster, which can start uncontrollable behaviour, which may lead to more trauma. Addiction and Withdrawal There are a number of addictive substances and actions that can help you overcome your trauma. All of them follow the same basic rules. Performing some addictive action increases your addiction and lowers your withdrawal in that action. Over time your addiction decreases and withdrawal increases. At higher withdrawal your addiction decreases slower. At higher trauma your addiction increases faster. If you spend time near a shrine your addiction decay won't be impeded by high withdrawal. The Tribunal Shrines and Shrine of Auri-El added by the DLCs can help your addictions if you install the DLC patch. A whole range of sliders exist in the MCM to adjust how fast withdrawal and addiction changes for each kind of addiction. Each addiction can be enabled or disabled at any time in the MCM. They start as disabled by default. At high levels of addiction and withdrawal your character may start to do things spontaneously to get their fix. If your character's last spontaneous urge was more than 12 hours ago, your character's thoughts will be put up on the screen as a warning. If they get the urge again within 12 hours they will go through with it with no other warning. Alcoholism You become addicted to alcohol through drinking mead, wine, and any other alcoholic drinks you may find. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any bottles of alcohol you spot or carry in your inventory. You may also demand innkeepers to serve you a drink, even if you can't afford it. Arm and wrist binds will prevent you from stealing and drinking alcohol spontaneously, and a gag will prevent you from demanding innkeepers for alcohol. Alcohol added by official DLCs can affect your alcoholism if you install the DLC patch. Narcotic Abuse You become addicted to narcotics by consuming skooma, moon sugar, and related drugs. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any narcotics you come across or carry with you. You may also demand the caravans or other road-side dealers you find to hand over their goods. Arm and wrist binds will prevent you from stealing and consuming drugs spontaneously, and a gag will prevent you from demanding dealers for their goods. Redwater Skooma can affect your narcotics abuse if you install the DLC patch. Kleptomania You become a kleptomaniac by stealing and pickpocketing items. At high levels of withdrawal and addiction, you may spontaneously steal any valuable item left out in the open, without thinking to check if anyone is watching you. Arm and wrist binds prevent you from stealing spontaneously. Lactation You become addicted to lactation by becoming a Milk Maid through Milk Mod Economy, and using milking pumps and harnesses. At high levels of withdrawal and addiction, you may spontaneously jump into a milk pump at any farm or mill you come across. You may also demand farmers and general merchants milk you dry on the spot. Wrist binds and chastity bras will prevent you from jumping into milk pumps, and a gag will prevent you from demanding others to milk you. Sex Crazed Sex addiction is handled externally through SexLab Aroused. Your 'Withdrawal' is read from your SLA Arousal and your 'Addiction' is read from your SLA Time Rate. At high levels of withdrawal and addiction, you may masturbate on the spot out in the open. You may also demand any man or woman you come across to fuck you in the street, though only lowlives or moralless scum would accept the invitation in broad daylight. Wearing a chastity belt or a gag will stop you from demanding others for sex. Xenophilia You become addicted to exotic sex with tentacle creatures after being assaulted by chaurus tentacles added by Estrus Chaurus. Tentacle attacks can occur through spit attacks, or through harvesting chaurus eggs. At high levels of withdrawal and addiction, tentacle attacks may occur without provacation underground and near certain items like falmer totems and chaurus egg sacks. Wearing a chastity belt will prevent tentacle attacks. Bondage Reliance If you wear wrist binds while being addicted to alcohol, drugs, or theft, then you may become reliant on bondage. When you are reliant on bondage, and you're not wearing wrist restraints, you will become paranoid and may spontaneously bind your hands with whatever devices you carry on you, or demand a guard or blacksmith bind them for you. Wearing a gag can prevent you from making these demands. Chasity Reliance If you wear a chastity belt or bra while addicted to lactation, sex, or tentacles, then you may become reliant on chastity devices. When you are reliant on chastity, and you're not wearing chastity devices, you will become paranoid and may spontaneously equip a chastity belt or bra if you are carrying one, or you may demand a blacksmith to lock one on you. Wearing a gag can prevent you from making these demands. Gag Reliance If you wear a gag while you are addicted or reliant to something that can cause you to make demands, then you may become reliant on your gag. When you are reliant on gags, and you're not wearing one, you will become paranoid and may spontaneously equip any gag you're carrying, or you may demand a blacksmith or guard to lock one on you. Wearing a gag prevents you from demanding guards and blacksmiths to put a gag on you. Troubleshooting and Uninstallation Theft and Capture have Safe-Word buttons in the MCM. Press these if something starts going wrong. All addictions can be disabled in the MCM. You should disable all addictions and press the Safe-Word buttons before uninstalling the mod. Compatibility The following mods can be added to improve the features this mod has: SexLab Aroused Redux - Dragonborn in Distress uses this mods values for sex addiction. Devious Devices Integration 4.x - You may be bound in devices when defeated, and can use devices to quell your addictions. Milk Mod Economy 26-01-2019 or higher - Enables using Milk Pumps as a form of relief, and enables milk pump addiction. Estrus Chaurus+ 4.x - Enables tentacle attacks through chaurus eggs, enables using tentacles as a form of relief, and enables tentacle addiction. Description for 1.x Versions Submitter Code Serpent Submitted 01/29/2019 Category Combat Sex Requires SexLab 1.6x Special Edition Compatible No
  8. View File Sexbound Defeat WARNING: Do not install this mod if you don't want to participate in having forced sex. Sexbound Defeat enables characters to have sex with defeated opponents. ⁉️Download and install only one file from the Downloads: Pak or Src. The Pak version has better compression and loads faster, whereas the Src version is already unpacked for players who want a jumpstart to customize their gameplay experience by modifying configuration files. Download and install the latest version of Sexbound. This modding framework was created for Starbound v1.4.4. & up. Installing the PAK version 1. Backup + delete any previously installed version of the API. 2. Extract the contents of the .zip file. 3. Move the *.pak file directly into your Starbound mods directory. 4. Finished. Installing the SRC version 1. Backup + delete any previously installed version of the API. 2. Extract the contents of the .zip file. 3. Move the single extracted folder into your mods directory. 4. Finished. Sexbound Defeat enables monsters, NPCs, and players to fight one another with damaging weapons and effects. Upon delivering a killing blow, a defeated monster, NPC, or player will transform into a SexNode when it is possible. Otherwise, the entity will die because there are still some edge cases where Sexbound cannot always place SexNodes successfully. Players can customize their experience with this mod by editing the included sexbound-defeat.config file in the root directory of the mod. Monsters / NPCs A player who is defeated by a monster or an NPC will be fully healed. Monsters / NPCs who defeat a Monster / NPC or player will automatically move to the their defeated opponent to begin having sex. Monsters / NPCs can have sex with a defeated player for up to 30 seconds. Monsters / NPCs automatically beam out after they re-spawn from being a SexNode. Choose to begin having sex in a random position. Players Players who defeat a monster / NPC or another player can choose between having sex with an opponent or not. Players can have sex with a defeated opponent for up to 60 seconds by default. ---- Submitter Locuturus Submitted 06/09/2019 Category Starbound  
  9. Nymra

    Naked Defeat

    Version 0.2

    1,893 downloads

    Improved Struggle Game, Added Human 5P support, Bugfixes BETA! I develop this for a long time now but there can always still be bugs and incompatibilities. For example mods that do not respect DHLP suspend events are highly incompatible. What is this? A patch for Naked Dungeons mod by galahad69 that aims to improve the Defeat Function (Immortality) and make it a fast and viable alternative to the dated Defeat or other more specialised Defeat Mods. It is fast, brutal and includes Furnitures. All we need? Dont expect much versatility tho. It has only a fraction of the options of Defeat for example. How to use? Install as described below. Then go into combat, get defeated or surrender ("K" Hotkey) You will be downed and asume a kneeling position (hands behind your head) Then the rape will commence. - Chain Rape: 0-100% chance to happen. If it triggers there will be 3 consecutive rape scenes. No more no less - Gang Rape: 0-100% chante to happen. If it triggers there will be 3P, 4P and 5P (NEW!) for humans only. (Creatures only play 2P animations to date) After the Rape there will be several possible outcomes. I am only supporting two of those: - Captivity (CORE FEATURE): 0-100% chance to happen (highly recommended since its a core feature of this patch): The PC will be put into a randomly selected ZAP Furniture, immobilized. IMPORTANT: Try not to use WASD, Activate or Autorun Toggle while in Furniture. You will "leave" the furniture animation but not beeing able to move (and its hard to get back in) This is still a WIP and might see improvement in the future. Press Jump (needs to be set to Space to work) to "wiggle". There is a 20% chance of success for each time you try (30% chance for medium install) If you fail you will be tortured for rougly 12 seconds, crying and beeing electrocuted by the furniture. You can try again after the period. Keep an eye on the messages up left. If you suceed you will loosen the restraints (but not be free yet) This is important because your captors will not see that you are freed. Wait for a good opportunity and press Jump (Space) one last time to break free. Run! - Simple Slavery: 0-100% Simple sends to Simple Slavery - Robbery: robs stuff. Unsupported since I dont care and dont know exactly what it does. Kept like in the original mod. - Outdoor Captivity -> DO NOT USE Problems - when outdoor and raped it can happen that the mod draws actors from far away (especially hares, whatever!) To fix this I suggest to deactivate creatures you dont want to see in this mod. I am not experienced enough to fix this issue sadly Use "End Scene" by Sexlab if this anoys you. My workaround is to not have animations toggled that I dont want to see. Ever. - creatures have no group animations (same problem as above: I cant fix it (yet?)) A workaround is to use the Sexlab Add Actor from GenioMaestro. Has flaws but gives us at least 3P creature animations for this. Installation - Install the Original Mod Naked Dungeons 2.01 and all its requirements - Install this Patch and overwrite Naked Dungeons - Activate Mod in MCM - I only support the Functions that are activated. Everything in the MCM that is "Off" should be kept off or I will not provide support for upcoming questions - Everything of Interest you will find in "Immortality" part of the MCM. What I changed from the original Mod - Custom Furniture Selection (ongoing process) - Replaced Animations for Surrender - Improved Camera settings - Implemented working Escape/Struggle game with sounds and expressions - Added DHLP Suspend to the Furniture part to prevent other mods from interfering (highly recommended to not break the game!) Highly recommended Mods for more naked fun! Spank that Ass perfect for getting slapped while in the furniture How to use this alongside Sexlab Defeat Requires SM Essential Player from Nexus. - Go to MCM - Set "Essential Death" only (important!) Now when you are at 0 health you will enter "Bleedout". Neither Naked Dungeons/Naked Defeat nor Sexlab Defeat will trigger. You can fight as long as you want (you can get Injuries from SM Essential Player which makes it harder each time). When chances for escape are low or nile, just surrender to the mod you like ("K" surrender for Naked Defeat or whatever key you set. Use the SL Defeat Surrender hotkey to trigger Defeat) This can work with all mods that have a surrender function. Havent tested with Dragonborn in Distress or Peril (and will not do so. But you can tell me how it goes down). I have a roleplay rule that I do not have to surrender when the enemy is "busy" (meaning still fighting followers or other NPC). I also allow myself to be downed one time "for free" and then have to surrender at the second time. Hint: activate godmode when you are in bleedout (I use Toggle Options from Nexus for that) and move to a place that is convenient for Sex before surrendering. Its a roleplay thing but it spares us from using "Relocate Scene" in Sexlab later. Special Thanks to - galaha69 for making Naked Dungeons (without this mod I would ve quit Skyrim by now I think) - Hawk for refining and improving my code (sad to see you go) - donttouchmethere for naked testing and feedback
  10. Peril View File Peril is a death-alternative mod that allows the player to try to recover from defeat in combat. Enemies will punish the player and their allies if they continue to attack after their first defeat, stealing any and all items they carry, and doing more nefarious things if other mods are installed. Defeat After entering combat you can be defeated by your enemies after you and all your allies are bleeding out, or by pressing the Surrender Hotkey in the MCM. Without aid, you and your companions won't be able to recover from bleedout. If you give your allies potions or scrolls of healing, they may use them to get back on their feet. (This doesn't always work, so it's disabled by default.) After being defeated, one of your enemies will come up to you to start negotiations, if they're humanoid. If you're defeated by creatures, then you will have a prompt to try to distract them. If you move, draw your weapon, try to pickpocket, open a container, take any items, or exit dialogue before or during this parlay, then combat will start again, and your enemies won't bother trying to talk to you if you are defeated again. Parlay During parlay, you have few options to escape worse punishments. You can attempt to bribe your enemies with some gold or some of your carried gear. You can only offer your gear as a tribute if you are carrying some useful items, like lockpicks, health potions, or gems. If your enemy is a member of one of the holds, then you will have the option to surrender and be escorted to jail. (Currently, you're just taken to vanilla jail.) If you want to experience some of the worse punishments, you can pathetically plead for your life. Punishments If you are defeated twice by the same enemy, or grovel during negotiations, then you will be subject to some worse punishments by your enemies. Without any other mods installed, the punishments are mostly stealing certain items. Either all of your carried gold could be stolen, all of your potions, scrolls, soul gems, etc. could be stolen, your weapons could be taken, and you could be stripped completely bare of all items, including quest items. The relative weights for these punishments can be set in the MCM The last two punishments will only happen if you are at a dungeon that has had a Stolen Items container placed inside. These containers are placed right next to the end chest of the dungeon. These containers don't respawn, so, any quest items or unique equipment can be recovered if you return to clear the dungeon. If you have SexLab installed, then your enemies may rape you, one of your companions, or will force one of your allies to rape you. Again, the rates for these punishments can be set in the MCM. If you have Devious Devices installed, then you and your allies can be bound in either chastity devices, or heavy restraints. Escape After parlay or punishments, you will be given 30 seconds to flee the area before combat starts again. If you draw your weapon or try to loot or steal anything, then combat will start before then. If you want to avoid punishments completely, then you will either need to kill all of the enemies you face, or flee until you're roughly 60 meters away from them before you are defeated. Compatibility This mod shouldn't be used with other defeat mods under most circumstances. However, other modders can temporarily shut down this mod if they need to for certain scenarios. To do this, they should call the following papyrus command before combat starts in their scenario: if(Game.GetModByName("Peril.esp") != 255) (Game.GetFormFromFile(0x008AC2, "Peril.esp") as GlobalVariable).SetValue(0) endIf This will prevent Peril from starting a defeat scenario when combat starts. After the external scenario is completed, the above command should be used to reset the global variables value back to 1, which will re-enable Peril's defeat system. Future Updates This mod is going to be developed at a slow pace. One of the reasons I decided to make my own defeat mod, first with Dragonborn in Distress, and now with Peril, was because every other defeat mod consistently failed during defeat scenarios. So, I'm developing this mod with the hope that every defeat scenario will work every single time. For that to happen I have to plan these mods out carefully, which takes a lot of time. Submitter Code Serpent Submitted 07/26/2020 Category Other Requires SKSE Special Edition Compatible No  
  11. SL Kidnapped Redux View File Update 22 Nov 19: All my mods for Skyrim, Skyrim SE and Fallout 4 are up for adoptions. All their source code is included in the download packages and can be used in whatever way any other modders see fit - no need to ask me for permission. I have retired from Bethesda games' modding to focus on my own indie game project LifePlay (check it out here, it's an life simulation RPG on Unreal Engine. It's also moddable and open-source, and completely free.). ----------------------------------------------------- Get ambushed and kidnapped by humans or creatures with your followers, spouse or friends. Then either get forced to watch or violated yourself until perversion. A friend may try to save you. Escape or take revenge. Or take on a rescue mission to save a violated damsel (or Nazeem) in distress. Suitable for all player characters: straight female, straight male, lesbian, futa, gay or bisexual. Click on "Follow this file" above to keep up-to-date with the latest releases. Features Ambushed by certain factions or creatures – avoid getting hit for five seconds (run, baby, run!) to dodge the ambush or be taken hostage Unlimited number of kidnap scenarios based on current location, able to take advantage of even modded content in your game. Massive orgies of up to 20 aggressors and 1 to 4 victims Much expanded Rescue Mission quest, with optional Voyeur’s Invisibility spell Spectator behaviour with cheering, laughing, clapping and derogatory comments Perversion and exhaustion mechanic Revenge on your kidnappers by killing them right there, or escape/ get dumped and come back, negotiate (via Thieves Guild) or work with the Companions to hunt them down. 150+ lines of dialogues thanks to contributions by Karma199696, Vauria, sophiextime and others. Contribute yours here. 84 MCM options to customize to your liking. Inventory stealing obeys SexLab’s no-strip settings Mod events for mod authors to easily integrate with SLKR. Optimized for best performance. High compatibility as no vanilla records were changed. Requirement SexLab Framework – that’s all you need. It will remain the only hard dependency To optimize performance, untick Race/Gender Adjustments, Disable Teleport and Seed NPC stats in SexLab's MCM page 2 and untick Debug in SexLab's MCM last page. Also, install Crash Fixes. Optional But Highly Recommended Fuz Ro D-oh - gives you enough time to read the NPC-NPC dialogues SexLab Defeat – tested thoroughly with SLKR, with it: PC and followers get violated if you dodge the ambush but then lose the subsequent fight. Rescuer gets violated if he/she fails (check Defeat’ NPC-NPC settings) PC and followers get violated again if you try to fight back under hostage but lose. PC and followers get violated if defeated during the rescue mission. You can get other type of revenge on your kidnappers apart from just killing them. Optional Integrations More Nasty Critters: enable 12 additional creature kidnapper types in SLKR. Devious Devices (Assets and Integration – don’t’ forget to batch-build in Bodyslide): random DD pieces are put on victims under hostage. Simple Slavery (and in turn, many slavery mods): potential outcome after exhaustion, chance set in the MCM. SexLab Eager NPCs: Anyone you rescued will become your lover and become available for sex. Translations (might not be the latest versions) Spanish (by Gothuska) Chinese (by sexhaizai) From 4.1 onwards, German and Spanish translations have been incorporated into the installation wizard. Special thanks to CGi for the German translation and for implementing SKSE translation with SLKR. Submitter vinfamy Submitted 02/25/2017 Category Misc Sex Requires SexLab Framework Special Edition Compatible  
  12. Defeat Skill Loss View File Summary: Rape now gives you brain damage! Whenever you are raped you will lose a few levels of random skills. Supported mods: SexLab - When you are the victim in an animation SexLab Separate Orgasm - When you orgasm as the victim in an animation SexLab Defeat - On post-assault blackout Prison Overhaul Patched - At set intervals while you are imprisoned Requirements: SkyUI / MCM SexLab Details: This is what happens when skill loss is triggered: A skill to lose is selected using a weighted random selection. The selection weight is the skill level minus the minimum level defined in the MCM config. Skills at or below that level have a weight of zero, and will never be selected. You lose one level of that skill. Your experience for that skill will remain at the same proportion needed for level up. E.g. if you had level 20 in a skill with 500/1000 XP, after losing that skill you will have level 19 with 450/900 XP. You lose level experience equal to the amount you gained for getting the skill to that level. If this causes your level experience to drop below 0, you also lose a level and your maximum health, maximum magicka or maximum stamina and carry weight will be decreased by the amount you would gain from a level up bonus (random weighted selection, similar to skill selection, with a minimum value of 100). If you have any unused perk points when you will lose a level, you will lose a perk point. If you do not have any unused perk points when you level up, the next time you level up, you will not gain a perk point. Repeat from step 1. for the number of skills configured in the MCM menu. You will never drop below level 1 from this. If losing a skill would cause you to drop below level 1, you will not lose that skill. You can also disable level loss in the config menu. Conflicts: Any mod that changes how experience, level ups, or attributes are calculated will likely be inconsistent with this mod, especially if you lose a level. This mod assumes mostly vanilla behaviour, but it does respect game settings, such as fXPPerSkillRank and iAVDhmsLevelUp. License: GPL 3.0 Thanks: Goubo for SexLab Defeat Princessity for Devious Captures, and Inte for Prison Overhaul Patched - I referenced your code to figure out how to hook into Defeat and mess with skill levels Other notes: This is my first real mod, and it probably contains bugs and noob mistakes. Please let me know if notice any errors. I'm looking for other mods to integrate this with. First on my list is Prison Overhaul Patched. Any other suggestions? Submitter hilaribad Submitted 02/19/2019 Category Other Requires Special Edition Compatible No  
  13. When I am the aggressor in a Sexlab Defeat assault, my controls lock up after I finish with the NPC. I can unsheathe my weapons and move around, but I can't activate anything (doors, items, furniture, etc) and I can't even open up my inventory or spellbook. I can, however, open my inventory and spellbook while in flying camera mode, but I can't interact with anything else. I heard it was a problem with the flying camera thing in Sexlab, but I made sure the auto flying camera was disabled during sex, and I also made sure I wasn't using it during the sex as well - but my controls were still locked up. I also tried entering and exiting flying camera after the assault, but while I was able to do so, I wasn't able to regain control of my character.
  14. I originally thought I'd write about ideas for punishing or rewarding the player, but the question of what a "player reward" looks like turns out to be complicated. Recently, in a long post on the SexLab Survival forum, addressing amputation mechanics, I alluded to an "iceberg" that amputation mechanics were the tip of, but I never explained what iceberg I had in mind. The broader topic of punishment and reward mechanics was what I was referring to. On reflection calling it an iceberg doesn't do it justice. For brevity in future, we need a jargon term to describe the general class of mods I'm talking about. Some can probably guess right away: slavery mods, combat defeat outcomes, "sexist" mods that create continual penalties and hazards on female characters, with an emphasis on the sex part, and other disparity mods that try to create varying experiences for the PC, from pregnancy to running a brothel. The PC doesn't have to be female, but usually is. There's also usually some kind of intentional conflict between a submissive role being imposed on them, and the tasks that vanilla Skyrim makes available (or requires to progress). I'm going to call this very broad category "oppressive" mods. Oppressive mods all have significant capacity to punish the PC. Punishment and reward are at the heart of so many LL mods, particularly those with an emphasis on slavery, combat defeat, or bondage games. In short, oppressive mods are about punishment and reward. Punishment and reward are also at the heart of why so many of these mods don't work well together and why authors aren't inspired to make them work well together. I will present an argument for why this is so. I suspect that conflicts between punishment and reward are also the underlying reason for many players ultimately getting tired of this kind of mod and turning away from it. They're certainly the cause of many frustrations. I will also try to argue why this is not simply an arbitrary claim. Bondage and slavery mechanics add new and exciting ways to punish and reward the PC. Isn't that fun? You may ask, "Why is there a problem?" Let's take a step back... Player character punishments and rewards are NOT player punishments and rewards There are two ways of looking at punishment and reward, we can look at them impacting the PC - the character - or we can look at how they impact the player. The two are different things; potentially a world apart and often in direct conflict with each other. For example, the player fails at combat and the PC is defeated. DCL combat defeat is enabled. The PC is raped (brutal punishment for the PC, but amusement for the player) and then gear may be taken (punishment for both PC and player), and the character may be teleported to some annoying place (punishment for both PC and player), and they may be left wearing devices (punishment mainly for the PC, because the player might enjoy this quite a bit). In oppressive mods, there are many events that take place that are horrible for the PC, but amusing for the player. The kennel in SexLab Survival is a good example of the contrast, the conflict, and the confusion. It's typically an amusing event for the player, but it may well be awful for the poor PC. Unless she is deep into SLS cum-addiction, there is no upside for the PC to be raped by the kennel-keeper or his pets, and she probably isn't going to get a good night's sleep. SLS is a great example of how things get complicated and ambiguous. Is being forced to drink cum a good thing or a bad thing? In SLS, is shifts from one to the other as the addiction increases and it becomes necessary to satisfy it. The player has limited options to prevent the onset of the addiction. Self-gagging might help a little, but it comes with numerous down-sides. The player's reaction to cum-addiction may vary considerably with where they are in their game. At early stages they may seek it out, but at later stages it may start to become a tiresome annoyance. Not only do different mods have different ideas of what events are good or bad for the PC, but the same mod may change its idea as play progresses. The player's idea of what is entertaining remains relatively constant, unless they're over-exposed to a repetitive event that turns what was once amusing into fatiguing boredom. Even this isn't a solid rule. As noted above, the player tends to start to drift away from the oppressive content as their character levels up, and clearing vanilla content (or vanilla-like content) often becomes more of a priority. One thing that's deeply lacking in the majority of mods is any kind of alignment between PC and player punishment and reward. Combat defeat mods are supposed to be punishing the player, but often what they're offering is a lot of sex scenes - which players may find rewarding unless they grow boring - and it's only the character that is getting punished. Even when the PC's items are taken away, the player suffers a great deal less than the PC. And what is the point of putting mechanics into mods that are intentionally boring? Even in a combat defeat mod? There is limited scope to punish the player, and such an approach needs to be used sparingly if players are not to grow disinterested. A certain amount of peril increases excitement, but inevitable failure and punishment are simply annoying and frustrating. To what extent are modders thinking about their mechanics in these terms? Are they considering the difference between PC punishment/reward vs player punishment/reward? Some may be doing this, but I suspect that most have not crystallized that distinction clearly in their minds (until reading this?) There's no doubt that modders are trying to create mechanics that are consistently fun for the player, but the design of existing mods and the way that their authors write about them suggests that they conflate almost everything their mod does with an attempt to deliver player reward, even if it's indirectly. For example, SLS amputations are, to in part, an attempt simply to deliver more excuses for kinky animal sex with a kind of sexual frisson from the underlying reluctance. Only combat defeat mods have reason to seriously consider the topic of player punishment, which they deliver via a very limited toolkit: item theft, disruptive teleportation, and various other annoyances that amount to time-sinks. SD+, if considered as a combat defeat outcome, consists almost entirely of extremely tiresome time-sinking. SexLab Adventures (seems to evidence thinking that the bounties for doing forbidden things are a punishment for both the player and the PC, but in practice they punish the PC far more than they punish the player. The player doesn't set up punishing bounties unless they think they are going to be fun somehow. Loss of time is really the only punishment that can be inflicted on the player, and all other punishments are just indirect routes to this. The things that are lost can almost always be regained with sufficient effort. Whether the PC is being robbed, fined, sent to an inconvenient location, locked in a cell, or chain-raped for two real hours straight, it's all just something that soaks up the player's time in a way that doesn't seem to offer any kind of satisfying progress. In some extreme cases, the punishment takes away from past progress. To what extent the player is genuinely troubled is another matter. After all, they are installing these mods because they like them, and as often as not, they rather enjoy having PoP suck up hours of play while their character is dragged around the countryside on a leash by NPCs who path badly and frequently get stuck. Even when things the player has struggled for are taken away - fancy armors, money, titles, reputation, NPC relationships, levels or skills - it usually comes down to a measurement of time invested that was lost. The things themselves can always be replaced with other things, given more time. What is Player Character Reward or Punishment? How can a collection of data in your computer be punished or rewarded? Is it punishment when her simulation values are modified in a non-advantageous way? I don't believe so. That sort of thinking is nonsense with no reference point or connection to any meaningful context. Reducing the PC's health value is a negative simulation outcome, but without assigning a meaning to it, it is neither punishment or reward. Only the player can assign meaning to these events. Does that mean that there's no such thing as PC punishment or reward? The reference for what is a punishment for the PC is always the story of the PC. There are events that she, as a story character, is supposed to enjoy, and events she is supposed to hate. The player (whether they intend to or not) to some extent cannot help but have some empathy with the human-looking graphic on their screen. She is not just there to create a pornographic visual; if that were the aim then why play Skyrim at all? You could just run SexLab animations in a loop, and a SexLab theater would be the most popular mod around. Instead, there is only modest interest in such mods, and most of that is from people who really are only interested in screen archery - and many of those are still telling stories! However, player empathy with the PC doesn't mean that they player feels misery when the PC is imagined to feel it. Often the PC relishes the horrors inflicted upon their character. There are many reasons for this, but they are topics applicable to media in general, and not Skyrim oppression mods in general. Nevertheless, the determinant of PC punishment or reward is simply the resulting story that the player creates in their head to explain the events and how the character reacts to them. So what's the problem with any of that? The lack of alignment between PC and player punishment and reward leads to a weak and uninvolving experience, shallow immersion, and incoherent story events. Take an example of the PC developing a sex-addiction. This might be simulated as a constantly high arousal value which either doesn't decrease after sex, or doesn't decrease much, and can only be reduced by extreme sexual encounters, or a fast increase in arousal whenever it's low, or both these approaches. In addition, one or more mods may impose stat or XP penalties for this continuing high arousal state. Such additions are generally seen as improving the simulation. In addition, the constant sex events may lead to Wear&Tear on the PC, with additional penalties as a result, again this is seen as an improvement in the simulation. XP penalties are supposed to be a punishment for the player, but they are an ineffectual one because leveling in Skyrim is not terribly important for the player. The stat penalties are inconvenient, and quite likely to involve movement speed or something else that mildly irritates the player, but in many cases may not even be noticed, and may very likely be drowned out by some other mod doing something completely unrelated (needs mod tiredness, for example). The issue here is that a sex-addicted PC is supposed to long for orgasms, but getting them makes almost no difference to the PC or to the player. There is no alignment between the supposed situation - the story you're creating in your head - and the game events. Instead we have a questionable simulation of sex-addiction, with mechanics that are inspired by the simulation concepts. Various conflicting outcomes follow from the simulation, which itself is the product of multiple mods that were not written to produce any single clear outcome or with any special intent - they are essentially simulation rules - they are devoid of any compelling story. We're supposed to believe that the PC is constantly distracted by her desire, leading to impaired learning. If there's a Wear&Tear mod, we are also (probably) supposed to understand that the PC is physically (and magically) impaired by pain resulting from past sexual activities and abuse. None of this simulation exists, or makes any sense in the context of vanilla Skyrim, where healing spells and potions cure sword cuts and simple praying cures diseases. Some players struggle with the contradictions, and add more mods in an attempt to resolve them: needs mods with harsh diseases, limitations on potions, or potion consumption, limitations on healing capacity and PC recovery, wounds mods that create lasting effects for combat injuries that can't simply be healed away. It's more complexity and more mods to solve a problem that was created by the original mod setting up a questionable simulation that was at odds with vanilla Skyrim. Players typically take the position that vanilla Skyrim is inadequate to support and enhance their fantasies for the PC, so they impose extra perils and dangers upon her. She needs warm clothes and fires, she needs to eat and drink, she needs to get a good night's sleep, she needs to pee (and fart!)... it doesn't stop there... she needs to sleep in comfy clothes, she she needs to eat good food, she gets tired of camping, and she gets hurt and penalized by ... just about everything. Players add mods where the PC can get pregnant, or seems to easily submit to forced sex, mods where she can resist forced sex up to a point, they add mods where everyone wants to enslave and sell her, mods where she can be auctioned, mods where she is hurt by sex, and mods where she becomes addicted to it, or to sex with animals. There are even mods where you can become inseminated with GEMS by animals and give birth to ROCKS! And of course they add mods that tie her up. Lots and lots of those. I could digress into a discussion of what this means about the female gender role in society, but that sounds hazardously close to politics. The point is that the simulation rules we apply to the PC get ever more complex and perilous. They are profoundly weighted in favor of punishing, humiliating and terrorizing the poor PC. If there is something she is ever allowed to enjoy, you can be almost certain that it's some kind of destructive addiction or submissive mental break. This is where player frustration can set in. A player initially believes that modding can deliver new and surprising experiences in their game. As time goes by, modding becomes more of a struggle to balance the conflicting ideas of reward and punishment in the web of mods that they've installed, or simply to get some beloved feature to work as they want it to. Frustration and exhaustion, combined with a loss of belief in the idea that oppressive punishment-oriented mods can deliver any substantially new content leads them to look to other genres, or to abandon the undertaking completely. There's a real shortage of mods that emphasize PC enjoyment, fun or satisfaction. There is no mod where eating cakes gives the PC more happiness. There is no mod where she will pay a fortune to taste chocolate but not be addicted to it like a drug. There is no mod where she enjoys a smile from a child. I guess the majority of players don't want these things in their game for some reason. This isn't some political comment. It's just that game design has conventionally always been about peril and punishment, with the reward being from overcoming those hazards ... but there are games (like Candy Crush) that are composed only of rewards, albeit weak ones. Problematic conflicts arise because each mod is trying to guess how their user-base feels about a certain scenario, and to provide events that are titillating. Each one envisages a slightly different scenario for the PC, then (usually) tries to produce it indirectly through simulation rules. Mods that are direct about the outcomes they want are less common, but the root conflicts begin with the stories. As the intended outcomes (stories) conflict, the simulation rules also interact at cross-purposes. There's no clear direction. Even if these mods can interoperate what would that interoperation look like when they have disparate concepts of a proper outcome? Players tweak mods, put mods in, take mods out, and post on forums, over and over, seeking changes of one kind or another, so that they can get the outcome they imagine as perfect. However, for every modder there are numerous players (even for unpopular mods) who all have slightly different ideas in their heads. With only one modder and all those players, any mod can only please each player a certain amount, and the modder may not be pleased with what they delivered either. (I know I am never satisfied with what I make). Even among the most eager fans of a mod, there are different story expectations. Conflicts Everywhere The conflicts are not only between the mods and vanilla, but between each mod. These conflicts flow directly from different concepts of what is a player or PC punishment or reward. It's inevitably the case that two mods get in a fight over some stat that they both want to change in opposing ways, or some situation or scenario that they want to resolve in profoundly different ways. Superficially, Estrus Chaurus (EC+) appears to be punishing the PC for sex with chaurus monsters, or from picking flowers, or (if you have certain patches or extensions) from collecting chaurus eggs. Of course that's not its true purpose. Its core reason for existence is to amuse the player with tentacle-sex and violation fantasies, then to pile a body-modification fetish on top of it, allowing the player to view their character distorted with huge breasts and belly due to a foul "pregnancy", a parasite infestation that can easily end in a horrid mess of skittering creatures. EC+ punishes the PC but rewards the player. Its pregnancies conflict awkwardly with other pregnancy mods (which have equally complex internal intentions), including combat defeat mods. The EC+ encumbered PC is weakened in combat, suffers additional defeats, and additional indignities, but we're now slipping into territory where the player is ostensibly to be punished for letting their character become inflated with alien eggs to the point that she can barely waddle along. This is a recurring pattern. A mod that offers player entertainment also adds penalties to the PC, and other mods interpret those penalties as an intent to punish the player. And in some cases, they act on that intent, amplifying the "punishment", or attempting to counteract of moderate it. The different mods had different outcomes in mind. EC+ seems to think that the pregnancy is more or less the end of the problem, but don't get caught too often or you'll end up inflated for good. OTOH, DiD thinks that tentacle-sex is both a way to lose trauma and also to gain it. I can't figure out what DiD's overall expected outcome is, but it's clearly different to the original intent of EC+ otherwise it wouldn't need to add any new simulation rules. The first problem is that mod X has no way to tell whether the things mod Y were done to amuse the PC, or are supposed to be some kind of disincentive. The second problem is that mod X and mod Y almost certainly have a different outcome in mind, even given the same set of preconditions. Returning to the EC+ example, the mod itself is also internally conflicted. It does things that please the player, while also doing things to annoy them (such adding little scuttling creatures to areas). Of course, the player can control some of these decisions, but the player was always controlling them, from the very point that they installed EC+ they were superficially in control. However, because mods rarely deliver a coherent experience to the player, we see, again and again, the addition of more and more mods trying to resolve a nest of conflicts that can only grow as a result of this approach - and I don't mean script or ESP conflicts, but gameplay experience and immersion conflicts - it's a way of modding that creates an endless appetite for more and more mods and features. Another conflict is that players wish to surrender control, while at the same time exercising it. They choose to add a mod that does things to the PC, but want to feel that the outcomes are beyond their control, or at least beyond the PC's control. They want the story of helplessness, or struggle. They want story events to take them by surprise ... but not too much surprise. They chose the mods they put in their game, and chose how to configure them, but then they want to play within the limits they've created for themselves, with the perils they have so carefully prepared. This is a conflict over control rather than reward and punishment, but it manifests as reward and punishment. When mods go off the rails and break the game, or simply send it in an unwanted direction, the player (as well as the PC) is punished. Often enough, total success for the PC ends up being seen as failure by the player. Again, the mods didn't do the intended job. Is Coherence Possible? (And would we want it?) Is it even technically possible to create coherence between the PC experience and the player experience? Would this be better or worse? It is possible for mods to agree on the nature of an experience, so they all augment it, instead of breaking it? Now we're into more difficult territory. It took until now to crystallize the true nature of this problem, and I imagine that many readers are still not at all convinced there's anything here but a confusing web of points that they feel they have easy counter-arguments to. It's not easy to explain the network of ideas and realizations that have brought me to write this, and it will be a journey of its own for me to learn how to express those ideas clearly and succinctly. For now, the ideas are present, but they're still new. There's scope to improve and refine them, and even more scope to improve how to describe them. But returning to the question at hand, I can offer some examples. In the case of sex addiction, what if the player received increasing rewards for orgasms? The more extreme the addiction, or the longer the period of denial, the greater the player reward would be. Pay attention here, I'm talking about player reward, not PC reward. This could be applied to any addiction mechanic, but its most notable for sex-addiction, because orgasms are rarely a reward, even for the PC (not the player); instead loss of arousal is the reward, if it's even granted, and who that reward is aimed at is ambiguous. Is it the player, who is happy that her character is now better able to function? Or is it the PC, who is supposed to relish the reduction in danger that the sexual-satisfaction leads to? Or (as I suspect) some combination of the two. In the case of combat defeat, can we genuinely punish the player for losing? In the case of being caught without a license in SexLab Survival (SLS), there's a conflicted message. The player is supposed to be punished by losing access to items and abilities, but they may also be enjoying the peril that their character has been placed into. They may well get considerable enjoyment from their character being placed in punishment devices that are clearly intended to be a (story) punishment for the PC. What if the sexist problems imposed by SLS were entirely punishing for the player, and overcoming them entirely rewarding? Is that even possible? One thing is for sure, a mod that has an alignment between PC reward and player reward would be unlike the majority of mods we see, which have almost no consideration of PC reward, and are composed almost entirely of PC punishment. Would alignment in PC and player reward help align mods together? I think it would, up to a point, because it immediately becomes clear what is supposed to be a player reward or punishment. In current mods, two mods that disagree are both trying to deliver player reward (and PC punishment). It's impossible to intuit which player punishments are supposed to be producing player enjoyment, and which are trying to be player punishments. But if the punishment and reward are simplistically objective, it's easier to get alignment between mods. For example, Deviously Enchanted Chests likes to put the PC into bondage gear. While this is somewhat a reward for the player, it's substantially supposed to be a punishment. The goal is (ostensibly) to get out of the bondage gear as quickly as possible and return to business as usual. Devious Training tries to mitigate the penalties of being in bondage gear long-term, while adding extra visual rewards (for body modification fetishists anyway). It's a given you won't install DT unless you like the modification part, but the penalty mitigation is a bonus player reward. DT is at odds with DEC in some areas, aligned in others. However, if we have an objective way to know whether the PC likes being bound ... if the PC's rewards are aligned with the player's, then we also know whether the player wants the PC to be bound. Given this data, a bondage mod no longer needs to guess what to do. The player wants mechanics that make being bound rewarding. So, there's a light at the end of the tunnel ... we can potentially solve some problems by using data about the PC, or the player, and if we put the two into alignment we can create novel experiences, align mods together better, and store less data.
  15. Alright, I'm brand new to all of this modding stuff. Finally got myself a PC to play skyrim on. I was wondering if anyone could link here all of the mods I need for Sexlab Defeat. Help a girl out, xoxo
  16. Code Serpent

    Peril

    Version 1.0.1

    1,516 downloads

    Peril is a death-alternative mod that allows the player to try to recover from defeat in combat. Enemies will punish the player and their allies if they continue to attack after their first defeat, stealing any and all items they carry, and doing more nefarious things if other mods are installed. Defeat After entering combat you can be defeated by your enemies after you and all your allies are bleeding out, or by pressing the Surrender Hotkey in the MCM. Without aid, you and your companions won't be able to recover from bleedout. If you give your allies potions or scrolls of healing, they may use them to get back on their feet. (This doesn't always work, so it's disabled by default.) After being defeated, one of your enemies will come up to you to start negotiations, if they're humanoid. If you're defeated by creatures, then you will have a prompt to try to distract them. If you move, draw your weapon, try to pickpocket, open a container, take any items, or exit dialogue before or during this parlay, then combat will start again, and your enemies won't bother trying to talk to you if you are defeated again. Parlay During parlay, you have few options to escape worse punishments. You can attempt to bribe your enemies with some gold or some of your carried gear. You can only offer your gear as a tribute if you are carrying some useful items, like lockpicks, health potions, or gems. If your enemy is a member of one of the holds, then you will have the option to surrender and be escorted to jail. (Currently, you're just taken to vanilla jail.) If you want to experience some of the worse punishments, you can pathetically plead for your life. Punishments If you are defeated twice by the same enemy, or grovel during negotiations, then you will be subject to some worse punishments by your enemies. Without any other mods installed, the punishments are mostly stealing certain items. Either all of your carried gold could be stolen, all of your potions, scrolls, soul gems, etc. could be stolen, your weapons could be taken, and you could be stripped completely bare of all items, including quest items. The relative weights for these punishments can be set in the MCM The last two punishments will only happen if you are at a dungeon that has had a Stolen Items container placed inside. These containers are placed right next to the end chest of the dungeon. These containers don't respawn, so, any quest items or unique equipment can be recovered if you return to clear the dungeon. If you have SexLab installed, then your enemies may rape you, one of your companions, or will force one of your allies to rape you. Again, the rates for these punishments can be set in the MCM. If you have Devious Devices installed, then you and your allies can be bound in either chastity devices, or heavy restraints. Escape After parlay or punishments, you will be given 30 seconds to flee the area before combat starts again. If you draw your weapon or try to loot or steal anything, then combat will start before then. If you want to avoid punishments completely, then you will either need to kill all of the enemies you face, or flee until you're roughly 60 meters away from them before you are defeated. Compatibility This mod shouldn't be used with other defeat mods under most circumstances. However, other modders can temporarily shut down this mod if they need to for certain scenarios. To do this, they should call the following papyrus command before combat starts in their scenario: if(Game.GetModByName("Peril.esp") != 255) (Game.GetFormFromFile(0x008AC2, "Peril.esp") as GlobalVariable).SetValue(0) endIf This will prevent Peril from starting a defeat scenario when combat starts. After the external scenario is completed, the above command should be used to reset the global variables value back to 1, which will re-enable Peril's defeat system. Future Updates This mod is going to be developed at a slow pace. One of the reasons I decided to make my own defeat mod, first with Dragonborn in Distress, and now with Peril, was because every other defeat mod consistently failed during defeat scenarios. So, I'm developing this mod with the hope that every defeat scenario will work every single time. For that to happen I have to plan these mods out carefully, which takes a lot of time.
  17. Version 2.05

    51,846 downloads

    Defeat, imprisonment, abuse, trauma, and addiction. The Dragonborn no longer a paragon of virtue or an undefeatable hero. This mod is now being continued as two separate mods. The first mod, Peril, has been released, and partly covers the defeat aspect of this mod. This mod is intended to be a light-weight defeat, slavery, and addiction mod, integrated seamlessly into normal Skyrim gameplay, completely voiced by vanilla voice lines, and supports several other mods that can add to the experience, without requiring them. It's core is a gameplay cycle of trauma and addiction. If you are defeated and abused, you will become traumatized. To recover, you will either have to wait several in-game days, or find some substance, device, or activity that can distract you. The catch, is that all of these actions and items are addictive. If you go too long without them, your mind or body will deteriorate, leading the Dragonborn into a downward cycle. !Important Compatibility Issue!If you have two mods that are both soft dependents of the same mod, but don't have that dependency installed, one or both of the mods may break. Dragonborn in Distress is particularly susceptible to this, with the number of soft dependencies it has. The most common culprit is another mod that is soft dependent on Devious Devices or SexLab Aroused. This bug can be fixed by simply installing the soft dependency. If you don't want to have the mod fully installed, just make sure the scripts are installed, and disable the plugin. Defeat and Capture It is now possible for the Dragonborn to lose a battle or surrender. If you press the surrender hotkey, set in the MCM, you can surrender to any and all enemies you come across in Skyrim. Surrendering via the hotkey immediately captures you and any companions with you. Alternatively, you can enable automatic surrender and bleedout surrender. With automatic surrender, when your character falls belows a certain health threshold, and either a magicka or stamina threshold, your character will have reached their limit. You will recover your health, but if it falls below the threshold again you will surrender and will be captured. With bleedout surrender, if you start bleeding out in combat you will get a second wind, recovering your health. If you bleed out a second time you will surrender and will be captured. With both cases, the only way to avoid capture would be to kill all potential captors before you surrender, or run away. You only get one second wind while adventuring on her own, so act wisely. If you surrender, and if you have allies with you, or another band of adventurers or soldiers happen across your potential captors, you may have a chance to escape. For as long as your potential captors are in combat, there is a periodic dice roll that your character may rally and pick herself up. If you fall in combat again, you may also rally again if your captors are still in combat. If the Dragonborn is captured, a variety of things can hapen to her. If your captors belong to a crime faction, then you will be passed off to the guards and sent to jail. Otherwise, your captors will rape you and any allies you have with you. The number of abusers that will go at you at once is dependent on your level, the same goes for your allies. SexLab is searched for appropriate animations, and if there are none available, the sex scene is cancelled. If you don't want a specific animal or creature raping you or your allies, simply disable their sex animations. Once your captors are satisfied, they will steal all weapons, arrows and bolts, potions and food, and gold and lockpicks, if Theft is enabled in the MCM. Your allies will be searched as well. If your captor's hideout has one or more jail cells or cages, you will be thrown in with the door locked, and any allies will be locked up in any other empty cells that are available. If you have a cell, but there aren't enough for all of your allies, they'll be taken somewhere else, and will meet up with you if you manage to escape. After being locked up, you will be left in shock, with your stamina and magicka drained, and you left unable to run. This will last from a few hours to a day or two, depending on how traumatized you are. The duration until you recover from shock is shown in the MCM. Shock can be disabled in the MCM. At this state, a number of things can happen, depending on how you act. If you carried enough lockpicks and shivs with you, you may have managed to conceal one of each from your captors. Alternatively, you can try looking around any furniture nearby to try to fashion a lockpick or shiv. Keep in mind, your captors will be watching you. If they spot you searching for something, or trying to take something from them, they will rape you, take whatever valuable items you have on you, and may bind your hands and blindfold you. If they spot you with a weapon equipped, they will rape you, disarm you, and may bind your hands. If they spot you trying to run away, they'll take any lockpicks you managed to find, and may blindfold you and lock leg cuffs and bondage boots on you. If you manage to escape your cage, you will be attacked on sight. If you start combat with them, and fall in combat again, you will be raped, disarmed, and your hands may be bound. Additionally, every day or less, your captors will pull you out of your cage...and I'm sure you can figure out what will happen. Your punishments are partly dependent on how your captors view you, how threatening and how weak-willed you are. Your threat starts dependant on your level, increases anytime you initiate combat or are seen with a weapon, and decreases over time and everytime you are bound. Your weakness start dependent on your addictions, increases over time and whenever you are bound, and decreases everytime you initiate combat. Higher percieved threat makes it more likely you will be bound when punished, and makes your punishments more severe. Higher weakness causes your captors to use you more frequently. You can view percieved threat and percieved weakness in the MCM. There are three ways to escape capture: kill all of your captors, run away from your captors, or wait for rescue. The first two are self explanatory. For rescue: while you are captured, you can simply wait until your captors decide to throw you out, where someone will find you and bring you somewhere safe. By default, at zero percieved threat and zero percieved weakness, your captors will use you for a day before throwing you out. This can be modified in the MCM. If you are seen as threatening, your captors will likely throw you out sooner. If you are seen as weak-willed, your captors will keep you around for longer. When a rescue attempt occurs, you may choose to wake up in the house of a friend, or at an inn, or at the Temple of Kynareth. You can also choose to remain captured. Rescue attempts can be disabled in the MCM. Theft If theft is enabled in the MCM, when you are captured you will likely have some things stolen. While you are captured, these items will be kept with your captors. You can retrieve them by pickpocketing or killing the person or creature that defeated you. Or, if their hideout has a prison section, you may find your stuff in a nearby knapsack. If you escape without retrieving your items, your former captors will start selling off your gear. These items are not irretrievable though. You may stumble across your stolen items by searching those knapsacks in prison wards. In a future update, I'll add a Black-Market location, where you can buy any gear that your captors sold off. For the meantime, you can also disable item loss in the MCM. Trauma Being captured and abused takes its toll on everyone, including the Dragonborn. Everytime you are raped, abused, or otherwise gang-banged, your trauma will increase. The number of people going at you at once determines how severe the trauma increase is. Trauma will decrease overtime, but only at a rate of 1 point per day. This rate is increased if you have high addiction in something, but will decrease if you are withdrawn in something. The duration until you completely recover from your trauma is available in the MCM. At high trauma levels it will become difficult for you to focus, lowering the rate at which you gain experience in skills. This can be overcome through some form of addictive relief like alcohol, skooma, or sex. If your addiction to something is higher than your trauma, and your withdrawal in that same action is lower than your trauma, then you will be able to focus again. The trauma experience penalty can be disabled in the MCM, but it will still affect addiction, as described below. Trying to find relief this way initiates a vicious cycle. At high levels of trauma your addiction to substances and actions increases much faster, which can start uncontrollable behaviour, which may lead to more trauma. Addiction and Withdrawal There are a number of addictive substances and actions that can help you overcome your trauma. All of them follow the same basic rules. Performing some addictive action increases your addiction and lowers your withdrawal in that action. Over time your addiction decreases and withdrawal increases. At higher withdrawal your addiction decreases slower. At higher trauma your addiction increases faster. If you spend time near a shrine your addiction decay won't be impeded by high withdrawal. The Tribunal Shrines and Shrine of Auri-El added by the DLCs can help your addictions if you install the DLC patch. A whole range of sliders exist in the MCM to adjust how fast withdrawal and addiction changes for each kind of addiction. Each addiction can be enabled or disabled at any time in the MCM. They start as disabled by default. At high levels of addiction and withdrawal your character may start to do things spontaneously to get their fix. If your character's last spontaneous urge was more than 12 hours ago, your character's thoughts will be put up on the screen as a warning. If they get the urge again within 12 hours they will go through with it with no other warning. Alcoholism You become addicted to alcohol through drinking mead, wine, and any other alcoholic drinks you may find. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any bottles of alcohol you spot or carry in your inventory. You may also demand innkeepers to serve you a drink, even if you can't afford it. Arm and wrist binds will prevent you from stealing and drinking alcohol spontaneously, and a gag will prevent you from demanding innkeepers for alcohol. Alcohol added by official DLCs can affect your alcoholism if you install the DLC patch. Narcotic Abuse You become addicted to narcotics by consuming skooma, moon sugar, and related drugs. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any narcotics you come across or carry with you. You may also demand the caravans or other road-side dealers you find to hand over their goods. Arm and wrist binds will prevent you from stealing and consuming drugs spontaneously, and a gag will prevent you from demanding dealers for their goods. Redwater Skooma can affect your narcotics abuse if you install the DLC patch. Kleptomania You become a kleptomaniac by stealing and pickpocketing items. At high levels of withdrawal and addiction, you may spontaneously steal any valuable item left out in the open, without thinking to check if anyone is watching you. Arm and wrist binds prevent you from stealing spontaneously. Lactation You become addicted to lactation by becoming a Milk Maid through Milk Mod Economy, and using milking pumps and harnesses. At high levels of withdrawal and addiction, you may spontaneously jump into a milk pump at any farm or mill you come across. You may also demand farmers and general merchants milk you dry on the spot. Wrist binds and chastity bras will prevent you from jumping into milk pumps, and a gag will prevent you from demanding others to milk you. Sex Crazed Sex addiction is handled externally through SexLab Aroused. Your 'Withdrawal' is read from your SLA Arousal and your 'Addiction' is read from your SLA Time Rate. At high levels of withdrawal and addiction, you may masturbate on the spot out in the open. You may also demand any man or woman you come across to fuck you in the street, though only lowlives or moralless scum would accept the invitation in broad daylight. Wearing a chastity belt or a gag will stop you from demanding others for sex. Xenophilia You become addicted to exotic sex with tentacle creatures after being assaulted by chaurus tentacles added by Estrus Chaurus. Tentacle attacks can occur through spit attacks, or through harvesting chaurus eggs. At high levels of withdrawal and addiction, tentacle attacks may occur without provacation underground and near certain items like falmer totems and chaurus egg sacks. Wearing a chastity belt will prevent tentacle attacks. Bondage Reliance If you wear wrist binds while being addicted to alcohol, drugs, or theft, then you may become reliant on bondage. When you are reliant on bondage, and you're not wearing wrist restraints, you will become paranoid and may spontaneously bind your hands with whatever devices you carry on you, or demand a guard or blacksmith bind them for you. Wearing a gag can prevent you from making these demands. Chasity Reliance If you wear a chastity belt or bra while addicted to lactation, sex, or tentacles, then you may become reliant on chastity devices. When you are reliant on chastity, and you're not wearing chastity devices, you will become paranoid and may spontaneously equip a chastity belt or bra if you are carrying one, or you may demand a blacksmith to lock one on you. Wearing a gag can prevent you from making these demands. Gag Reliance If you wear a gag while you are addicted or reliant to something that can cause you to make demands, then you may become reliant on your gag. When you are reliant on gags, and you're not wearing one, you will become paranoid and may spontaneously equip any gag you're carrying, or you may demand a blacksmith or guard to lock one on you. Wearing a gag prevents you from demanding guards and blacksmiths to put a gag on you. Troubleshooting and Uninstallation Theft and Capture have Safe-Word buttons in the MCM. Press these if something starts going wrong. All addictions can be disabled in the MCM. You should disable all addictions and press the Safe-Word buttons before uninstalling the mod. Compatibility The following mods can be added to improve the features this mod has: SexLab Aroused Redux - Dragonborn in Distress uses this mods values for sex addiction. Devious Devices Integration 4.x - You may be bound in devices when defeated, and can use devices to quell your addictions. Milk Mod Economy 26-01-2019 or higher - Enables using Milk Pumps as a form of relief, and enables milk pump addiction. Estrus Chaurus+ 4.x - Enables tentacle attacks through chaurus eggs, enables using tentacles as a form of relief, and enables tentacle addiction. Description for 1.x Versions
  18. SL Defeat "Add-on" View File Sexlab Defeat "Add-on" Is compatible with the LE or SE version I take no credit for the making of the mod SL Defeat, all of the amazing work for SL Defeat was done by Goubo Description This is a dialog Add-on for SL Defeat that adds Follower Aware Dialog to the combat rape What this adds More PC rape aware dialog Not so easy to talk/bribe your way out of a surrender Dialog that is aware of the following followers: Aela the Huntress (Was already part of Defeat, just remove the condition of faction Silverhand) Uthgerd the Unbroken Erik the Slayer Jenassa Marcurio Lydia Jordis the Sword Maiden Ria Mjoll J'Zargo Vilkas Cicero Sven Annekke Installation Since this is technically not a Add-on, but an overwrite instead, it will not add a additional ESP file to your game SL Defeat and its requirements Install SL Defeat first, then overwrite the ESP with the file from this addition, unzip and drop the file in or install with mod manager and click yes to overwrite FAQ: Is this compatible with the SE version? Yes this is a esp only file so download the SE version and then overwrite with this esp My game crashed after I installed this mod, why? No it didnt, its a dialog change, think before making a dumb statement Will you do more dialog? Possibly yes, we will see what time I have Submitter -Caden- Submitted 05/28/2019 Category Sexual Content Requires SL Defeat Special Edition Compatible Yes  
  19. I originally posted a part of this on the SL Survival Development Blog. That post has some lengthy examples, but I thought of a more concise way to describe this. I've been thinking long and hard about the problems that arise in Skyrim games. Of course, we don't have a game that is designed to support any gameplay other than combat, and we aren't in a position to create huge quantities of new content either. People do create amounts of new content for Skyrim, even for LL-style play (whatever that is) but it's not the focus. While Troubles of Heroine and Things in the Dark are examples of new quest content, the majority of LL-style mods are mechanics oriented, or are new animations or graphics. What I'm convinced of, is that there is a problematic disconnect between sex and BDSM oriented content, and Skyrim's simple brutal gameplay of hash, slash and loot (or burn, freeze and loot if you play a mage). Devious Followers is a mod that creates punishments for the player if they are poor at the loot part, or when they have mishaps with combat-defeat mods that steal cash. However, the majority of combat-defeats don't integrate well with LL-mods. You might say, "what about Defeat?" or "what about Dragonborn in Distress?" They're full of sex. So how could they not integrate sex with combat? The do integrate it, but not well. With those mods, you have combat, and then defeat, and then sex and punishment, and then ... what? Defeat really just has robbery (or a transition to a slavery mod) and DiD ... basically it is a slavery mod post-defeat. What we have is a boundary, not an integration. Combat sits on one side of this wall, and some slavery mods sit on the other side. Defeat without slavery mods is incredibly toothless and dull. If you aren't enslaved, it tends to simply kill you in many cases, which really does defeat the point of Defeat. What I find, is that after a while, Defeat stops being any fun at all. The first iteration of DiD rarely every worked. With the second one, it's too soon to judge, but I don't think it's conceptually different to the old one, it's just technically better. DAYMOYL, DCL combat defeat, Defeat, and even DiD are all about inflicting semi-random outcomes on the player and claiming it's better than death+reload. DiD is somewhat different, but I don't want to bog down in discussing it because DiD (and DCL) are monolithic solutions that create a closed silo of functionality - even if they have some interoperation with other mods, it's only on their terms. How can we make this experience better and more varied, for more mods, at more times? How can we actually get mods to interoperate efficiently by design rather than by accident, or by herculean effort? DBF built a mountain of interoperability into SD+, why doesn't anyone use it? DCL built a pluggable slavery system, why doesn't it even make much use of it itself? Pet Project has an elaborate high-level scene management system, why isn't it available for use by other mods? I could answer those individual questions, but I think there is a meta-answer. That's where my manifesto of what Skyrim combat + sex + combat failure should be like ... to be fun. Combat outcomes shouldn't be so binary. Outcomes should be more fluid. Maybe you can win by means other than the sword? Let's not talk about the simplistic concept of "combat defeat", let's talk about combat outcomes, generally. And some other things... 1 ) Combat outcomes MUST integrate with PLAYABLE outcomes. 2 ) Combat outcomes SHOULD allow the player to resist, or to continue to resist at any practical point. 3 ) Rape mods SHOULD integrate with combat outcomes, not just in a "Defeat triggers rape" direction, but in that point (2) should always apply. Rape mods where you cannot resist in a practical way that uses actual Skyrim gameplay are simply random sex, with random outcomes, not gameplay. 4 ) Sex generally (including prostitution) SHOULD integrate with rape mods and defeat seamlessly. 5 ) Defeat outcomes should punish you in terms of progress, but they should NOT be so boring as to be an actual punishment for the player. 6 ) NPCs shouldn't always react first with violence, but should be alert for opportunity to get what they want by easier means. 7 ) Interactions should be streamlined, flowing and immersive where possible, rather than stilted and punctuated by invasive message boxes or unnecessary/redundant dialog. 8 ) There should be alternative ways to solve problems without combat. 9 ) Mods should aim for synergy and interoperability rather then each trying to create a walled garden of controlled features where events only join-up or make sense within the mod's own little silo of mechanics. What do I mean by "playable outcomes"? When you lose in Sexlab Defeat, you get robbed or raped, or you button-mash and maybe you don't - it mainly depends how you set up the button-mash difficulty, and how overwhelming the enemies are to start with. Afterwards, nothing much has changed. You lost some stuff ... maybe. You transition to an enslavement mod ... maybe. Apart from the MCM, it's not under player control. You aren't making choices. It gets repetitive because it is repeated over and over without any real game. That's not playable. You aren't "playing" when you sit back and watch your PC get gang-raped by bandits. You might be doing something, but playing Skyrim is not it. You watch a little movie and the game moves on. Even SLSO throws up its hands and gives up with more than two actors in the scene (though this has improved a little since I first wrote this). So when I say "playable", I mean the PC is doing Skyrim stuff: they are in dialogs, picking topics or selecting answers, they are managing their inventory, they are fighting, they are managing their loot, ordering their follower, or bouncing about the landscape. How could that even be possible when you just "lost" to bandits? The examples in my original post on this topic show that one way. I'll put it another way... What if losing is a chance to negotiate surrender? What if negotiation is more like a game of poker than a game of dice? What if an initial combat "defeat" is a chance to perform a reversal? What if escaping the defeat - right now - not two weeks of rapes later - is a possibility? What if even complete capitulation is not a segue into a series of sexlab animations you've seen a hundred times already, but a chance to keep playing? What if sex is a combat tool? (And not just succubus life draining sex, all sex). What if you can use being defeated to achieve your ultimate Skyrim goals of "getting the loot" and "finishing the quest" ? More to come!
  20. I was testing out More nasty critters, I have all the mods needed with it like, hentai creatures, creature frame work, horny creatures of skyrim. I also got defeat with it so that my player would be fucked if surrendered, but draugrs just do the animations but clothes still on but no penis. I did it with 4 different draugrs and still the same thing. I havent tried out any other creature tho
  21. I'm still working on an update for Devious Lore, but in the meantime I thought I would make a poll and thread for you all to voice your opinions on the next update for Dragonborn in Distress. I have used vanilla voice lines for the entire mod up to this point, and I think I will be able to continue that with the updates I have planned. However, the generic lines sacrifice nuance for sound, and the dialogue often comes off as clunky. I could change this and write custom dialogue for the whole mod, though that would take a lot of time, and they would of course be silent. Let me know which you would prefer in the poll above. In the next major update (I may do a few bug-fix updates before I get to this) I will be re-implementing a custom prison system, similar to what I had in 1.x versions, and I will start implementing punishments that can occur both in prisons, when captured by the guards; and in dungeons, when captured by bandits and other enemies. These punishments can be triggered through enough time passing; by mouthing off at your captors; after trying to escape; after trying to steal from your captors; and through starting combat. The type of 'trigger' event will determine what punishments are used. Additionally, I will add 'Threat' and 'Weakness' thresholds to certain punishments. 'Threat' is how dangerous your captors see you, based on your level and how many times you try to attack them. 'Weakness' is how weak-willed your captors see you, based on your addictions and how many times you surrender after being caught. This will prevent low-leveled characters from being punished too severely, and will create a dynamic where your actions while captured will have consequences for your character. Here is a list of the punishments I have come up with. Please comment any ideas you have. Include a link if your idea would require an external mod. Fair warning, a lot of these are very dark, and might not be everyone's thing. I will try to include options for each punishment, so they can be enabled and disabled at will, and their thresholds and triggers will be configurable. The markers described above will be added to vanilla locations by me. I will try to make it possible to have non-vanilla locations supported externally.
  22. I have an issue for Sexlab Defeat SSE in which the Male Aggressor's Animation would not load after starting assault. The Female Animation(or pose) loads normalt but the Male just stands there unstripped. Could this be a load order issue?
  23. Hello. I'm trying to install defeat and .. I admit I'm totally lost I installed: Creature Framework Fores New Idles in Skyrim SE Fuz Ro D'oh HentailCreatures SexLad More Creatures SE SexLabAroused SSE SexLabFrameworkSE SkyUI 5.2SE SL advanced Cum Stage UIExtentions 1.2.0 SL Defeat SSE The necessary for Skyrim HD SE I enabled them in the menu but, I can't figure out how to "initiate" the action. Also, I tried to arouse at 100 a friendly NPC but nothing happen. Un hostile NPC will attack me and then, I see nothing except my character is stuck inside the NPC (Not the way I want). I don't see any animation so I guess something is missing. Can you help me ? (How to initiate action and why I don't have any animation.) Thank you so much (I tried to find the information but, I'm very new and I have no idea what to look for)
  24. Hello, I've looked around but have not found a sexlab mod that matches my current interest. WARNING - Rape/Raped fetish. Leave now if you don't like this. What I am looking for right now is a stand-alone or add-on to Defeat where it adds random encounters of a small list of specific things; One or more women (1-3) robbed and naked in one of Defeat's Trauma poses (or where ever Defeat gets those poses) and caked in cum overlay. Talking to them they tell you they were attacked and raped by bandits and ask if you'll help them. Simple revive, escort, or RP dialog options. Also options to take advantage of them or persuade them to 'reward' you for helping them. One or more women (1-3) actively being raped by bandits. Infinitely plays Aggressive animations where the player can watch or rescue the poor girls. Similar or same dialog options as before. A group of bandits walking to a random location escorting one or more (1-3) female prisoners they have captured and/or violated where the player can rescue the poor girls. All this for 'immersion' purposes of course. Been trying to actively replace my Sex Slaves for Bandit Camps mod for weeks as it doesn't exactly work well... or do anything at all, and I thought this idea would be really neat. Immersive Wenches as been working well for me, but just not enough volume of girls needing rescue. Captives just straight up doesn't work for my SE. Kidnapped is just plain glitchy and weird for my SE. If a mod of this description exists, please let me know. If you know of similar mods, let me know as well. Please and thank you.
  25. Hello everyone.. i just started playing skyrim again and this time i am trying it with mods. i don't have really many mods as i dont understand them. i followed the instructions on the page of every mod..but it still keeps crashing please help me.. pc details 4 gb ram 2 gb graphics card here are my mods in the mod organiser pannels left pannel DAWNGAURD HEARTHFIRES DRAGONBORN UNOFFICIAL SKYRIM LEGENDARY EDITION PATCH SKSE 1.07.03 FUZ RO DOH SKSE SKUI RACE MENU V3-4 OPEN CIVIL WAR CIVIL WAR AFTERMATH DIBELLASI STERHOOD20200329 CBBE SEXLAB FRAMEWORK V162 FULL DEFEAT PAYSEXCRIME ZAZANIMATIONPACK HDT physics extensions realistic force sos fnis behaviour7.6 XXL fnis update fnis creature pack XP32 maximum skeleton extended (not overwritten by anything) Feminine argonian textures( cham) dibellasisterhoodsisters bodyslide remodeled armor CBBE hdt bodyslide update and the corresponding load order in the right pannel.. please tell me what am i doing wrong i am a rookie at this.
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