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Damsels in Distress - SE/LE (3) - Breeding Slaves View File Finally! The next installment of Damsels in Distress! After what, a year? I released did2 around halloween... last year... ANYWAYS did3 Breeding Slaves is about one thing; saving damsels from being the breeding slaves of the unscrupulous villains in Skyrim! They have been captured, stripped, shackled, and fucked furiously in the hopes of boosting their population growth stat. This installment will have you fighting mostly Forsworn and Falmer and their dastardly breeding schemes as well as there being 16 new potential followers, 13 non-follower damsels, 26 temporary generic damsels, all for a total of 59 damsels which need saving. So come on, "Everybody needs help sometime." Version 1.3. I tested it vigorously to make it as feature complete and bugless as possible but let me know if you encounter any issues. I'm one person with a rl job. I have a patreon now. Please tell me thank you and give me a tip. It lets me know how much to keep going. patreon.com/PyresRealm About Them I got elves! Alaris; High Elf, Last Seen at Lost Echo Cave, is an Electromancer Beru; Wood Elf, Duskglow Crevice, Light Archer Raka; Orc, Chillwind Depths, Heavy 1H Telmi; Dark Elf, Tolvald's Crossing, Pyromancer Waai; Dark Elf, Tolvald's Crossing, Pyromancer Arilith; Imperial, Hag Rock Redoubt, Cleric Sam; Nord, Raldbthar, Heavy Archer Sylda; Breton, Screaming Abyss (That's west of Dragonbridge), Light Mage... if npcs could be trusted with Sunfire. I tried. Panzer; Breton, Forgotten Vale Ravine, Heavy 2H, Requires Dawnguard Questline Phoenix Cavebane; Redguard, Frostflow Abyss, Heavy Berserker Eve; Imperial, Irkngthand, Thief/Light Berserker, Requires Thieves Guild Questline Flan; Nord, Irkngthand, Heavy 2H, Requires Thieves Guild Questline Dusk; Wood Elf, Bonestrewn Crest, Conjurer Gale; High Elf, Stonehill Bluff, 1H Light Northwind; Orc, Giant's Grove, Cryomancer, Requires the Cursed Tribe Questline Angela; Redguard, Broken Limb Camp, Civilian ; ) Other Places of Interest Liars Retreat, Deepwood Redoubt, Kolskeggr Mine, Mzulft (Requires College of Winterhold Questline), Druadach Redoubt, Karthspire, Sundered Towers/Red Eagle Redoubt, Serpent's Bluff Redoubt, Fort Sungard, Lost Valley Redoubt, Gloomreach, Shimmermist Cave, Sightless Pit, Stillborn Cave, Blackreach Sewers, Dragontooth Crater, Darkfall Cave, Bleakcoast Cave, Darkshade, Graywinter Watch, Bleakwind Basin, Talking Stone Camp, Ancient's Ascent, Darkfall Passage, Forgotten Vale Ravine, Requirements The DLCs, Dawnguard, Hearthfire, Dragonborn, Update Sexlab Zaz Animation Pack 8.0+ KS Hairdos Legendary Edition Compatibility? It has a prototype conversion with CAO because you fucks can't seem to do it yourselves. It is untested and I cannot, I must emphasize CANNOT, do any better. --- How to Start? --- Nothing complicated, just get out there and start saving them! --- Features --- Most of the non-generic ones should become marriable once you rescue them. Generic damsels, generally named "Breeding Slaves" are one and done's. To avoid cluttering up the map they will disappear after setting them free. Rewards! Saving damsels will sometimes earn you a gold reward, or you could choose to coerce them for sex like the horny bastard you are. Many damsels have options for free sex, and some have sex options post-saving them. Damsels that come in groups may even have regular group sex with you. There is a bathing spot south of Broken Limb Camp where damsels like to bath. Save the High Rock damsels in the Vale to give them a chance of appearing here too. Arilith can give you a powerful healing blessing that acts like a power/shout. Sylda can turn 20 Elven Arrows into Sunhallowed Arrows. Now with an ESL Flag. Submitter Pyreite Submitted 09/25/2023 Category Quests Requires KS Hairs, Sexlab, Zaz Animation Pack Regular Edition Compatible
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6
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Version 1.3.1
16,148 downloads
Finally! The next installment of Damsels in Distress! After what, a year? I released did2 around halloween... last year... ANYWAYS did3 Breeding Slaves is about one thing; saving damsels from being the breeding slaves of the unscrupulous villains in Skyrim! They have been captured, stripped, shackled, and fucked furiously in the hopes of boosting their population growth stat. This installment will have you fighting mostly Forsworn and Falmer and their dastardly breeding schemes as well as there being 16 new potential followers, 13 non-follower damsels, 26 temporary generic damsels, all for a total of 59 damsels which need saving. So come on, "Everybody needs help sometime." Version 1.3. I tested it vigorously to make it as feature complete and bugless as possible but let me know if you encounter any issues. I'm one person with a rl job. I have a patreon now. Please tell me thank you and give me a tip. It lets me know how much to keep going. patreon.com/PyresRealm About Them I got elves! Alaris; High Elf, Last Seen at Lost Echo Cave, is an Electromancer Beru; Wood Elf, Duskglow Crevice, Light Archer Raka; Orc, Chillwind Depths, Heavy 1H Telmi; Dark Elf, Tolvald's Crossing, Pyromancer Waai; Dark Elf, Tolvald's Crossing, Pyromancer Arilith; Imperial, Hag Rock Redoubt, Cleric Sam; Nord, Raldbthar, Heavy Archer Sylda; Breton, Screaming Abyss (That's west of Dragonbridge), Light Mage... if npcs could be trusted with Sunfire. I tried. Panzer; Breton, Forgotten Vale Ravine, Heavy 2H, Requires Dawnguard Questline Phoenix Cavebane; Redguard, Frostflow Abyss, Heavy Berserker Eve; Imperial, Irkngthand, Thief/Light Berserker, Requires Thieves Guild Questline Flan; Nord, Irkngthand, Heavy 2H, Requires Thieves Guild Questline Dusk; Wood Elf, Bonestrewn Crest, Conjurer Gale; High Elf, Stonehill Bluff, 1H Light Northwind; Orc, Giant's Grove, Cryomancer, Requires the Cursed Tribe Questline Angela; Redguard, Broken Limb Camp, Civilian ; ) Other Places of Interest Liars Retreat, Deepwood Redoubt, Kolskeggr Mine, Mzulft (Requires College of Winterhold Questline), Druadach Redoubt, Karthspire, Sundered Towers/Red Eagle Redoubt, Serpent's Bluff Redoubt, Fort Sungard, Lost Valley Redoubt, Gloomreach, Shimmermist Cave, Sightless Pit, Stillborn Cave, Blackreach Sewers, Dragontooth Crater, Darkfall Cave, Bleakcoast Cave, Darkshade, Graywinter Watch, Bleakwind Basin, Talking Stone Camp, Ancient's Ascent, Darkfall Passage, Forgotten Vale Ravine, Requirements The DLCs, Dawnguard, Hearthfire, Dragonborn, Update Sexlab Zaz Animation Pack 8.0+ KS Hairdos Legendary Edition Compatibility? It has a prototype conversion with CAO because you fucks can't seem to do it yourselves. It is untested and I cannot, I must emphasize CANNOT, do any better. --- How to Start? --- Nothing complicated, just get out there and start saving them! --- Features --- Most of the non-generic ones should become marriable once you rescue them. Generic damsels, generally named "Breeding Slaves" are one and done's. To avoid cluttering up the map they will disappear after setting them free. Rewards! Saving damsels will sometimes earn you a gold reward, or you could choose to coerce them for sex like the horny bastard you are. Many damsels have options for free sex, and some have sex options post-saving them. Damsels that come in groups may even have regular group sex with you. There is a bathing spot south of Broken Limb Camp where damsels like to bath. Save the High Rock damsels in the Vale to give them a chance of appearing here too. Arilith can give you a powerful healing blessing that acts like a power/shout. Sylda can turn 20 Elven Arrows into Sunhallowed Arrows. Now with an ESL Flag.-
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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
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Version 2.05
69,450 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. Peril covers the defeat aspects of the mod. Corruption covers the addiction aspects of the 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 -
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.
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