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Captive Followers View File What will you do with 100s of followers available to download, while only 2 or 3 can follow you? I created this mod as an idea to resolve this issue. At the beginning of the game or whenever you install the mod, it gives you an MCM option to scan inns and other common places where followers hang out and restrain them into captivity at enemy forts, caves, and dungeons. It is up to you to find and free them, but it won't be easy since you might be alone now and you don't know where they are. If you manage to infiltrate an enemy fort, when you walk up to a restrained follower you can just activate them or hit them and they will follow you outside. Once outside they will just become a regular follower as if they were never held captive. What's New in Version 2.5: A new game is not required if upgrading from 2.0 or later. Don't forget to backup your config file if upgrading. Description: The mod features two core parts: 1. followers are restrained and held captive in forts, caves, and dungeons. There are over 50 locations where they could be. See spoiler for details. 2. new enemies are spawned to guard them in and around forts, levelled and unlevelled. No new enemies are spawned in dungeons or caves. Currently this mod doesn't have a quest or any followers. It gives you an option to scan for followers you have downloaded from other mods. The mod by itself places captive furniture in various Skyrim locations and doesn't do anything else until you start the mod script in the MCM. When it starts running you will see a message "Restraining followers...". It takes 3-5 minutes for the script to run, but you can just start playing without waiting. I recommend you stay away from inns and towns during that time so the script can restrain the followers while you are not there. By default, all followers except those blacklisted in the config, are restrained. If you don't want certain followers restrained you can edit the config file located in Data\SKSE\Plugins\CaptiveFollowers\Config.json and add the follower's mod name to the BlacklistedMods list, so that followers from that mod will not be restrained. Not all followers are restrained. Here are the rules for restraining a follower: - not a follower included in the base game, such as Aela the Huntress or Mjoll the Lioness - not a follower from the Buxom Wench Yuriana mod - not a child or animal, must be NPC - not close to you or following you at the time the script runs - not a follower that is already enslaved by bandits in caves or bandit camps, follower must be initially located in friendly location, such as a town or an inn - not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json Alternatively, the config can be defined so that only whitelisted followers are restrained, if you set "RestrainOnlyFromWhitelist" to 1. And finally, the config also contains ForceCaptureNPCs. These NPCs will always be restrained. They don't need to be followers, and they will be restrained without having to be scanned first. The only requirement is that that they are a valid NPC. ForceCaptureNPCs is a list of NPC reference ids not form ids, so if you want to restrain a certain NPC you need to add the reference id of this NPC into this list. Currently, the maximum amount of followers that can be restrained is 500+ with optional dungeon mods installed, and 330 without them. The mod also has an MCM which shows how many followers are held captive currently and a checkbox to restrain followers freed by the Follower Slavery Mod if that mod frees a follower just because the enslavement limit is hit. List of locations where followers may be held captive: Required Mods: The following mods are required: PapyrusUtil SE Powerofthree's Papyrus Extender powerofthree's Tweaks Papyrus Tweaks NG JContainers Fuz Ro D-oh - Silent Voice ZAZ Animation Pack It would be best if you download ZAZ 8.0 CBBE Rev2 https://mega.nz/#!rJghkKBZ!Orm3SQ4_W7Icpbnjs--FzvX2cJQlZg82WlywEct_Jfw or ZAZ 8.0+ CBBE HDT 2023 https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg I am not sure if lower versions of ZAZ will work. Mods for Sex Scenes: SexLab or OStim are required, only if you want to barge on sex scenes as you rescue your followers. Option 1: SexLab Billyy's SLAL Animations Anub's Animation Dump (REBORN) Nibbles SLAL Animations Baka SLAL Animations Leito SLAL Animations If you want to see captives having sex with trolls, werewolves, draugr and similar creatures: More Nasty Critters Special/Anniversary Edition V16 Option 2: OStim Billyy's animations for Ostim Standalone Anub's animations for Ostim Standalone Mods for More Captive Spots: Hammet's Dungeon Pack 1 SE Hammet's Dungeon Pack 2 SE Forgotten Dungeons (SSE) Skyrim Sewers 4 Siege at Icemoth Morthal Barrow The Temple of Black Rock Complementary Mods: Follower Slavery Mod Buxom Wench Yuriana !Maidens of Darkness Damsels in Distress - Follower Collection Damsels in Distress - The Caged Rose The placed new enemies are vanilla, plus optional enemies from the MihailMods series that the script detects you have installed. Ogres High Minotaurs Cyrodilic Minotaurs Ogrim Bolgans Vampire Lords and Beasts Goblins and Riekers Thri-Kreen Beholders Bone Colossi and Gravelords Imps and Homonculus Wraiths Flesh Atronachs Zombies If you don't have any of the optional monster mods installed, then only vanilla enemies will be placed in and around forts. Incompatible Mods: Any mods that alter fort, dungeon or cave layouts or that reorganize or place furniture might conflict but it won't be game breaking unless the entire layout is overhauled. What's New in Version 2.4: A new game is not required if upgrading from 2.0 or later. Don't forget to backup your config file if upgrading. What's New in Version 2.3: What's New in Version 2.2: What's New in Version 2.1: What's New in Version 1.9: What's New in Version 1.8: What's New in Version 1.7: What's New in Version 1.6: What's New in Version 1.5: What's New in Version 1.4: What's New in Version 1.3: What's New in Version 1.2: Submitter darkdesires04 Submitted 05/02/24 Category Adult Mods Requirements Zaz, PapyrusUtil, JContainers, Powerofthree's Papyrus Extender Regular Edition Compatible No Install Instructions
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Riverwood Dungeon - A mod for collectors View File If you are an honorable person who fights beside Ulfric to free Skyrim, this mod is for you. Hello people, firstly, sorry for my english, I'm brazilian. I made this mod for myself, because I didn't find any other with all the features I wanted, and I'm sharing it. It is a Nordic ruin that has been renovated and is for sale. You can buy for 27000 septins and use it as a home or hideout. LOCATION Behind Sleeping Giant Inn in Riverwood There is a marker on the map Space is not lacking It has 16 extremely spacious rooms and a recreation area within a cave with dwarf heated natural pool, stream, tents and toilets. * Well lit lobby with antique and contemporary Nordic ceramic decor. * Secret room to store stolen items. Secret door in the lobby, the lever is easy to find, is behind a plant. * Player's room (bath basin suite), containing various utensils and features, for example vertical stones and god images so you don't have to look for skyrim, study table, fireplace, displays for your necklance etc. * Library containing 9 bookshelves, holds up to 486 books, has meeting table and research tools * Kitchen equipped with an improvised Nordic old refrigerator in the middle of a glacier, campfire with cooking pots and skewers, dwarf extractor fan, food preparation table, pantry, cistern, oven, cellar, table for 12 people. Note: The Butter Churn WORKS !!! * Room your followers (up to with fireplaces, study desks and conversation venue. * 72-seat church equipped with all magician features, including the Atronach Forge and exhibitors for all Daedric artifacts. It has statues of almost all the daedras. * Workshop and treasure room equipped with all the desks you will need and exhibitors for most of your trophies. * Mine with various types of ores, especially gold, that you will need to fill the treasure. Total 120 Mannequins, 22 for wizards, 94 for warriors, 1 for alchemist's clothing, 1 for blacksmith's clothing, 1 for Miraak's robes and 1 for Harkon's robes. Potions racks for you to put up to 168 potions and poisons. 658 Weapon Racks 49 Staff Racks 132 Dagger Holders Simple storage of arrows and darts With just one click, you store or remove all your arrows or darts of a certain type. Coherent Treasury In this mod you will notice that what you deposit is exactly what you see. When you put coins, coins appear, if you put gold bars you will see gold bars, if you put stones you will see stones, and so on. In addition you deposit items directly where they will be exposed, to give more realism to your experience. Don't understand that I am criticizing the work of other modders, but it is very strange that you put money in a vault and suddenly see (outside the vault) statues of Dibella, pearls, gold chandeliers and suspended boats and many other things that They are not coins. Extremely simple storage system Containers specific to certain items will display a menu asking if you want to store such items, saving time and effort. Work desks will load all items from the containers and, when finished, will return the manufacturing items to their proper containers, INCLUDING those ALREADY IN INVENTORY, saving you time and effort as you do not carry these items on adventures. . Prerequisites Skyrim Legendary Edition (1.9.32) I have not tested with outdated versions, but I believe it is enough to have Dawnguard / HeartFire / Dragonborn. Common questions (F.A.Q) Why isn't there an exhibitor for the Miraak Mask? A: Because Miraak not only has a mask, it has an entire set of items including a tunic, sword and staff. Therefore, I believe the most appropriate is a mannequin and weapon displays, so all Miraak items will be visible and in one place. Why aren't the Aedric artifacts in the treasure room? A: At the beginning of the text I said "If you are an honorable person ...". I don't really care if you made covenants with tortures, tortured and killed people who trusted you, ate human flesh, and so on. Save the prizes for these deeds in the Church. I just think that these demons should not be near the treasure, the ancient scrolls and the side of such high beings as Isgramor, Sovngarde, Thalos, etc. Why isn't there a room for the kids? A: If you look closely at the details, you will see that this is an adult mod project. In some upgrades, it will be totally unsuitable for children. Why isn't there a room for the kids? A: If you look closely at the details, you will see that this is an adult mod project. In some upgrades, it will be totally unsuitable for children. I suggest you leave your children in Solitude (Proudspire Manor) where there are several children to play with. That's what I did. Submitter Nord Hero Submitted 11/15/2019 Category Companions Requires Skyrim Legendary Edition 1.9.32, XP32 Maximum Skeleton Extended and ALL dependencies (Skse, SkyUI, FNIS, Race Menu, etc). Special Edition Compatible No
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1
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Lost Hope Fortress by RogueReverie View File "This player home fortress is a vanilla-like bandit fort with lots of cages and prisons along with several adult-themed content. It has several bandit npcs who will be friendly towards the player and your companions, and is rested neatly just off of the main road. It also contains a bonus small tavern nearby." This is a bandit themed player home by RogueReverie. He gave me permission to upload it here, you can find the full description on the nexus site (https://www.nexusmods.com/skyrimspecialedition/mods/116674/?tab=description). In his description he also gives permission for modders to use it in their mods or add to it however they want! Submitter Martianman686 Submitted 04/13/2024 Category Adult Mods Requires Regular Edition Compatible No
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- player home
- bandit
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View File What's in v0.4b? - Debug version. If you have any porblem with traps not working as they should tick "debug" option in MCM and trigger some. Then post your papyrus log here. To enable papyrus logging to file: - Improved handling of NPCs tied up by Defeat mod - now they should never be chosen for the scene even if there are no other bandits alive. Thx to Goubo for that. - Objective for revenge quest should show up properly What's in v0.4a? Couple of bug fixes: - enemy female NPCs should no longer trigger message claiming that your companion has been hit by the trap. - Fixed bug - not rly a bug i just forgot to do something - in several newly added dungeons that made you teleport to White River Watch at the end of the scene. - Most likely fixed bug that was happening with bandits tied up by Defeat mod - if Defeat is working properly (tied up NPC should not be hostile towards you) then it wont be viable to become an attacker. - added condition that bandit cannot be a creature to be chosen to attack you during bandit scene - had no idea that pit wolfs in Faldars Tooth have Bandit Faction added to them... - sexlab scenes on bandit encounter should fire up faster. - changed traps in White River Watch a little - but its still far from the best. There are simply no good spots for traps in that dungeon. Updating from v0.4 should be as simple as replacing files. What is it? This thing introduces new types of rune trap. If triggered by dragonborn female - or her female companion - it would 1) attempt to apply some devious device on you/follower - traps that could be found in nordic ruins 2) stun its victim and alert nearby bandits - traps that could be found in bandit hideouts. Exact result depends on MCM settings. I did not modify any kind of vanilla trap. Only added plenty of new ones - atm there is 174 of them placed in dungeons listed below. Expect them to be harder to spot than vanilla traps. I want you to fail at detecting them. Well, most of the time. Some would be quite easy to spot and that's intended. How to destroy them? Any kind of destruction spell would do - even flames (that channeled spell everyone gets at game start). If you use some mods that remove it and you have no spells whatsoever then well, you can always grab some staff loaded with any kind of destruction spell. Or you can order any kind of followers to go ahead and disarm those traps for you simply by triggering them. Tho as mentioned such thing wont be harmless to your female followers. There is a surprise tho that might happen when you would use your female follower to "disarm" some of device traps (nordic ruins). A new dialogue option would appear if you make her trigger enough of them. For now this quest is quite limited - but I do have a lot of ideas how to expand it. Exact conditions for that to happen: I do not guarantee that every single custom companion will be supported by this mod. basically what makes NPCs viable is for them to be in either of CurrentFollower or CurrentHireling factions. Astronach perk from alteration seems to give some chance to resist those traps. This mod may seem similar to mods that equip devices while looting containers. And for good reason - I get this idea while testing those. But as I didn't like some of their ideas - there is and always will be one main difference: in here nothing is based on chances. It's either you would detect those traps soon enough to avoid them or you would fail at doing so. How does it work exactly? What exactly would happen after you trigger a trap would depend on difficulty setting (MCM). Device trap Easy You will receive 1 item picked randomly from all cuffs, collars, belts (that comes with plug(s) ), bras that are registered in your DDi as generic devices. What does it mean? If you have DDx 1.1.2 it would be able pick red/white leather/ebonite for you. If you have Captured Dreams Shop It would be able pick silver/bronze items or for example little helpers plugs. All items would follow ordinary DDi rules so you can unequip them yourself (if you have keys) or for example you can travel to CD Shop (if you use it) and ask for help there. Medium All from easy plus: Gags are allowed. If you trigger any trap while being locked in cuffs, collar (harness works as both belt and collar), belt, bra and gag you will have 100% to get an armbinder. If you "lack" anything from that list trap would never pick armbinder. It is still possible to unequip devices if you have the keys but each trap has ~20% chance to destroy all keys in your inventory. It is possible to struggle out from armbinder. Hard and Hardcore would come later. This is where I would go crazy. Things like making ZAZ pack an requirement not only because it is required by DDi or maybe even some light version of slavery on hardcore setting. I'm still far away from making that happen tho. Bandit trap Easy You would be attacked by 1 or 2 bandits which would demand your surrender. Disobeying them would lead to them trying to kill you. Obeying them would lead to them... punishing you for your intrusion into their hideout. Your choice Medium You would be attacked by 1 to 4 bandits and you would be denied the chance to resist. Events that happen after bandit trap is triggered are made of scenes. As any other scenes these can be interrupted and if this happens it would very likely break that scene. If that happen use MCM option to "Free Yourself". Main source of such interruptions are other mods - for example Random Attack mod is known to cause such interruptions hence its not rly compatible with mine. If you find others let me know - will see if anything can be done about it. List of modified dungeons so far: There are some rules that have to be followed for this mod to work properly - basically its if you want to play a dungeon play it from the beginning without teleporting yourself in the middle of it using console or whatever else. Earlier versions had bug that was duplicating those traps in various places. This forced me to make a system that enables those traps only when you enter a dungeon. They are enabled when you enter dungeon through any of its normal entrances - so if you teleport yourself in the middle of it traps would remain disabled. Use front door to dungeon or MCM option to enable traps then. Another problem of such solution is that it makes scripts of this mod tend to be applied to you savegame. They are easy and safe to get rid of but it seems to require a save cleaner tool. Plans for next version: Theoretically adding more dungeons and yet another type of traps - Dwemer traps. Maybe expanding support for male player characters (for now it's quite limited). Point is - my goal for this mod was to learn how to mod this game. So for me it already served it's purpose. I'm quite tempted to start working on something else and I also offered my help to some other modder with their work (no reply from them so far) which would reduce amount of time I could spent on this to next to none. We will see. If it would become any popular it shouldn't be that hard to convince me to work some more on this. Higher difficulty settings for sure wont be implemented for now because to make them how I want to would require use of frameworks which are not completed yet. This thing is still WIP. But it should be safe to use - it doesn't crash games break savegames or overloads papyrus with tons of data. There is mentioned problem with scripts that tend to apply themselves to savegames. But even if applied they are inactive all the time except for short events when trap is triggered for example. Only problems which they cause is during updates (game tend to stick to old versions instead of replacing them with new ones) - see below. So, feel free to give it a try and tell me what you think. Requires DD Integration 2.81 or newer Sexlab Framework 1.59 or newer Soft dependencies Devious Devices Expansion - recommended version 1.1.2+ if you have it you would be able to receive DDx items. Captured Dreams Shop – if you have it you will be able to get some of items form it and use it as a way to free yourself from devices (for a fee). To install – extract to data folder or use some mod organizer. Updating/Uninstalling To update from earlier versions - or if you want to uninstall it so no trace would be left behind - i recommend using this tool http://www.nexusmods.com/skyrim/mods/52363/? How to use it: v0.4b added debug option for checking for bugs. Few improvements. v0.4a a hotfix v0.4 more dungeons, support of up tp 6 female followers and (in very limited way) 1 male, introduction of bandit traps, a little bit of male PC support v0.3 another bugfix, but this time i'm quite confident that you wont encounter any kind of wild edits anymore. v0.2.6 final version that is based on rune traps. Fixed most bugs i was aware of, probably dozens of them that i'm not aware of remain... v0.2.5 struggling with CK wild edits mostly, some new dungeons. v0.2 different type of equip devices function (should not cause DDi errors), MCM, 2nd difficulty setting, some new dungeons. v0.1.1 - fixed script function for choosing random belt that sometimes wasnt doing anything. Known issues Several things might need improving - will do so if time would allow. It's very unlikely that dialogues of this mod are free of spelling/gramatical errors .... well, I tried. Submitter aqqh Submitted 08/22/2014 Category Misc Sex Requires Sexlab 1.59+, DD Integration 2.81+ and its requirements Special Edition Compatible
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Version 1.4
2272 downloads
If you are an honorable person who fights beside Ulfric to free Skyrim, this mod is for you. Hello people, firstly, sorry for my english, I'm brazilian. I made this mod for myself, because I didn't find any other with all the features I wanted, and I'm sharing it. It is a Nordic ruin that has been renovated and is for sale. You can buy for 27000 septins and use it as a home or hideout. LOCATION Behind Sleeping Giant Inn in Riverwood There is a marker on the map Space is not lacking It has 16 extremely spacious rooms and a recreation area within a cave with dwarf heated natural pool, stream, tents and toilets. * Well lit lobby with antique and contemporary Nordic ceramic decor. * Secret room to store stolen items. Secret door in the lobby, the lever is easy to find, is behind a plant. * Player's room (bath basin suite), containing various utensils and features, for example vertical stones and god images so you don't have to look for skyrim, study table, fireplace, displays for your necklance etc. * Library containing 9 bookshelves, holds up to 486 books, has meeting table and research tools * Kitchen equipped with an improvised Nordic old refrigerator in the middle of a glacier, campfire with cooking pots and skewers, dwarf extractor fan, food preparation table, pantry, cistern, oven, cellar, table for 12 people. Note: The Butter Churn WORKS !!! * Room your followers (up to with fireplaces, study desks and conversation venue. * 72-seat church equipped with all magician features, including the Atronach Forge and exhibitors for all Daedric artifacts. It has statues of almost all the daedras. * Workshop and treasure room equipped with all the desks you will need and exhibitors for most of your trophies. * Mine with various types of ores, especially gold, that you will need to fill the treasure. Total 120 Mannequins, 22 for wizards, 94 for warriors, 1 for alchemist's clothing, 1 for blacksmith's clothing, 1 for Miraak's robes and 1 for Harkon's robes. Potions racks for you to put up to 168 potions and poisons. 658 Weapon Racks 49 Staff Racks 132 Dagger Holders Simple storage of arrows and darts With just one click, you store or remove all your arrows or darts of a certain type. Coherent Treasury In this mod you will notice that what you deposit is exactly what you see. When you put coins, coins appear, if you put gold bars you will see gold bars, if you put stones you will see stones, and so on. In addition you deposit items directly where they will be exposed, to give more realism to your experience. Don't understand that I am criticizing the work of other modders, but it is very strange that you put money in a vault and suddenly see (outside the vault) statues of Dibella, pearls, gold chandeliers and suspended boats and many other things that They are not coins. Extremely simple storage system Containers specific to certain items will display a menu asking if you want to store such items, saving time and effort. Work desks will load all items from the containers and, when finished, will return the manufacturing items to their proper containers, INCLUDING those ALREADY IN INVENTORY, saving you time and effort as you do not carry these items on adventures. . Prerequisites Skyrim Legendary Edition (1.9.32) I have not tested with outdated versions, but I believe it is enough to have Dawnguard / HeartFire / Dragonborn. Common questions (F.A.Q) Why isn't there an exhibitor for the Miraak Mask? A: Because Miraak not only has a mask, it has an entire set of items including a tunic, sword and staff. Therefore, I believe the most appropriate is a mannequin and weapon displays, so all Miraak items will be visible and in one place. Why aren't the Aedric artifacts in the treasure room? A: At the beginning of the text I said "If you are an honorable person ...". I don't really care if you made covenants with tortures, tortured and killed people who trusted you, ate human flesh, and so on. Save the prizes for these deeds in the Church. I just think that these demons should not be near the treasure, the ancient scrolls and the side of such high beings as Isgramor, Sovngarde, Thalos, etc. Why isn't there a room for the kids? A: If you look closely at the details, you will see that this is an adult mod project. In some upgrades, it will be totally unsuitable for children. Why isn't there a room for the kids? A: If you look closely at the details, you will see that this is an adult mod project. In some upgrades, it will be totally unsuitable for children. I suggest you leave your children in Solitude (Proudspire Manor) where there are several children to play with. That's what I did.-
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- companions
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Version v0.4b
26847 downloads
What's in v0.4b? - Debug version. If you have any porblem with traps not working as they should tick "debug" option in MCM and trigger some. Then post your papyrus log here. To enable papyrus logging to file: - Improved handling of NPCs tied up by Defeat mod - now they should never be chosen for the scene even if there are no other bandits alive. Thx to Goubo for that. - Objective for revenge quest should show up properly What's in v0.4a? Couple of bug fixes: - enemy female NPCs should no longer trigger message claiming that your companion has been hit by the trap. - Fixed bug - not rly a bug i just forgot to do something - in several newly added dungeons that made you teleport to White River Watch at the end of the scene. - Most likely fixed bug that was happening with bandits tied up by Defeat mod - if Defeat is working properly (tied up NPC should not be hostile towards you) then it wont be viable to become an attacker. - added condition that bandit cannot be a creature to be chosen to attack you during bandit scene - had no idea that pit wolfs in Faldars Tooth have Bandit Faction added to them... - sexlab scenes on bandit encounter should fire up faster. - changed traps in White River Watch a little - but its still far from the best. There are simply no good spots for traps in that dungeon. Updating from v0.4 should be as simple as replacing files. What is it? This thing introduces new types of rune trap. If triggered by dragonborn female - or her female companion - it would 1) attempt to apply some devious device on you/follower - traps that could be found in nordic ruins 2) stun its victim and alert nearby bandits - traps that could be found in bandit hideouts. Exact result depends on MCM settings. I did not modify any kind of vanilla trap. Only added plenty of new ones - atm there is 174 of them placed in dungeons listed below. Expect them to be harder to spot than vanilla traps. I want you to fail at detecting them. Well, most of the time. Some would be quite easy to spot and that's intended. How to destroy them? Any kind of destruction spell would do - even flames (that channeled spell everyone gets at game start). If you use some mods that remove it and you have no spells whatsoever then well, you can always grab some staff loaded with any kind of destruction spell. Or you can order any kind of followers to go ahead and disarm those traps for you simply by triggering them. Tho as mentioned such thing wont be harmless to your female followers. There is a surprise tho that might happen when you would use your female follower to "disarm" some of device traps (nordic ruins). A new dialogue option would appear if you make her trigger enough of them. For now this quest is quite limited - but I do have a lot of ideas how to expand it. Exact conditions for that to happen: I do not guarantee that every single custom companion will be supported by this mod. basically what makes NPCs viable is for them to be in either of CurrentFollower or CurrentHireling factions. Astronach perk from alteration seems to give some chance to resist those traps. This mod may seem similar to mods that equip devices while looting containers. And for good reason - I get this idea while testing those. But as I didn't like some of their ideas - there is and always will be one main difference: in here nothing is based on chances. It's either you would detect those traps soon enough to avoid them or you would fail at doing so. How does it work exactly? What exactly would happen after you trigger a trap would depend on difficulty setting (MCM). Device trap Easy You will receive 1 item picked randomly from all cuffs, collars, belts (that comes with plug(s) ), bras that are registered in your DDi as generic devices. What does it mean? If you have DDx 1.1.2 it would be able pick red/white leather/ebonite for you. If you have Captured Dreams Shop It would be able pick silver/bronze items or for example little helpers plugs. All items would follow ordinary DDi rules so you can unequip them yourself (if you have keys) or for example you can travel to CD Shop (if you use it) and ask for help there. Medium All from easy plus: Gags are allowed. If you trigger any trap while being locked in cuffs, collar (harness works as both belt and collar), belt, bra and gag you will have 100% to get an armbinder. If you "lack" anything from that list trap would never pick armbinder. It is still possible to unequip devices if you have the keys but each trap has ~20% chance to destroy all keys in your inventory. It is possible to struggle out from armbinder. Hard and Hardcore would come later. This is where I would go crazy. Things like making ZAZ pack an requirement not only because it is required by DDi or maybe even some light version of slavery on hardcore setting. I'm still far away from making that happen tho. Bandit trap Easy You would be attacked by 1 or 2 bandits which would demand your surrender. Disobeying them would lead to them trying to kill you. Obeying them would lead to them... punishing you for your intrusion into their hideout. Your choice Medium You would be attacked by 1 to 4 bandits and you would be denied the chance to resist. Events that happen after bandit trap is triggered are made of scenes. As any other scenes these can be interrupted and if this happens it would very likely break that scene. If that happen use MCM option to "Free Yourself". Main source of such interruptions are other mods - for example Random Attack mod is known to cause such interruptions hence its not rly compatible with mine. If you find others let me know - will see if anything can be done about it. List of modified dungeons so far: There are some rules that have to be followed for this mod to work properly - basically its if you want to play a dungeon play it from the beginning without teleporting yourself in the middle of it using console or whatever else. Earlier versions had bug that was duplicating those traps in various places. This forced me to make a system that enables those traps only when you enter a dungeon. They are enabled when you enter dungeon through any of its normal entrances - so if you teleport yourself in the middle of it traps would remain disabled. Use front door to dungeon or MCM option to enable traps then. Another problem of such solution is that it makes scripts of this mod tend to be applied to you savegame. They are easy and safe to get rid of but it seems to require a save cleaner tool. Plans for next version: Theoretically adding more dungeons and yet another type of traps - Dwemer traps. Maybe expanding support for male player characters (for now it's quite limited). Point is - my goal for this mod was to learn how to mod this game. So for me it already served it's purpose. I'm quite tempted to start working on something else and I also offered my help to some other modder with their work (no reply from them so far) which would reduce amount of time I could spent on this to next to none. We will see. If it would become any popular it shouldn't be that hard to convince me to work some more on this. Higher difficulty settings for sure wont be implemented for now because to make them how I want to would require use of frameworks which are not completed yet. This thing is still WIP. But it should be safe to use - it doesn't crash games break savegames or overloads papyrus with tons of data. There is mentioned problem with scripts that tend to apply themselves to savegames. But even if applied they are inactive all the time except for short events when trap is triggered for example. Only problems which they cause is during updates (game tend to stick to old versions instead of replacing them with new ones) - see below. So, feel free to give it a try and tell me what you think. Requires DD Integration 2.81 or newer Sexlab Framework 1.59 or newer Soft dependencies Devious Devices Expansion - recommended version 1.1.2+ if you have it you would be able to receive DDx items. Captured Dreams Shop – if you have it you will be able to get some of items form it and use it as a way to free yourself from devices (for a fee). To install – extract to data folder or use some mod organizer. Updating/Uninstalling To update from earlier versions - or if you want to uninstall it so no trace would be left behind - i recommend using this tool http://www.nexusmods.com/skyrim/mods/52363/? How to use it: v0.4b added debug option for checking for bugs. Few improvements. v0.4a a hotfix v0.4 more dungeons, support of up tp 6 female followers and (in very limited way) 1 male, introduction of bandit traps, a little bit of male PC support v0.3 another bugfix, but this time i'm quite confident that you wont encounter any kind of wild edits anymore. v0.2.6 final version that is based on rune traps. Fixed most bugs i was aware of, probably dozens of them that i'm not aware of remain... v0.2.5 struggling with CK wild edits mostly, some new dungeons. v0.2 different type of equip devices function (should not cause DDi errors), MCM, 2nd difficulty setting, some new dungeons. v0.1.1 - fixed script function for choosing random belt that sometimes wasnt doing anything. Known issues Several things might need improving - will do so if time would allow. It's very unlikely that dialogues of this mod are free of spelling/gramatical errors .... well, I tried. -
Version 2.5
81356 downloads
What will you do with 100s of followers available to download, while only 2 or 3 can follow you? I created this mod as an idea to resolve this issue. At the beginning of the game or whenever you install the mod, it gives you an MCM option to scan inns and other common places where followers hang out and restrain them into captivity at enemy forts, caves, and dungeons. It is up to you to find and free them, but it won't be easy since you might be alone now and you don't know where they are. If you manage to infiltrate an enemy fort, when you walk up to a restrained follower you can just activate them or hit them and they will follow you outside. Once outside they will just become a regular follower as if they were never held captive. What's New in Version 2.0 A new game is not required if upgrading from 1.9. This release version is mostly for compatibility with Captive Player, along with a few bug fixes. Description: The mod features two core parts: 1. followers are restrained and held captive in forts, caves, and dungeons. There are over 50 locations where they could be. See spoiler for details. 2. new enemies are spawned to guard them in and around forts, levelled and unlevelled. No new enemies are spawned in dungeons or caves. Currently this mod doesn't have a quest or any followers. It gives you an option to scan for followers you have downloaded from other mods. The mod by itself places captive furniture in various Skyrim locations and doesn't do anything else until you start the mod script in the MCM. When it starts running you will see a message "Restraining followers...". It takes 3-5 minutes for the script to run, but you can just start playing without waiting. I recommend you stay away from inns and towns during that time so the script can restrain the followers while you are not there. By default, all followers except those blacklisted in the config, are restrained. If you don't want certain followers restrained you can edit the config file located in Data\SKSE\Plugins\CaptiveFollowers\Config.json and add the follower's mod name to the BlacklistedMods list, so that followers from that mod will not be restrained. Not all followers are restrained. Here are the rules for restraining a follower: - not a follower included in the base game, such as Aela the Huntress or Mjoll the Lioness - not a follower from the Buxom Wench Yuriana mod - not a child or animal, must be NPC - not close to you or following you at the time the script runs - not a follower that is already enslaved by bandits in caves or bandit camps, follower must be initially located in friendly location, such as a town or an inn - not a follower from a blacklisted mod defined in a Data\SKSE\Plugins\CaptiveFollowers\Config.json Alternatively, the config can be defined so that only whitelisted followers are restrained, if you set "RestrainOnlyFromWhitelist" to 1. And finally, the config also contains ForceCaptureNPCs. These NPCs will always be restrained. They don't need to be followers, and they will be restrained without having to be scanned first. The only requirement is that that they are a valid NPC. ForceCaptureNPCs is a list of NPC reference ids not form ids, so if you want to restrain a certain NPC you need to add the reference id of this NPC into this list. Currently, the maximum amount of followers that can be restrained is 500+ with optional dungeon mods installed, and 330 without them. The mod also has an MCM which shows how many followers are held captive currently and a checkbox to restrain followers freed by the Follower Slavery Mod if that mod frees a follower just because the enslavement limit is hit. List of locations where followers may be held captive: Required Mods: The following mods are required: PapyrusUtil SE Powerofthree's Papyrus Extender powerofthree's Tweaks Papyrus Tweaks NG JContainers Fuz Ro D-oh - Silent Voice ZAZ Animation Pack It would be best if you download ZAZ 8.0 CBBE Rev2 https://mega.nz/#!rJghkKBZ!Orm3SQ4_W7Icpbnjs--FzvX2cJQlZg82WlywEct_Jfw or ZAZ 8.0+ CBBE HDT 2023 https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg I am not sure if lower versions of ZAZ will work. Mods for Sex Scenes: SexLab or OStim are required, only if you want to barge on sex scenes as you rescue your followers. Option 1: SexLab Billyy's SLAL Animations Anub's Animation Dump (REBORN) Nibbles SLAL Animations Baka SLAL Animations Leito SLAL Animations If you want to see captives having sex with trolls, werewolves, draugr and similar creatures: More Nasty Critters Special/Anniversary Edition V16 Option 2: OStim Billyy's animations for Ostim Standalone Anub's animations for Ostim Standalone Mods for More Captive Spots: Hammet's Dungeon Pack 1 SE Forgotten Dungeons (SSE) Skyrim Sewers 4 Siege at Icemoth Morthal Barrow The Temple of Black Rock Complementary Mods: Follower Slavery Mod Buxom Wench Yuriana !Maidens of Darkness Damsels in Distress - Follower Collection Damsels in Distress - The Caged Rose The placed new enemies are vanilla, plus optional enemies from the MihailMods series that the script detects you have installed. Ogres High Minotaurs Cyrodilic Minotaurs Ogrim Bolgans Vampire Lords and Beasts Goblins and Riekers Thri-Kreen Beholders Bone Colossi and Gravelords Imps and Homonculus Wraiths Flesh Atronachs Zombies If you don't have any of the optional monster mods installed, then only vanilla enemies will be placed in and around forts. Incompatible Mods: Any mods that alter fort, dungeon or cave layouts or that reorganize or place furniture might conflict but it won't be game breaking unless the entire layout is overhauled. What's New in Version 1.9: What's New in Version 1.8: What's New in Version 1.7: What's New in Version 1.6: What's New in Version 1.5: What's New in Version 1.4: What's New in Version 1.3: What's New in Version 1.2: -
Version 1.0b
1221 downloads
"This player home fortress is a vanilla-like bandit fort with lots of cages and prisons along with several adult-themed content. It has several bandit npcs who will be friendly towards the player and your companions, and is rested neatly just off of the main road. It also contains a bonus small tavern nearby." This is a bandit themed player home by RogueReverie. He gave me permission to upload it here, you can find the full description on the nexus site (https://www.nexusmods.com/skyrimspecialedition/mods/116674/?tab=description). In his description he also gives permission for modders to use it in their mods or add to it however they want!-
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- player home
- bandit
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