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Showing results for tags 'enslavement'.
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Version 6.3.25
771,341 downloads
"The entire sold on a platform experience." Simple Slavery is a player slave auction mod, a gateway to other player enslavement mods. (You are sold as a slave; you do not get to buy or sell slaves.) Defeat mods and other peril mods can send you here to be sold in a slave auction. You must have at least one enslavement mod installed and selected in this mod's MCM or you'll just be released after the auction. This is an update to Simple Slavery Plus. I had some fixes and enhancements, and since Lozeak has moved on, jfraser encouraged me to publish them as an official release. This version does not use Devious Framework (not to be confused with Devious Devices). I won't be supporting Devious Framework. Read about how it all began! How Does It Work? Combat defeat mods like SL Defeat or Death Alternative can send you here when you lose in battle. Other peril or sexual assault mods might send you here as well. You will be placed in a holding cell. Speak to the Slavemaster in front of the cage and you will find yourself on the auction block, where people will bid on you. You will then be sent to one of the many enslavement (or slave-like) mods provided by the talented modders of LoversLab. What Do I Get With Plus Plus? No ZAP Version Updating Unless stated otherwise, you can update mid-game, no clean save required. Narrative Description Enslavement Mods Have at least one installed and enabled in this mod's MCM or you'll simply be released after the auction. Where Is the Slave Market? You don't need to visit the slave market on your own, but if you want to, the entrance is inside Riften, outside Mistveil Keep next to the guard barracks ground entrance. For Mod Authors Credit & Thanks Permissions -
Simple Slavery Plus Plus View File "The entire sold on a platform experience." Simple Slavery is a player slave auction mod, a gateway to other player enslavement mods. (You are sold as a slave; you do not get to buy or sell slaves.) Defeat mods and other peril mods can send you here to be sold in a slave auction. You must have at least one enslavement mod installed and selected in this mod's MCM or you'll just be released after the auction. This is an update to Simple Slavery Plus. I had some fixes and enhancements, and since Lozeak has moved on, jfraser encouraged me to publish them as an official release. This version does not use Devious Framework (not to be confused with Devious Devices). I won't be supporting Devious Framework. Read about how it all began! How Does It Work? Combat defeat mods like SL Defeat or Death Alternative can send you here when you lose in battle. Other peril or sexual assault mods might send you here as well. You will be placed in a holding cell. Speak to the Slavemaster in front of the cage and you will find yourself on the auction block, where people will bid on you. You will then be sent to one of the many enslavement (or slave-like) mods provided by the talented modders of LoversLab. What Do I Get With Plus Plus? No ZAP Version Updating Unless stated otherwise, you can update mid-game, no clean save required. Narrative Description Enslavement Mods Have at least one installed and enabled in this mod's MCM or you'll simply be released after the auction. Where Is the Slave Market? You don't need to visit the slave market on your own, but if you want to, the entrance is inside Riften, outside Mistveil Keep next to the guard barracks ground entrance. For Mod Authors Credit & Thanks Permissions Submitter Hex Bolt Submitted 07/07/2020 Category Quest Requirements Zaz Animation Pack 7 or higher (not required for the "No ZAP" download), Fuz Roh D-oh Special Edition Compatible Yes
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Submissive Lola: The Resubmission LE/SE View File A highly updated version of the original Submissive Lola mod by alexvkj. The mod was rebooted as The Resubmission by MrEsturk and Hex Bolt. When MrEsturk became unavailable, I created this page to continue updates & support. Same mod, with a new page to conveniently get updates. What Does It Do? The mod lets you turn a follower into a dominant personality in a consensual master-slave relationship (though there are optional non-consensual features, and you can even start by being bought as a slave). You can optionally have a contract time to fulfill. At the heart of the mod is submissiveness. It's in the title. "Lola" will either enter enslavement knowing that she's submissive, or it will be revealed to her. Not suited for characters who don't fit that description. Any playable race follower can become your owner, though custom followers with specialized frameworks (like Serana and Inigo) will probably not work. Male and female player characters are supported. Some content is exclusively for female player characters, but most is not. You may specify your gender preference and play a gay or lesbian character. Your progress in the relationship is measured with a submission score. Initially only basic events are available, but as the score increases more and more events open up. At the highest score level, the events can be inconvenient (if you act like a submissive doormat, you get treated like one), so you might choose to avoid reaching the max score 100. Your dominant follower "owner" will call you Lola, regardless of your character's gender (there's a book with lore about that). There is an automated process (described below) to change that name if you can use xEdit. You can change your owner's title in the MCM if you don't care for Master or Mistress. Your owner rules you with a firm hand but is often playful and teasing. When you're made to do humiliating things, it's said that it's to help you admit your darkest desires, or to help you learn obedience, all for your own good. You're like a valued pet. And a sex slave. Your owner understands the value of fantasy and imagination and will sometimes suggest things that will never actually be done to you. Above all, your owner wants your submission and obedience, not your gold. Gold CAN play a large role in your relationship if you enable those features, or it can have no part of it. This is fantasy! It is not a modern-day consensual, caring, dominant-submissive relationship. There are no safe words or red lines. Your owner treats you like an actual slave, refers to you as property, and doesn't hesitate to use a shock collar to force your obedience. Although this mod will never cause your character to be raped, disfigured, or permanently harmed, your character can be forced into prostitution (there's a setting to turn that off), ordered to have sex with strangers, required to be naked at times, and be exposed to public humiliation. This is fantasy. It's left to you to interpret your character's experiences as a dream come true, a fantasy turned nightmare, or perhaps a forceful education in your character's secret desires. Your owner likes to keep you guessing and is often playful. It is left for you to decide whether your owner is toying with you or working hard to fulfill your darkest desires. Installation - The main download SubmissiveLolaResubmission is required. EsturkBooze is optional (details below). - The downloads work for LE, SE, and AE. No conversions needed. - This mod replaces any other Submissive Lola. Do not install two versions. - Players should have at least one spanking animation, or the spanking scenes will be generic sex. I recommend "Rydin Overlap Spanking". LE version is here. SE version is here. Another good option is the Devious Followers Spank SLAL mini pack (LE and SE), which also adds just a handful of animations. You can install the animations without installing Devious Followers. File links: Devious Devices LE or SE. Zaz (choose one) SE (ZAP 8 is halfway down the page). For LE, ZAP 8 or 8Plus. Features - MCM with extensive customization options. - Requires and uses Devious Devices, though if you're wearing a ZAP device the mod will recognize it. - Support for custom collar and gag meshes & textures. Or just use the collar of your choice from another mod. - If you have multiple followers, you can change which one is your owner at any time. - Prostitution events that use Radiant Prostitution if you have it (WraithSlayer, Gigolo, and RMCW versions all work), or a basic form provided by the mod. - Although TDF Prostitution is not supported, if you've installed it (or even just installed its animations), this mod will use the TDF dances. - Gold sharing system. Highly configurable. Automatically split gold with your owner. Pay your owner, or have your owner pay you! - Select a second follower to be your playmate. Your owner might have your playmate spank, whip, or do other things to you. - Have your owner confiscate your keys, and some or all of your lockpicks. - You can ask your owner to help unlock devices on you, the owner, or playmate. - Soft integration with Simple Slavery++. Have a follower buy you and become your owner -- or buy you again if already your owner. - Spanking and whipping as punishment, or as reward! - When your owner spanks you, a mod event is sent to Spank That Ass (if installed). - City-specific events. Be displayed at the Riften slave market. Have 3-way sex with a priestess in the Temple of Dibella. Perform at the Bards College. Naked. - Make embarrassing admissions (some of which might even be true) to strangers. Get punished if you don't say it right. - Make deliveries as a pony girl, with your choice of outfit color. Updating How Do I Start? Compatibility 3-Way Sex For sex scenes with 3 actors, this mod tries to use a gender-appropriate animation. It will require the FFF or MMM tag for lesbian or gay 3-way sex, MFF or FFM for two females and one male, and so on. Billyy's Animations has some good FFF animations. Suggested Mods Take Notes (LE | SE) I Want Widgets to format many of this mod's notifications (it works for SE and LE). Immersive Torture Sounds (just sound files, works for any game version, female only) Ride Sharing (LE | SE) For sweeping enthusiasts, Sweeping Organizes Stuff (SE) or Broom Sweeping (LE). Billyy's Animations for "Headpats". You'll sometimes get a pat on the head and a "Good girl/boy!" for a difficult job well done. Recommended SexLab Aroused Settings Installing Extra Animations Optional Download Files Add-ons Changing "Lola" For Modders Credits alexvkj: Creator of the original Submissive Lola mod. MrEsturk: Rebooted the mod as The Resubmission, adding the MCM, new events, and the brown leather texture. t.ara for Zaz Animation Pack, and Pfiffy for the SE conversion. skyrimfet: Pony girl amulet texture from Devious Training, used with permission. Roggvir: EFF compatibility scripts for owner's "inventory" versus "container". Halo's Mods (https://dysintropi.me) for the riding crop assets. Frayed: Collar and runic circle effects from Runic Collar. RatchetthelastLombax: Broom model asset in Mother's Broom. Player Walks Indoors mod on Nexus, by underthesky, TemplarSwift, and grvulture. Permissions Submitter Hex Bolt Submitted 12/12/2020 Category Quest Requirements SexLab, SexLab Aroused, ZAP 7 or higher, Devious Devices 5.2 or higher, Fuz Roh D-oh. PapyrusUtil 3.3 or higher for import/export functions. Special Edition Compatible Yes
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Version 1.0.0
361 downloads
CHATTEL IN THE SETTLED SYSTEMS 1.0.0 (Nov 2024) Add a trait turning the character into chattel with forced nudity, but also buffs when the character is exposed. Spacesuits are allowed since they are required for large parts of the game play. CitSS can optionally turn a lot of the crowd actors into chattel. This can be played as a standalone mod by selecting the Chattel trait during character creation, or as an outcome by an alternate death/enslavement mod (i.e. it could be an outcome for the recent "auction" mod). It also provides a simple actor value interface for other mods to enforce player actions (reducing the "Chattel_Compliance" actor value causes the character to lose buffs and stats to be penalized). See the player and modder HowTo below. WIP and HELP NEEDED: CitSS has two components. The first is "Chattel.esm" which implements the player effects, and, except for inevitable bugs, it is finished. The second part of the mod is "ChattelCrowds.esm" which is intended to strip a lot of the crowd actors (i.e. the "Citizen" actors) so that cities are populated by NPCs (non-player-chattel?) and it is working well, up to a point. The stripping is done by adding new clothing to the appropriate item leveled lists, but I have not figured out how match the skin tones between the face and body. I think the actors are getting the correct distribution of skin tones, but the face and body aren't in sync. If you are willing to accept that (visually jarring) problem, ChattelCrowds.esm works fine. Here are some burning questions: 1) How are the actor face and body skin tones set? 2) How should the face and body skin tones be kept in sync? Can it be done without changing all of the actor records? 3) Where is the distribution of skin tones controlled? REQUIREMENTS This only depends on the base game. I suggest using "Hide Spacesuit in Breathable Areas" (https://www.nexusmods.com/starfield/mods/2095), or "Naked Spacesuits" to hide the spacesuit. ChattelCrowds.esm needs to have BetterCrowdCitizens.esm upstream in the load order, or it doesn't do anything (goof on my part, but I think it will end up using BetterCrowdCitizens.esm as a master). BACKSTORY The panic to leave a dying Earth led to many people being transported under harsh terms of indenture, which eventually lead, under certain circumstances, to humans becoming mere possessions. Starting in the early to mid twenty-third, those convicted of significant crimes, in particular property crimes, those who had broken terms of indenture, or had been "repossessed" for failure to pay a debt secured by their body, found themselves receiving a implant making them chattel and being sold on the open market. It is well known that pirates will sell their kidnap victims as chattel if a ransom is not paid, and for this reason, the usual penalty for piracy is to receive a chattel implant. While the status is never inherited, by the early twenty-fourth century, a significant part of the human population exist as chattel. Chattel hold a legal status similar to other forms of livestock, and the treatment of chattel is covered by the same laws that prevent the inhumane treatment of animals. Chattel have fewer rights than a companion animal, but more rights to humane treatment than a non-sentient robot. The laws directly addressing chattel aim to remove their basic humanity by forcing them to be treated as less than fully human. This is achieved through a standardized implant interface. For instance, all implants prevent chattel from wearing clothing, and will severely punish chattel that disobey citizens and other people. Another aspect is that the owner may make purchases using the chattel as a mobile credstik. Chattel are unable own anything, including their body and thoughts, with all ownership rights held by the title holder, or the local authorities if the title is ambiguous. As with non-human livestock, chattel have no say in how they are handled, how they are housed, when and if they are bred, or any other aspect of their existence. A chattel cannot be the victim of a crime, but, in some situations, the owner may sue for civil damages. Healthy chattel are commonly used for labor, community pleasure, or breeding, and there is a strong market for chattel with specific traits. The chattel implant cannot be removed without causing severe brain damage and it significantly alters the individual, so receiving an implant is considered equivalent to death, and a death certificate will be issued. Depending on the circumstances, previous possessions are inherited by next-of-kin, or sold at auction. In the case of kidnapping, this leads tragic circumstances where, even if recovered, the antecedent victim is declared dead, leaving a chattel who will be sold as repossessed contraband. It is especially cruel when the chattel is recovered near the home world of the antecedent, since they will be sold in full view of their family and previous associates, no matter their original standing in society. While many chattel will continued to be called by the name of their dead antecedent, or other convenient moniker, chattel have no legal name and are identified by a serial number contained in the implant. RATIONALE The Settled Systems, and in particular the main factions, seem a little clean and friendly for a civilization that is only two centuries away from near extinction where billions of people died because they were abandoned on Earth. The chaos and guilt would be overwhelming, leaving deep wounds on society, and we see some of that in the prevalence of pirates and spacers. During the collapse of the Earths biosphere, people would have done anything to save themselves and their families, including entering into indentured bondage, and selling their labor when they could not pay for transportation. Starfield takes place in expansive multiverse. In at least some, the harsh conditions that followed the collapse of Earth meant the original terms of indenture would morph into humans being property. First as a punishment which didn't waste valuable resources, and, later, as a way to collect debts that had been secured through a person's body. This mod implements a simple mechanism to simulate control over characters who have become property. Namely, a chattel implant perk that will harshly punish rebellious chattel that are not directly controlled by their owner. HOWTO FOR A PLAYER: From a player point of view, this implements a new trait. If the trait is chosen, the PC is denied clothing, and must wear a special neuroamp (the chattel inhibitor). Without meeting those conditions, the PC stats are significantly reduced (e.g. max health is reduced by 90%). If the implant is properly inhibited, the PC will receive increased resistances, as well as enhanced persuasion and stealth. On the other hand, a player is not forced to comply with the chattel implant requirements. Spacesuits are allowed because the game is unplayable without them. Make sure that the Chattel.esm file is enabled. If you want to strip some of the crowd actors, also enable ChattelCrowds.esm (but, see the WIP note above). If you are directly using this, you will need to add the inhibitor to your inventory. You probably what the Chattel01 version and can get the formid using help Chattel 4 ARMO player.additem <formid-here> There are four different styles of inhibitor. The Clothes_Chattel01 is the nominal inhibitor, while Clothes_Chattel02 adds a poncho. The other two (Clothes_Chattel03 and Clothes_Chattel04) are SFW versions (who might be watching you play, you might want them). You can also add the Trait_Chattel_Implant trait by doing help Chattel 4 PERK player.addperk <formid-here> FOR A MODDER: This mod provides a possible outcome for a alternate death, or slavery mod. On it's own, no quests are provided, and it simply turns the PC into chattel with enforced nudity and penalties for not complying with nudity requirements. It defines a new actor value "Chattel_Compliance" to record how compliant the player behavior has been. This starts with a default value of 100 (fully compliant) and can be modified using modav. If Chattel_Compliance drops too much, the character will lose bonuses and the player stats will be reduced. While the range of compliance values is not limited, the Chattel mod assumes that it will have a value between zero (non-compliant, and harshly punished), and 100 (fully compliant and buffed). Even with a Chattel_Compliance of below zero, the Chattel mod will not kill the player character, but it will make the game very difficult. To turn a player into chattel, you will need to add the Trait_Chattel_Implant perk, and then add at least one of the the inhibitor clothing items (e.g. Clothes_Chattel). If you are cruel, you can add the perk and then force the player to find/equip the inhibitor on their own. Use "help Chattel" to find the form ids, or check with xEdit. LICENSE: Please use and reuse Chattel as you will, and there is no need to give credit, but, as a courtesy to players, consider changing the name if you make incompatible changes. All the usual caveats about game assets apply. ACKNOWLEDGMENTS: This mod was created using (the amazing) xEdit. None of this would be possible without the fantastic team at Bethesda. -
Chattel In The Settled Systems_1_0_0.7z View File CHATTEL IN THE SETTLED SYSTEMS 1.0.0 (Nov 2024) Add a trait turning the character into chattel with forced nudity, but also buffs when the character is exposed. Spacesuits are allowed since they are required for large parts of the game play. CitSS can optionally turn a lot of the crowd actors into chattel. This can be played as a standalone mod by selecting the Chattel trait during character creation, or as an outcome by an alternate death/enslavement mod (i.e. it could be an outcome for the recent "auction" mod). It also provides a simple actor value interface for other mods to enforce player actions (reducing the "Chattel_Compliance" actor value causes the character to lose buffs and stats to be penalized). See the player and modder HowTo below. WIP and HELP NEEDED: CitSS has two components. The first is "Chattel.esm" which implements the player effects, and, except for inevitable bugs, it is finished. The second part of the mod is "ChattelCrowds.esm" which is intended to strip a lot of the crowd actors (i.e. the "Citizen" actors) so that cities are populated by NPCs (non-player-chattel?) and it is working well, up to a point. The stripping is done by adding new clothing to the appropriate item leveled lists, but I have not figured out how match the skin tones between the face and body. I think the actors are getting the correct distribution of skin tones, but the face and body aren't in sync. If you are willing to accept that (visually jarring) problem, ChattelCrowds.esm works fine. Here are some burning questions: 1) How are the actor face and body skin tones set? 2) How should the face and body skin tones be kept in sync? Can it be done without changing all of the actor records? 3) Where is the distribution of skin tones controlled? REQUIREMENTS This only depends on the base game. I suggest using "Hide Spacesuit in Breathable Areas" (https://www.nexusmods.com/starfield/mods/2095), or "Naked Spacesuits" to hide the spacesuit. BACKSTORY The panic to leave a dying Earth led to many people being transported under harsh terms of indenture, which eventually lead, under certain circumstances, to humans becoming mere possessions. Starting in the early to mid twenty-third, those convicted of significant crimes, in particular property crimes, those who had broken terms of indenture, or had been "repossessed" for failure to pay a debt secured by their body, found themselves receiving a implant making them chattel and being sold on the open market. It is well known that pirates will sell their kidnap victims as chattel if a ransom is not paid, and for this reason, the usual penalty for piracy is to receive a chattel implant. While the status is never inherited, by the early twenty-fourth century, a significant part of the human population exist as chattel. Chattel hold a legal status similar to other forms of livestock, and the treatment of chattel is covered by the same laws that prevent the inhumane treatment of animals. Chattel have fewer rights than a companion animal, but more rights to humane treatment than a non-sentient robot. The laws directly addressing chattel aim to remove their basic humanity by forcing them to be treated as less than fully human. This is achieved through a standardized implant interface. For instance, all implants prevent chattel from wearing clothing, and will severely punish chattel that disobey citizens and other people. Another aspect is that the owner may make purchases using the chattel as a mobile credstik. Chattel are unable own anything, including their body and thoughts, with all ownership rights held by the title holder, or the local authorities if the title is ambiguous. As with non-human livestock, chattel have no say in how they are handled, how they are housed, when and if they are bred, or any other aspect of their existence. A chattel cannot be the victim of a crime, but, in some situations, the owner may sue for civil damages. Healthy chattel are commonly used for labor, community pleasure, or breeding, and there is a strong market for chattel with specific traits. The chattel implant cannot be removed without causing severe brain damage and it significantly alters the individual, so receiving an implant is considered equivalent to death, and a death certificate will be issued. Depending on the circumstances, previous possessions are inherited by next-of-kin, or sold at auction. In the case of kidnapping, this leads tragic circumstances where, even if recovered, the antecedent victim is declared dead, leaving a chattel who will be sold as repossessed contraband. It is especially cruel when the chattel is recovered near the home world of the antecedent, since they will be sold in full view of their family and previous associates, no matter their original standing in society. While many chattel will continued to be called by the name of their dead antecedent, or other convenient moniker, chattel have no legal name and are identified by a serial number contained in the implant. RATIONALE The Settled Systems, and in particular the main factions, seem a little clean and friendly for a civilization that is only two centuries away from near extinction where billions of people died because they were abandoned on Earth. The chaos and guilt would be overwhelming, leaving deep wounds on society, and we see some of that in the prevalence of pirates and spacers. During the collapse of the Earths biosphere, people would have done anything to save themselves and their families, including entering into indentured bondage, and selling their labor when they could not pay for transportation. Starfield takes place in expansive multiverse. In at least some, the harsh conditions that followed the collapse of Earth meant the original terms of indenture would morph into humans being property. First as a punishment which didn't waste valuable resources, and, later, as a way to collect debts that had been secured through a person's body. This mod implements a simple mechanism to simulate control over characters who have become property. Namely, a chattel implant perk that will harshly punish rebellious chattel that are not directly controlled by their owner. HOWTO FOR A PLAYER: From a player point of view, this implements a new trait. If the trait is chosen, the PC is denied clothing, and must wear a special neuroamp (the chattel inhibitor). Without meeting those conditions, the PC stats are significantly reduced (e.g. max health is reduced by 90%). If the implant is properly inhibited, the PC will receive increased resistances, as well as enhanced persuasion and stealth. On the other hand, a player is not forced to comply with the chattel implant requirements. Spacesuits are allowed because the game is unplayable without them. Make sure that the Chattel.esm file is enabled. If you want to strip some of the crowd actors, also enable ChattelCrowds.esm (but, see the WIP note above). If you are directly using this, you will need to add the inhibitor to your inventory. You probably what the Chattel01 version and can get the formid using help Chattel 4 ARMO player.additem <formid-here> There are four different styles of inhibitor. The Clothes_Chattel01 is the nominal inhibitor, while Clothes_Chattel02 adds a poncho. The other two (Clothes_Chattel03 and Clothes_Chattel04) are SFW versions (who might be watching you play, you might want them). You can also add the Trait_Chattel_Implant trait by doing help Chattel 4 PERK player.addperk <formid-here> FOR A MODDER: This mod provides a possible outcome for a alternate death, or slavery mod. On it's own, no quests are provided, and it simply turns the PC into chattel with enforced nudity and penalties for not complying with nudity requirements. It defines a new actor value "Chattel_Compliance" to record how compliant the player behavior has been. This starts with a default value of 100 (fully compliant) and can be modified using modav. If Chattel_Compliance drops too much, the character will lose bonuses and the player stats will be reduced. While the range of compliance values is not limited, the Chattel mod assumes that it will have a value between zero (non-compliant, and harshly punished), and 100 (fully compliant and buffed). Even with a Chattel_Compliance of below zero, the Chattel mod will not kill the player character, but it will make the game very difficult. To turn a player into chattel, you will need to add the Trait_Chattel_Implant perk, and then add at least one of the the inhibitor clothing items (e.g. Clothes_Chattel). If you are cruel, you can add the perk and then force the player to find/equip the inhibitor on their own. Use "help Chattel" to find the form ids, or check with xEdit. LICENSE: Please use and reuse Chattel as you will, and there is no need to give credit, but, as a courtesy to players, consider changing the name if you make incompatible changes. All the usual caveats about game assets apply. ACKNOWLEDGMENTS: This mod was created using (the amazing) xEdit. None of this would be possible without the fantastic team at Bethesda. Submitter mdc4211 Submitted 11/27/2024 Category Clothing Requirements
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Version 1.0e EXPERIMENTAL
6,993 downloads
I'm abandoning all my mods. No further development will take place for the existing ones. Everyone, feel free to use and reupload as you see fit, no credit necessary. This mod adds a gigantic underground maze along with a quest and a few nasty surprises, with an enslavement outcome option. Supports Simple Slavery ++. Thanks to the many kind users, who have helped me iron out the kinks, and who have provided me with a lot of useful information on how to do stuff. The latest iteration of the mod is the first version which I dare call complete, as it now has a fully formed quest structure (as simple as it might be). Version 1.0 introduces a quest giver and quest items which will trigger the quest for finding the mysterious labyrinth and the treasure (or just a honeypot?) inside. You might want to find these by chance, when you don't expect it, or, if you can't wait, read the spoiler below. In any case, the revealed map marker in now hidden, in 1.0, until you get close to the entrance. If you successfully find your way through the maze, the mod will try and hand you off to Simple Slavery ++ (unless you resist). WARNING: When captured, all your belongings will be taken from you, including quest items, and stored in a chest in the fort. I recommend making a backup save before entering the maze. Description: Rumor has it that there is a hidden maze in the vicinity of Riften, which harbors treasures beyond imagination. Intrigued by this rumor, looking for more clues, you are able to purchase a notebook from a mysterious woman who claims it is related to the treasure. Filled with dreams of fame and wealth, equipped with a rough map, you set out to find it. And find it you do, but soon you realize that that your in for more than you bargained for... Hard Requirements: ZAZ8 Sexlab Framework (for v1.0d and lower) Devious Devices 5 (for v1.0d and lower) and all their respective requirements. I suspect some of these requirements aren't really needed (I added them at a time when I didn't really know what I was doing), but I'm afraid to remove them, because I used some of the furniture and restraints and I can't figure out how to determine what plugin the used assets stem from. Advice welcome. Soft Requirements: Simple Slavery plus plus Immersive Jail Bars – for more realistic jail bars at the fort (and everywhere else in Skyrim, too) Ambient Slaves – adds various affiliated Frostbite Clan outposts throughout Skyrim and Solstheim (purely cosmetic mod) Since it is fairly easy, in the Creation Kit, to accidentally include masters which are not necessary (the column is narrow and many files have similar names), it has happened, and it can happen again, that I accidentally include masters which are not needed. If you notice that this is the case, i.e. if something is required which is not on the list above, nor is it a requirement thereof, this is most likely an accident, please let me know and I'll fix it. For a more challenging experience, please make sure to deactivate all quests in your journal, as otherwise quest markers will point you to the exit. Features: - A quest giver or found quest items will point you to the general area where the hidden entrance to the maze is - The entrance is well concealed, so don't give up too easily - For gameplay reasons, fast travel is disabled in the cell with the entrance (outgoing, incoming is fine, once the map marker is revealed). The same goes for the exit. - Unlike most other dungeons in Skyrim, this one is almost completely dark, so don't forget to bring torches or equip appropriate spells and/or potions - You will also need a lot of lockpicks (if your lockpick level is low) or an open-master-lock spell (two expert and one master locks at the exit, other than that, movement throughout the maze is unimpeded – the whole thing is one big cell) - Finding the exit should be fairly difficult, so far very few people have reported having found it. If you want to cheat, you can: - Compass is still enabled for now, as I don't know how to block it. So is the local map, so you'll have a little help, although thanks to the two levels projecting over one another, the map isn't too useful. - story pop-up windows - Some hostile creatures in the maze - An insidious mystery feature - Thee friendly NPCs in the maze, one of whom is a quest giver with a nearly impossible quest - A fortified slaver hold at the exit, with slavers who will try to enslave you when exiting the maze, sending you to Simple Slavery ++ Planned Features: - Multiple starting quests along the lines of what's in the description - Jump-scares - Deadly traps - More voiced actors, also talking to you through a magical PA system, while you are in the maze - Integration with Ambient Slaves - Elaborate backstory (will be part of other mods) - More curious NPCs inside and outside the labyrinth - Multiple quest/enslavement/slave training options after the labyrinth is successfully navigated through (will be part of another mod) - Additional labyrinth levels (separate cells), after the main features are working, potentially an unlimited number (hopefully regular updates) - More poor NPCs trapped in really perilous devices within the labyrinth and at the exit fort - much more Credits: philo221 - for providing me with invaluable and absolutely essential support in learning the ins and outs of modding and scripting and troubleshooting the many issues I encounter Mister X - for fixing one of my scripts and other useful advice jbezorg - for a lot of very useful advice on scripting alster325 - for finding and helping me remove numerous bugs and errors The DD, ZAZ and SexLab teams - for providing all those fabulous resources HexBolt8 and all his predecessors for developing Simple Slavery ++, providing very useful advice, and also inspiring me to do this in the first place Dan Ruta - for creating xVASynth, which I am about to use a lot All of the kind commenters - for encouraging me Other: - I'm always looking for voice actors, female ones in particular (I know, like that's ever going to happen...), or at least someone who could take that tedious synthing work off of my hands. - I'm also looking for a collaborator, someone who would go over my work and find errors and mistakes and who'd teach me how to avoid those in the future. Someone who'd be able to answer very specific questions on how best to do this or that, ideally providing examples. This would greatly reduce the time I have to spend on the Internet and troubleshooting, which I could in turn use for more creative work on the mods. - I'd love to be able to spend more time doing this, so if there are any generous followers who would like to support me to be able to do that, please let me know, and I'll set up a Patreon. Version history: -
Version 0.4b (with Mister X fix)
24,016 downloads
I'm abandoning all my mods. No further development will take place for the existing ones. Everyone, feel free to use and reupload as you see fit, no credit necessary. This mod adds Frostbite Clan slave dealer branches, at the outskirts of all five of the Skyrim Capitals. In two cases, where the branch facility is not located directly at a main access road, i.e. Windhelm and Solitude, it also adds a market stall at the palace district (Windhelm) and at the marketplace (Solitude). Please note: Since this mods adds quite a few exterior structures, it is very possible that it will clash with other mods which do the same. Even if the structures aren't in the same place, just the changes in navmeshes can cause CTDs as far as two cells apart. This is as much my fault as much as that of the authors of the other mods. The simple reason being, creating a navmesh which will prevent this issue is an extremely difficult and time-consuming process. It would easily triple the number of hours that go into this, so I just can't be bothered. Known Issue: At the Fort Anguish location (near Dusnikh Yal, near Markarth) an unknown phenomenon is causing static objects like walls and towers at the fort become invisible, while preserving their hitboxes. If anyone has any suggestions as to what may be causing this, please share them with me. TLDR: Features: - 9 non-interactive slaver outposts at or near the Skyrim capitals and towns - 1 outpost at Solstheim: Raven Rock - 1 quarry (WIP) - 2 non-interactive marketplace stalls, at Windhelm (palace district), and Solitude (marketplace) - roughly 300 NPCs - 8 slave caravans - all slavers and slaves are female (this will have a backstory reason) Planned Features: - more quarries, mines, brothels... - more factions - some public pillories with misbehaving slaves Requirements: ZAZ8 v0.2d and lower: Devious Devices 5 Sexlab Framework and their respective requirements! Compatibility Patches: For versions 0.2c and higher I highly recommend downloading the compatibility patches done by gregaaz. In the main plugin patch, he optimized a great number of navmeshes and removed a ton of ITMs, and fixed a lot more stuff. If you are running the experimental version 0.3a or higher, do not install the main plugin patch, as it is already integrated, so you would be basically downgrading to 0.2d Below a list of gregaaz's patches with the names of the corresponding mods: Ambient Slaves SE - updated main plugin AS-3DNPC Compatibility Patch - for Interesting NPCs AS-CRF Compatibility Patch - for Cutting Room Floor AS-Honeyside Compatibility Patch - for Sweet as Honeyside AS-LOS Compatibility Patch - for Lanterns of Skyrim II AS-MISLP Compatibility Patch - for Midwood Island - Ship Location Patch AS-ROB Compatibility Patch - for Rigmor of Bruma AS-SC Compatibility Patch - for Markarth Sky City AS-SMIM Compatibility Patch - for Static Mesh Improvement Mod AS-XPO Compatibility Patch - for Prison Overhaul Patched AS-ZDD Compatibility Patch - for Diabloesque Decorations Patch by Guduba and bingyouup If you are experiencing a CTD issue, as described on page 11 of the support thread, download the AS LOD CTD patch. Thank you guys for helping me out! Details: The purpose of this mod is to provide a slightly less over-the-top alternative to Hydragorgon’s Slave Girls (which deserves the credit for being the inspiration to create this mod in the first place). The goal is to populate Skyrim with slaves and slavers in a non-intrusive way and to create an atmosphere that slavery is a natural part of Skyrim’s life. Another purpose of the mod is to provide a stage for another future mod of mine, which will be a slavery campaign, in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold. It will provide a framework for various enslavement mods, like A Perilous Maze, and slavery mods (like quarries, mines, brothels etc.), but that’s still music of the future. Right now, the mod is non-interactive, simply providing the visuals. The only interaction you can have is a hello-line the dealers will drop if you come close to them. All the Frostbite Clan members have rudimentary AI and most (some guards and most slaves always stay in one place) of them will be on a schedule. All the branches feature highly detailed interiors, but stuff like ownership of all the multitudes of objects is still not completely finished. As said, the main purpose of the mod is to give you the impression that slavery is a commonplace thing so that you are not the only slave in Skyrim (if enslaved). Future versions will improve upon the detail and features of the current locations (I would like to make the dealers actual merchants able to sell you accessories and sell or buy slaves), Add more outposts in some of the smaller towns, add, as mentioned, various mines and quarries and othe places of slave employment, add one or two more slaver factions, and similar to Hydragorgon’s Slave Girls, some slaver caravans, but much fewer. This mod, like my previous as well as any of my future mods, focuses on the utilization of VR. Though this makes no practical difference, as of now, the future slavery campaign mod will be best experienced in VR (in particular things like slaving in the mines with realistic mining – you will sweat. But that, too is the music of the far future), though I will try and maintain support for SE, too, with some compromises. The Branches: Riften: The smallest of the capital outposts. This is due to its vicinity to the Frostbite Clan Fort over the exit from the Perilous Maze, which is a major base of operations with training and storage facilities. Slaves are transported from there, by boat, over Lake Honrich. The outpost is located right at the south-eastern gate of Riften. Windhelm: The Windhelm Facility is the main hub for the import of dark elf slaves from Solstheim. The facility is located down at the docks, around the corner, to the north. Whiterun: A slave shop on the main road, south-west of the main gate and west of the stables Markarth: Can’t miss it. Right on the access road to Markarth, this facility is the only branch trading in orcs. This is due to the difficulty of subduing and dealing with them. Unlike slaves of other races, orcs are only sold in bulk, to companies, for hard labor in mines and the like. Solitude: Thanks to its deep harbor, Solitude is the main hub for the import of slaves from overseas, mainly Redguards, and, of course, the export of Nord slaves. Due to the local strong influence of the Thalmor, this branch does not trade in high elves. Dushnikh Yal: Currently under development: The first of the Frostbite Clan quarries, along with a small FC settlement. Morthal: A small branch next to the sawmill Dawnstar: A small branch in the center of town, across the street from the jarl's hall Riverwood: A small branch at the southern side of town, on the small island with the sawmill Falkreath: A small branch at the southern side of town, leaned against the side of the mountain Credits: gregaaz – who has graciously agreed to clean my mods from bad navmeshes and ITMs and other bugs, as well as lend me a hand with some of the more advanced stuff that is coming jc321 - for his continued support and essential testing Hydragorgon – for creating the mod that inspired this project Download his mod here: LE SE The DD, ZAZ and SexLab teams - for providing all those fabulous resources philo221 - for his continued support Pamatronic - for his furniture alignment script, which is included in the mod Dan Ruta - for creating xVASynth, which I am using to do the female voices Guduba and bingyouup - for making the LOD CTD patch- 1 review
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Sanguine’s Debauchery Patches View File Description This mod will be a series of patches and hopefully improvements to Sanguine’s Debauchery mod. Features For now this mod tends to take control of the slave during the night (between 0:00 and 8:00) when the master goes to sleep by hooking into master's sleep package. At midnight, master will start looking for a nearby cage. If one is found, it is used to lock the slave inside. Then the master will find the closest bed and fall into it. If no bed is found then he will guard the cage all night while reminiscing about a woman, as fair as an evenin', of springtime in old Stros M'Kai, or dreaming about turning wood into gold and buying an island. If no cage is found, the master will leash the slave and will start looking for a bed. If a bed is found then the master will tie his slave into a pose or to a furniture for the duration of the night forcing her to watch him sleep. If no bed is found, then the master will start sandboxing (possibly freezing in place) until the morning. In the morning 8:00 or 9:00 the master will release his slave and SD+ will take over again. If the slave sleeps past her cage release time (8:00) the cage door will unlock itself at 9:00. If the slave sleeps even past 9:00 then she will have to stay in the cage until 0:00 when the whole scenario will start anew. SD+ might notice that the slave is still locked in the cage and will release her later, (it depends on the cage as SD+ does not recognize all the cages SDP does). If the slave is in a pose and sleeps (waits) past her release time, if the master is close by he may or may not release her. If the master is far away, the magic holding the slave bound in pose will dissipate releasing her. Future Fixes IDK maybe more to come. Requirements Yeap, you guessed it ... SD+ by Skyrimll ... and all its dependencies. Skyrim Utility Mod Install/Uninstall Use your favorite manager. The reason to use a mod manager is that this patch does contain loose scripts, and a manager will handle them with ease. Update From A Previous Version Uninstall old the version using your mod manager. Install new version overwriting all. This was posted on the main SD+ page, but it seems I have to say it again. Do Not Update While Enslaved. Status SDP Version No. 3.xx should be compatible with SD+ 3.xx. Update Log Submitter Inte Submitted 09/17/2014 Category Other Requirements SD+, DDi, ZAP, SUM Special Edition Compatible Yes
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Version 3.63.9 [November 11, 2024]
80,563 downloads
Description This mod will be a series of patches and hopefully improvements to Sanguine’s Debauchery mod. Features For now this mod tends to take control of the slave during the night (between 0:00 and 8:00) when the master goes to sleep by hooking into master's sleep package. At midnight, master will start looking for a nearby cage. If one is found, it is used to lock the slave inside. Then the master will find the closest bed and fall into it. If no bed is found then he will guard the cage all night while reminiscing about a woman, as fair as an evenin', of springtime in old Stros M'Kai, or dreaming about turning wood into gold and buying an island. If no cage is found, the master will leash the slave and will start looking for a bed. If a bed is found then the master will tie his slave into a pose or to a furniture for the duration of the night forcing her to watch him sleep. If no bed is found, then the master will start sandboxing (possibly freezing in place) until the morning. In the morning 8:00 or 9:00 the master will release his slave and SD+ will take over again. If the slave sleeps past her cage release time (8:00) the cage door will unlock itself at 9:00. If the slave sleeps even past 9:00 then she will have to stay in the cage until 0:00 when the whole scenario will start anew. SD+ might notice that the slave is still locked in the cage and will release her later, (it depends on the cage as SD+ does not recognize all the cages SDP does). If the slave is in a pose and sleeps (waits) past her release time, if the master is close by he may or may not release her. If the master is far away, the magic holding the slave bound in pose will dissipate releasing her. Future Fixes IDK maybe more to come. Requirements Yeap, you guessed it ... SD+ by Skyrimll ... and all its dependencies. Skyrim Utility Mod Install/Uninstall Use your favorite manager. The reason to use a mod manager is that this patch does contain loose scripts, and a manager will handle them with ease. Update From A Previous Version Uninstall old the version using your mod manager. Install new version overwriting all. This was posted on the main SD+ page, but it seems I have to say it again. Do Not Update While Enslaved. Status SDP Version No. 3.xx should be compatible with SD+ 3.xx. Update Log- 22 reviews
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Ambient Slaves SE/VR View File This mod adds Frostbite Clan slave dealer branches, at the outskirts of all five of the Skyrim Capitals. In two cases, where the branch facility is not located directly at a main access road, i.e. Windhelm and Solitude, it also adds a market stall at the palace district (Windhelm) and at the marketplace (Solitude). Please note: Since this mods adds quite a few exterior structures, it is very possible that it will clash with other mods which do the same. Even if the structures aren't in the same place, just the changes in navmeshes can cause CTDs as far as two cells apart. This is as much my fault as much as that of the authors of the other mods. The simple reason being, creating a navmesh which will prevent this issue is an extremely difficult and time-consuming process. It would easily triple the number of hours that go into this, so I just can't be bothered. Known Issue: At the Fort Anguish location (near Dusnikh Yal, near Markarth) an unknown phenomenon is causing static objects like walls and towers at the fort become invisible, while preserving their hitboxes. If anyone has any suggestions as to what may be causing this, please share them with me. THE MOD IS UP FOR ADOPTION As time passes I have come up with other ideas in my mind, about what I want to do, and it is still very difficult to find enough time to move along a huge project like this. Moreover, since this is my second mod, it is very messy, and some of my early bad decisions propagate these issues forward and waste time. The mod is up for any one to use as they please, no credit needed, all permissions are granted, except for one limitation. Any future iterations of this mod must not in any way, shape or form be related to children, refer to them or otherwise be used to depict or imply any kind of sexual activity with children. Any person modifying this original mod shall from the moment of the first change in the files carry responsibility for the content of the altered version. I just hope that in the hands of someone more skilled than me, this can still somehow be used to make some good content. TLDR: Features: - 9 non-interactive slaver outposts at or near the Skyrim capitals and towns - 1 outpost at Solstheim: Raven Rock - 1 quarry (WIP) - 2 non-interactive marketplace stalls, at Windhelm (palace district), and Solitude (marketplace) - roughly 300 NPCs - 8 slave caravans - all slavers and slaves are female (this will have a backstory reason) Planned Features: - more quarries, mines, brothels... - more factions - some public pillories with misbehaving slaves Requirements: ZAZ8 v0.2d and lower: Devious Devices 5 Sexlab Framework and their respective requirements! Compatibility Patches: For versions 0.2c and higher I highly recommend downloading the compatibility patches done by gregaaz. In the main plugin patch, he optimized a great number of navmeshes and removed a ton of ITMs, and fixed a lot more stuff. If you are running the experimental version 0.3a or higher, do not install the main plugin patch, as it is already integrated, so you would be basically downgrading to 0.2d Below a list of gregaaz's patches with the names of the corresponding mods: Ambient Slaves SE - updated main plugin AS-3DNPC Compatibility Patch - for Interesting NPCs AS-CRF Compatibility Patch - for Cutting Room Floor AS-Honeyside Compatibility Patch - for Sweet as Honeyside AS-LOS Compatibility Patch - for Lanterns of Skyrim II AS-MISLP Compatibility Patch - for Midwood Island - Ship Location Patch AS-ROB Compatibility Patch - for Rigmor of Bruma AS-SC Compatibility Patch - for Markarth Sky City AS-SMIM Compatibility Patch - for Static Mesh Improvement Mod AS-XPO Compatibility Patch - for Prison Overhaul Patched AS-ZDD Compatibility Patch - for Diabloesque Decorations Patch by Guduba and bingyouup If you are experiencing a CTD issue, as described on page 11 of the support thread, download the AS LOD CTD patch. Thank you guys for helping me out! Details: The purpose of this mod is to provide a slightly less over-the-top alternative to Hydragorgon’s Slave Girls (which deserves the credit for being the inspiration to create this mod in the first place). The goal is to populate Skyrim with slaves and slavers in a non-intrusive way and to create an atmosphere that slavery is a natural part of Skyrim’s life. Another purpose of the mod is to provide a stage for another future mod of mine, which will be a slavery campaign, in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold. It will provide a framework for various enslavement mods, like A Perilous Maze, and slavery mods (like quarries, mines, brothels etc.), but that’s still music of the future. Right now, the mod is non-interactive, simply providing the visuals. The only interaction you can have is a hello-line the dealers will drop if you come close to them. All the Frostbite Clan members have rudimentary AI and most (some guards and most slaves always stay in one place) of them will be on a schedule. All the branches feature highly detailed interiors, but stuff like ownership of all the multitudes of objects is still not completely finished. As said, the main purpose of the mod is to give you the impression that slavery is a commonplace thing so that you are not the only slave in Skyrim (if enslaved). Future versions will improve upon the detail and features of the current locations (I would like to make the dealers actual merchants able to sell you accessories and sell or buy slaves), Add more outposts in some of the smaller towns, add, as mentioned, various mines and quarries and othe places of slave employment, add one or two more slaver factions, and similar to Hydragorgon’s Slave Girls, some slaver caravans, but much fewer. This mod, like my previous as well as any of my future mods, focuses on the utilization of VR. Though this makes no practical difference, as of now, the future slavery campaign mod will be best experienced in VR (in particular things like slaving in the mines with realistic mining – you will sweat. But that, too is the music of the far future), though I will try and maintain support for SE, too, with some compromises. The Branches: Riften: The smallest of the capital outposts. This is due to its vicinity to the Frostbite Clan Fort over the exit from the Perilous Maze, which is a major base of operations with training and storage facilities. Slaves are transported from there, by boat, over Lake Honrich. The outpost is located right at the south-eastern gate of Riften. Windhelm: The Windhelm Facility is the main hub for the import of dark elf slaves from Solstheim. The facility is located down at the docks, around the corner, to the north. Whiterun: A slave shop on the main road, south-west of the main gate and west of the stables Markarth: Can’t miss it. Right on the access road to Markarth, this facility is the only branch trading in orcs. This is due to the difficulty of subduing and dealing with them. Unlike slaves of other races, orcs are only sold in bulk, to companies, for hard labor in mines and the like. Solitude: Thanks to its deep harbor, Solitude is the main hub for the import of slaves from overseas, mainly Redguards, and, of course, the export of Nord slaves. Due to the local strong influence of the Thalmor, this branch does not trade in high elves. Dushnikh Yal: Currently under development: The first of the Frostbite Clan quarries, along with a small FC settlement. Morthal: A small branch next to the sawmill Dawnstar: A small branch in the center of town, across the street from the jarl's hall Riverwood: A small branch at the southern side of town, on the small island with the sawmill Falkreath: A small branch at the southern side of town, leaned against the side of the mountain Credits: gregaaz – who has graciously agreed to clean my mods from bad navmeshes and ITMs and other bugs, as well as lend me a hand with some of the more advanced stuff that is coming jc321 - for his continued support and essential testing Hydragorgon – for creating the mod that inspired this project Download his mod here: LE SE The DD, ZAZ and SexLab teams - for providing all those fabulous resources philo221 - for his continued support Pamatronic - for his furniture alignment script, which is included in the mod Dan Ruta - for creating xVASynth, which I am using to do the female voices Guduba and bingyouup - for making the LOD CTD patch Submitter gargamel9 Submitted 03/06/2021 Category Adult Mods Requirements ZAZ8 (hard), Sexlab Framework 1.63 (for v0.2d and lower), Devious Devices 5 (for v0.2d and lower), Regular Edition Compatible No
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In this threat I want to present the concept of a gameplay and story focused slavery mod I plan to write, discuss the features and ask for feedback in general. The main idea is when the PC is defeated in combat, they’re enslaved by the respective group of enemies. There could also be a mechanic that a broke PC has to sell themselves into slavery to pay a bounty instead of going to jail. Also, the mod is planned to be gender agnostic and work with male and female players. You’ll be able to simply toggle the genders that can engage sexually with the PC after your liking. In the following I’ll use the term “bandits” synonymously for all humanoid enemy factions. The new take at slavery I’ve in mind is to take a step back from pure sex-slavery and focus on quest-like content to keep the player engaged and make the sex scenes more rewarding. Introducing Tasks: While enslaved, the player is put to work and gets tasks to complete. Those are simple works, like collect trash, craft items, remove corpses (probably from the fight the PC originally lost), and so on. Tasks have to be completed within a time limit and at the enslavement location. In between, the bandits can come along and either convince/ coerce the PC to have sex or rape them instead. I’m thinking about that every captor could have its own disposition rating towards the PC and doing favors for them or having sex improves it. NPC that like the player that are nice on them. Once the disposition is high enough, they might help the PC to escape or even fall in love and escape together. It could be interesting to have to decide whether to give in to sex with a bandit, but fail a task and risk punishment or finish in time and rise in the eyes of the boss. During the enslavement I want to go without a hard leash-mechanic that prevents the player from moving around freely. The PC can always try to run away, but once they leave the location enemies are spawned in to catch and bring them back. When the PC manages to flee, hunter teams might appear outside of cities for the next three days or so to get them back. The hunter parties get larger and wait for longer the more trusted the PC was as a slave. After some time doing tasks, the player earns more trust and gets assigned Missions. Those are larger and more independent orders. Missions have a significantly longer time limit and happen outside of the enslavement location (and are therefore a good opportunity to escape). They are complex things like: distract the gate guards so a raid party can enter a city, during a deal with another bandit group: the bosses are negotiating and the men of both sides wait around and start provoking each other. The PC has to calm the men so they won’t start fighting (dances, sex, masturbation shows, etc.) be whored out to other bandit camps or towns and pickpocket the clients or collect intel from a rival bandit camp With missions the player is encouraged to commit crimes and amount a bounty in the current hold, to make it feel like changing sides and becoming a part of the outlaws. Once completed enough missions, the PC becomes an acknowledged member of the enslaving faction, but still at the lowest official rank. This means effectively the end of the enslavement scenario. The PC can now leave their owner and return at will and repeatedly do missions without a time limit. This is than basically bandit gameplay in which you still can play the vanilla questlines. If not completing tasks the player gets punished through rape, being thrown in a cell with skeever or dogs (that rape them), is whored out to lowlifes publicly, or simply tortured by beatings or magic electro shocks. If the Player stays disobedient, they are eventually sold to a mine or a farm. This idea is relatively new for me so I’ve not a lot of things in my mind that could happen there. My initial ideas are like: bring crops and ore to a vendor to sell, pleasure the workers, mine or farm, deliver orders to a smith, cook for the owner, etc. If anybody has more ideal, I’d like to hear them. Now, since I’m personally not into hard BDSM, devious devices, torture or other extreme fetishes, I don’t plan to incorporate those into the mod. But I want to provide the code to make it easy for plugin mods to add that kind of content. For this I could need some help from other modders, because I have no idea how to go about this. That are my ideas so far. If you have any ideas, advice, inspiration or just want to encourage me to pull this though, feel free to post them :]
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Hi loverslab, few months ago I played Skyrim LE modded with some loverslab mods. I remember one cool mod where your character could be enslaved by creatures, bandits, etc after defeat. You basically had this weird restraining device and had to beg for food, plan escape and of course your captors would sometimes do bad things to you. Importantly, it wasn’t some random quest from simple slavery that puts you in different location, you rather served as slave in place of capture(cave, bandit camp). I recently switched to SE for stability and easier debugging (best decision ever) but can’t find the mod either in SE or LE section or remember the name. Any help?
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I'm playing Paradise Halls, and i would like to have some way to gradually turn enslaved a man (not woman) into shemales. It would be something like this: 1. Force the male slave to use corset for a period (I would suggest a in-game month) 2. Give him a potion to grow breasts 3. Give him a potion to increase the butt and legs size, or order him to make a lot of "leg exercises" 4. And obviously: Have sex with him until submission BONUS. You could also give him "Troll Fat" to "wax" his beard
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CONTEXT (Nobody cares) So, i'm playing with a slavery modpack, and i had a great idea for an addon/mod: As females are more valuable than males (i get more money selling females), i tought: It would be awsome if i had a way to turn the enslaved male into a futa (also more valuable) HOW IT WORKS: 1. Use Administer Potions and Poisons to Friendly NPCs to give the potion to another NPC 2. Give the potion (it might be called estrogen bomb) to a male and it will execute the "sexchange" command. 3. After that, the NPC's head will be changed to the SkyFem's counterpart meshes. 4. Randomly give the NPC a female schlong like UNP Schlong for Females or Phygnos Default (Final Test) Ingredient suggestions: Garlic Juniper Berries Snow Berries Glowing Mushrooms Glow Dust Wisp Wrappings Taproot
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skyrimspecialedition Are their any NPC enslavement mods
MSA964 posted a topic in Skyrim: Special Edition
basically what the title say I see a lot of slavery mods but it looks like their only for the player as the slave or just modded npc that are already slaves. what i'm looking for is enslaving the vanilla npcs for se. -
Hi, I'm searching for mod that I have been seen 1-2 years ago.I only remember that this mod included player enslavement by slave hunter + I remember what was on pictures from this mod. I tried to searcg this mod by I can't find it. Screenshots was taken in gate to solitude ,where player get closer to slave hunter. SH used some spells and bound players. (autor writed some text on screenshots to "roleplay this situation") and that's what I remember. Anybody have any clues about this mod?
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So I'm interested in playing about with Simple Slavery but can't seem to find any mods for SSE that take over after the auction. I know Submissive Lola is out, but that's not quite what I'm looking for. Perhaps something where the dovah-slave is taken to a new location of some sort and forced to service their new owners. Or something like that. Anyone have any ideas?
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Version 20140824 EV5
82,019 downloads
Slaverun 20140824 + Enforcer V5 Planned features for Autumn: - ultra light mode MCM toggle (for weak rigs to handle limited amount of added furniture/npc) - MCM slider for 'Zaid's freedom' timer - adjust tags for slaveslut shackles for SexLab striping compatibility - adjust slaveslut shackles to equip different slots than calypsys toys (no idea how, for now) - try to reconstruct or repair or anything to fix the navmesh NPC pathing issues (I see little hope in this matter, though) - adjust stuff confiscation quest part for any amount of repeats for multiple visits to Whiterun while not being enslaved - add Zaid's death quest end scenario Green = done I do not plan any adjustment or advancement of the story/questline. I have other mod in my mind that I want to work on when mentioned stuff gets fixed. The idea Civil war has turned Skyrim bad. As men fight, women become victims of their rage and lust. Whiterun, now commonly called rather Slaverun, became a center of female slave trade. Every unwealthy female without resources to keep herself safe may become a victim of enslavement. Features Punishment square - punished and crucified slaves near the marketplace and path leading to it. Working slaves - some slaves were put to work. Enslaved Whiterun citizens - most young female citizens were 'enslaved'. Slave market - slave trading place near the Talos shrine. Entertainment square - slave locked in fence with wolf (no interaction yet though!) with chairs for men to watch Sexprison - Dragonsreach basement has been turned to prison where females are interrogated, broken and worse. Jarl's servants - Jarl has few new servants. Punished twins locked in public use pillories. Slave buyer with cages and office - immersion only. Slave gear trader - buy ZaZ and Calypsys items! Immersive dialogue - get to know slaves, slavers and their little stories! Enslavement quest - take part in the slave business more than you'd actually like to! (female characters only) Brutus now has more dialogue options and some of them are checking the main quest stage and responding accordingly. Wolfpit is now interactive! Pay for show.. Dragonsreach now has some slaves to be used. Extended player enslavement questline, including punishment and 'training'! Dragonsreach dungeon is bigger with additional slavery gear. MCM for Lite version setting. SlaverunEnforcer by WaxenFigure - the nudity law is now enforced for both player and NPC! (plugin already included in Slaverun package) Quest storyline finished! Player can now regain freedom once again. Or sort of.. Scripted enforcement of player shackles. Just adding warning: mod contains multiple PC vs. beast SexLab events! (bestiality) Green = recently new Alternate versions With v 20140624 only single version will be released. Lite mode can be set up using MCM! Requirements & Credits SexLab - by Ashal Zaz Animation Pack [2014-04-21] - by xaz (this mod is based mostly on his work!) Adult Toys Merchant - mod by Calyps, uploaded by Foaman SexLab Aroused - mod redneck2x Diablo-esque Decorations - by nooblet123 NEW REQUIREMENT Strongly recommended mods Prison Overhaul SexLab Nude Creatures Other recommended mods Devious Devices Slavegirls Radiantprostitution Tweaked ..many more! Recommended Prison Overhaul settings 1) Turn off 'Crowd Gathering' 2) Set pillory punishments to 'Male Only' (thanks jfraser for pointing out these settings!) Conflicting mods Spectator Crowds and Guards - I am not able to prevent slaves playing their idles to 'attend the spectating'. Does not really break the game, but will cause issues. Dawn of Whiterun - custom furniture conflict [clipping through] (thanks Derk for reporting) Known bugs AFAIK the lighting inside new rooms in Dragonsreach dungeon is not ideal and might create bad looking results. No effect on playthrough, though. Next stage Quest tuning. Bugfixing. Q&A: Q: Do you plan to add male slaves? A: No. Q: The slaver (guard) at Whiterun inner gate keeps harassing me, even though I have already gone through his dialogue. A: This happens prior to version 20140603. Update the mod. Q: I've enjoyed the mod, but now I want to move on. Can I recover my gear? A: Yes. Your gear was confiscated by the slavers. They are in its possession.. (chests, keys, stealing, got it?) Q: Can I check the time I have to return to Zaid? A: Yes, read the note he left for you. Q: Can I remove the shackles manually? A: Use the proper MCM toggle. Q: The way some slaves are treated makes me sick. Can I make them disappear? A: Yes, use the proper MCM toggle (gore). Legal This mod is free to modify, use in parts or as a whole in other mods, etc. unless it's meant for any kind of financial profit. Just please mention my nick if you use the mod in any way. Full Change Log: -
Version 2.0.1
43,813 downloads
Naked Dungeons The Elder Scrolls V: Skyrim mod Version 2.0.1 Tired of being capable of rushing through every single dungeon of Skyrim with no difficulties whatsoever, killing any enemies in your way single-handedly thanks to your kick-ass weapons and fancy armor? Here is the solution: Rumours has it that some (or all) dungeon entrances are cursed with an inescapable magical trap, which forces you to leave almost all your equipment outside. To make things worse, the curse is permanent, resulting in a self-recharging trap, therefore it works on every single living being trying to enter the dungeon, so you cannot have very high expectations about easy looting from slain enemies and other dead bodies. This means that you must fight yourself through with whatever weapons and armor you can find inside, or rely on your magical abilities. There is no need to worry about your precious gear being lost for good, however, for it is kept safely in a package outside (in front of the dungeon entrance), so you can recover it any time from there, the only thing is that you have no way to get them though he entrance. INSTALLATION: Copy the contents of the archive into your Skyrim folder. IMPORTANT: IF YOU INSTALL THE MOD OVER A PREVIOUS VERSION, AND YOU HAPPEN TO HAVE ANY LOOSE NAKED DUNGEONS SCRIPTS FILES IN THE [Skyrim]\Data\scripts FOLDER, THEN IT IS IMPERATIVE TO DELETE ALL OF THE LOOSE SCRIPT FILES LEFT FROM THE PREVIOUS VERSION OF THE MOD AFTER THE INSTALLATION, OTHERWISE THE MOD WILL NOT WORK CORRECTLY! (Note: all script files have an "ndun_" prefix in their file name.) TIP: You may clean your Data folder from the unnecessary files by running the included "Naked_Dungeons_clean.bat" file from the Skyrim folder. IMPORTANT: The mod is NOT enabled by default, you need to enable it manually after the istallation via the MCM (Naked Dungeons -> Debug -> Enable mod). If you install this version over a previous one, then a clean save is STRONGLY recommended beforehand: REQUIREMENTS: SKSE (http://skse.silverlock.org/) SkyUI (http://www.nexusmods.com/skyrim/mods/3863/?) XPMSE: XP32 Maximum Skeleton Extended (http://www.nexusmods.com/skyrim/mods/68000/?) SexLab (http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/) SexLab Aroused Redux (http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-december-05-2016/) Zaz Animation Pack 8.0 Plus (http://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/) Devious Devices - Assets (http://www.loverslab.com/files/file/269-devious-devices-assets/) Devious Devices - Integration (http://www.loverslab.com/files/file/371-devious-devices-integration/) Devious Devices - Expansion (http://www.loverslab.com/files/file/1305-devious-devices-expansion/) ...and their individual dependencies Soft dependencies: Rosebutt by komotor (http://www.loverslab.com/topic/56137-wip-rosebutt-v01-standalone/) - RECOMMENDED if you wish to see Naked Dungeon's Anal Gaping function working in high resolution (the low resolution version meshes are already included in the Naked Dungeons.bsa with the permission of komotor, the creator of the meshes. mzinWaterUtil (https://www.nexusmods.com/skyrim/mods/68254) SlaveTats (https://www.loverslab.com/files/file/619-slavetats/) with SlaveTats Cane Marks (https://www.loverslab.com/files/file/2917-slavetats-cane-marks/) Recommended: Komotor's Animations (http://www.loverslab.com/files/file/2897-slal-komotors-animations/) - (not necessary for Naked Dungeons, but contains high quality animations that are well worth downloading) HOW IT WORKS: TROUBLESHOOTING: If you happen to encounter any problems with the mod (e.g. traps not triggering when you think they should), first make sure to enable the debug mode in the MCM (Naked Dungeons -> Debug -> Show debug messages; it is no longer enabled by default) and see if any messages appear on entering or exiting dungeons. If there are no messages at all, make sure the mod is enabled (MCM: Naked Dungeons -> Debug -> Enable mod), or try to disable and re-enable it. TIP: If your character is a "sneaky archer" type, then it may be rather difficult to fight without your usual weapons. This is why the bound weapon spells are given to the player if you enable the mod with the "Show debug messages" option also enabled. CREDITS: The author wishes to thank komotor (http://komotor.tumblr.com/mods) for the anal gaping meshes and textures CGi for the mod organizer friendly version and also for the German translation zeldashu for the Chinese translation donttouchmethere for the extensive beta testing and many other LoversLab users for all their good ideas and suggestions UPDATE HISTORY: version 2.0.1 (current release) "Naked Dungeons MCM not registering without save/reload" bug fixed "Followers possibly losing their equipment permanently if 'Follower strip chance' variable is less than 100%" bug fixed "PC stuck in the fighting stance after deflation if the Deflation function was used with weapons out" bug fixed If the PC is tied to a Zaz furniture after having been defeated and raped, assaulters no longer turn hostile again until the PC has managed to free their hands Captivity events no longer create new Zaz furnitures if there is already an eligible Zaz furniture nearby Wriggling out of Zaz furnitures after Captivity events no longer use stamina if the stamina cannot regenerate (some mods may temporarily set the stamina regeneration rate to zero, which could make it impossible to struggle out of Zaz furnitures The devious devices chance variable used to have no effect on the Civilian Rape events. This wasn't a bug (I never intended it to work that way), but since I understand that it could be confusing for the user, I changed that: Civilian Rapers will now observe the aforementioned variable when equipping devious devices. Known problems still possibly present in the hotfixed version: During the Captivity event it was quite possible to press the menu accidentally before the 'Free your hands' message arrived. This could result in the Captivity menu keys not registering perfectly or even falling out of the furniture with no way to move your hands or do anything. In this fix I tried to do everything I could to avoid this situation. I'm afraid it's not perfect yet, but nonetheless it must be much better than before. Note: if you stuck in the Captivity event, the proper console command to recover from it is: setstage ndun_CaptiveQuest 100 Zaz furnitures created on Captivity events might not always be aligned perfectly with the surface mesh (sometimes they are created a little bit above the ground) Version 2.0: Harmlessness: as long as the Civilian Rape feature is enabled, the player character is naked AND unarmed or helpless, no human enemies will attack them. Instead, they will force-greet and rape the PC via the Civilian Rape ("I kinda like your garment") mechanism, just like non-hostile NPCs. Bathing: a nem menu item ("Wash yourself") is added to the Deflation menu, which appears only if the PC is standing (not swimming) in water. This provides a very basic bathing functionality: all is does is stripping the PC and removing the SexLab cumshot visual effect from the body. Currently there is no bathing animation used (for the sake of immersion, it is recommended to use a poser mod like Poser Hotkeys along with it). It uses the same water detection system as the Bathing in Skyrim mod, so there is a new soft dependency called mzinWaterUtil (without that little SKSE extension water detection will not work). Apart from the vanilla Skyrim water types, ND can detect the water types added by the following DLCs and mods: Dawnguard, Dragonborn, Falskaar and Realistic Water Two. Note that if the Bathing in Skyrim mod is installed, then it is NOT necessary to enable the built-in water detection method of ND (water detection will work without it). Bathing in Skyrim is NOT a dependency by the way. A nem menu item (saying "Urinate") is added to the Deflation menu. All it does is adding/removing the Zaz pee visual effect (along with some rather hard-to-hear sound effect) to the PC, there are no in-game consequences attached to it whatsoever. Whip Marks: when enabled, whip marks will be shown on the skin of the PC after ND's whipping scenes (only after ND's own whipping scenes, not other mods' ones). This new feature requires the SlaveTats mod and its CaneMarks textures to be installed (but it is only a soft dependency, so ND can work without it, if the user leaves this MCM option unchecked). The whip marks can be healed using any vanilla shrines. Wizard Scene: a new devious devices removal scene (not quite as complicated as the Ritual of Purification). It can be activated via the Prostitution feature, using the "Excuse me... / Could you please help me with my restraints" dialog. Innkeepers no longer will offer keys for sex as common NPCs. Instead, they will point you to the court wizards, who (using the same dialog) will ask you to assist them in some important research in exchange of DD removal. The scene involves a whole new (but rather primitive) game cell (a small "laboratory") where you are supposed to follow the wizard's orders. Captivity: after Robbery events your assaulters can decide to tie you to some Zaz furniture (like Crosses, Poles and suchlike). You can escape from this situation through a struggle mechanism similar to that of the devious armbinders. Slavery: after Robbery events human attackers can decide to enslave you via the Simple Slavery mechanism (Simple Slavery is a soft dependency only). Obesity: a new feature having basic Realistic Needs-like functionality in terms of consuming food and drink, which can alter the weight (along with the visual appearance) of your character depending on how much you eat. The player character has an energy reservoir (a "stomach"). As long as you keep it at a normal fill level (0-100%), nothing will change. The stomach gradually empties over time (it is checked once in every game hour by a script). Once it completely empties (0%), you will start to lose weight. If your weight reaches the minimum (0%), the stomach fill level will drop below 0%, the mod notifies the user that "You are starving", and the PC will slow down (the lower the stomach fill level is between 0% and -100%, the slower your character can move). It is also possible to overfill your stomach by eating too much (to a maximum of 200%). As long as the stomach fill level is above 100%, the PC will gradually gain weight and appear fatter. If the weight reaches the maximum (100%), the PC will slow down due to morbid obesity (the higher the stomach fill level is at 100% weight, the more severe the slowdown effect will be). With the default MCM settings, it takes 2 mass units of food to fill the stomach to 100% from 0%, a 100% filled stomach takes 24 game hours to empty, and the full weight gain/lose cycle (from 0% to 100% weight or the other way round) takes 10 game days. Guard Punishment: fixed an error that could result in chain-punishment by the same guard. Civilian Rape: fixed an error that could result in chain-rape by the same NPC. Civilian Rape: elder and vampire races included in the list of eligible NPCs. Civilian Rape: eligible NPCs can be filtered by gender. Devious Devices: fixed a minor bug to exclude ddx items when the "Allow DDX items" checkbox is not checked. Arngeir refuses to start the Ritual of Purification outside the monastery building of High Hrothgar. Ritual of Purification: the mod tries to start the Ritual of Purification start-game-enabled quest if it fails to start automatically for some reason. If the quest cannot be started, it will send error messages instead of the NULL object errors. Immortality: Gangbang and chain rape. ND no longer tries to select more than 1 creature in defeat animations. Armor Amortisation: Daedric armors are excluded (you'll never lose them). Dungeon trap script checks enumerated inventory items against NULL values. Fixed a bug in the Disguise- 1 review
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- sexlab
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Version 1.11.09 - 2020/04/25
64,314 downloads
Magno CUM Gaudio 1.11.09 (Extended Social Interactions) A lightweight modification that covers all the basics to reasonably sexualize your Skyrim Check it also for Fallout 4, HERE. MOD GUIDE: HERE MOD FAQs: HERE WHAT IS THIS MOD? This is a jack of all trades kind of mod regarding sex and it was inspired by the mod Sexlab Submit by DKATRYL, it is coded for Skyrim Legendary Edtion (Oldrim) only. Its purpose is to cover as much features as possible regarding sex but in a coherent, consistent and balanced way, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay. Due to its vanilla friendly and completely modular and customizable nature it can be paired well with many other mods, but excel when used as the only main sexual mod. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors. With MCG you can expect a solid, fair gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, stop in taverns and flirt, date people, fear harassment, prostitute, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: Requirements for mods listed here are implicit, read their mod page description to know how to properly install them. All Skyrim Official DLCs for Skyrim 32bit (aka "Oldrim)" or Legendary Edition; Skyrim 32bit Script Extender (SKSE): http://skse.silverlock.org/; SKYUI: Here; For Skyrim 32 bit; Sexlab: HERE; For Skyrim 32 bit; OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but MCG is integrated with some of their functionalities, so you can expand MCG potential with these: Sexlab Hentai Pregnancy: New LE edition: (HERE), or Original Edition: (HERE); Other pregnancy mods are not protected by MCG Condoms to avoid unwanted pregnancy; Death Alternative (DAYMOYL): (HERE) If You don't have this installed all player defeated features will be disabled; Extended Follower Framework aka EFF: (HERE); If You don't have this installed the hire/recruit/taming as followers features of MCG are limited to vanilla Companion system; Disciplinary Switch 2.0 Enterprise Edition by Giamel: (HERE) for MCG v 1.11.02 or Disciplinary Switch by Giamel: (HERE) for all the other versions; For increasing slave submission without cooldown, and in an immersive way! Simple Slavery Plus: (HERE); If you have this mod you can be sent as slave to auction after being raped defeated. Note that this integration is still a WIP; The Npc initiative system (NPC on Player approach mechanic) can recognize effects and situations from the following mods, so you may install also some of these for additional features, but they are not required, it's your choice: INSTALLATION: Make sure all the requirements are installed correctly with all their dependencies, so I suggest to read the instruction of each mod in the requirements carefully; WARNING: Do not install any of the (optional) patches if you have mods that depends on the originals or if you don't like the changes that those patches do, see below in the suggested mods paragraph for more info. WARNING: Do not install this mod for Skyrim Special Edition, it is not coded for it, it will not work with it properly and I do not authorize you to use it with SE. If you do that and you use this mod support topic because the mod will not work for you I will report you to moderators for spam/off topic. MCG IS ONLY FOR THE LEGENDARY EDITION WARNING: Do not unpack the .bsa archive of this mod. You can use this mod only as I distribute it, that is packed in a .bsa. If you unpack the .bsa and you use this mod support topic because the mod will not work for you I will report you to moderators for spam/off topic. The only file you need to download is M.C.G. Skyrim 1.11.09. Install it with a Mod manager or manually extract the content of the "Main Files" folder in the .rar into your Skyrim Data folder; The first time you load your save or make a new game with this mod make sure you add a keybind in mcm for the MCG general key, then SAVE THE GAME AND RELOAD, you can start using the mod from this point. Read the mod guide, this is a vast mod with many features that require understanding: HERE! Read also the mod Faqs: HERE! Optional: [Only if you have DAYMOYL installed]: Make sure your Death Alternative mod is running and you do "Register Quest" in DA MCM. If you use the "player defeated" feature of MCG make sure you uncheck all the other options in "death events" of DA except M.C.G. event. [Only if you have EFF installed]: Make sure your EFF mod is working, and be aware that with MCG the EFF outfit plugin is forced disabled; LOAD ORDER: Any multiple follower framework ".esp" must be put AFTER MagnoCumGaudio.esp, this include EFFDialogue.esp; Any Spouse - marriage mod must be putted AFTER MagnoCumGaudio.esp; If you don't have any multiple follower framework you may want to put MagnoCumGaudio.esp AFTER Inconsequential NPCs if you use it. If you have mods that change the guards dialogues when they arrest you, you should put MagnoCumGaudio.esp after those mods. SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: Sexlab Sex Tools: (HERE); For nice control of the running sex scene! Sexlab Skooma Whore: (HERE); For being drugged when you are raped or when you prostitute yourself! The optional patch for more features available in the download section that does the following on the original skooma whore mod: All skoomawhore actors, like prostitutes and addicts give you a chance of 33% to take a sexual disease (above the maximum 32% you can choose in MCG MCM); All vanilla potions that restore Health, Stamina and Magicka potions will not heal instantly but over time, this gives brews from Skooma Whore more value...and a reason to use them instead of the vanilla ones...of course brews are addictive... Having this installed will unlock the equipping of skooma during dacing in a date; When you propose to relax and share a drug with an npc, all Skooma Whore drugs can be picked by the system, without this Skooma Whore patch, instead, only the Vanilla Skooma can be used; Realistic Needs and Diseases 2.0: (HERE) The optional patch for more features available in the download section that does the following on the original RDN2.0 mod: Inebriation visual effects eliminated; Inebriation buffs changed: Dizzy: +20 Speech (good for the flirting and romancing of MCG) Drunk: +6 unarmed damage, +50 armor rating while original debuffs still applies; Wasted: +18 unarmed damage, +180 armor rating while original strong debuffs still applies; Children and Soulgems 1.5 Hentai Pregnancy Plugin: (HERE) Only if you also use Hentai Pregnancy Mod; The optional patch available in download section to allow children to born only if one of the parents is the player, this will prevent cluttering of towns with children from npc-npc sex if you use a mod like SEXLAB RANDOM SEX. HOW TO UPDATE THE MOD: To Update the mod from versions higher than 1.7.0 it is not required to do any special procedure, just unistall the old version and install the new version using the mod manager. If you update from a version lower than 1.7.0 you may need to use the "Restart the Mod" button in the debug page after installing the new version. After an update it is good custom to wait some seconds after loading a save to let scripts settle, especially MCM ones, then make a new save and load that new save; KNOW BUGS and INCOMPATIBLE MODS: Find an updated list in the FAQS MOD STATUS: The mod is officially finished feature wise. Nothing else is planned to be added in the future. Support for bug fixing will continue if needed and if bugs are worth fixing. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Skyrim are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the faqs and other materials I have provided you in the long period I developed this mod. Do not ask for Special Edition conversions please, that won't happen. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF SKSE; Because some mods will just be impossible to code without it; ASHAL: Because of the best sexual framework ever seen on this planet! nKALEX: for unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! BEAMERMIASMA: for Sexlab SLEN and Sexlab Aroused Monitor Widget! GUFFEL: for Sexlab Skooma Whore; GIAMEL AND BUSH_CONNOISSEUR: for the invaluable support during all the development of this mod, thank you! LEGAL: Any modifications , distribution and rights of this mod are reserved and possible only in the LOVERSLAB SITE under my specific account "Anghelos92" or under my explicit consent. CONVERSIONS of this mod for SKYRIM Special Edition are not allowed nor authorized. DISCLAIMER: I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "TES V: Skyrim" which modifies. The file here presented is allowed to being downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality. CHANGELOG- 1 review
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Special thanks to all my supporters! >> Follow me on Instagram! << >> Feel free to join My Discord <<
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Hello everyone! So I am starting up a playthrough as a Slaver (not as a slave) and I was wondering if anyone can recommend any mods that would improve my experience? I have already decided to use Paradise Halls and all of it's addons, but I was hoping if there was any other mods, more preferably ones where I can leave branding's or tats on my slaves? But really i'm opened to anything. Would be awesome, thanks for reading everyone!
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Pending Update for A Perilous Inn
gargamel9 posted a blog entry in An absolute noob's diary on BDSM modding and VR
So, the past few weeks, I have been very busy working on a major update for A Perilous Inn. I would say it is about 80% complete, but it's still difficult to say when the release is coming. Could be in Two weeks, or months. I hope to be done with it at least before the year ends. But in any case There already a bunch of new features and a completely overhauled capture mechanic, which, dare-I-say, is more immersive than any other you have experienced so far. In fact, I am so excited about it that I have to brag about it here, even though, originally, I didn't want to make any announcements prematurely. The new features are and will be: - Capturing the player is now done without any AI walks of the player, but believe me, you will have no option but to comply. This was originally only intended for VR functionality, but it works so well, that I decided to scratch the AI mechanic altogether - VR support! Yes, I spoiled it in the previous point, but it still deserves one. VR rules! - Hundreds of spoken lines (xVAsynth) - I have redone some of the old lines with the new V3 models. - A whole new, very immersive scenario how to get captured at the inn, with four slight variants. - Raped by guards in the cell once captured The above is already finished and fully working What remains to be done: - Another captive joins the player in the cell - shaving scene in preparation for a caravan - Caravan pickup and escort to the Whiterun Frostbite Clan Outpost, or to SS in Riften. Walk all the way there, with some stops on the road. Though the guards should easily deal with any unfriendly encounters, they could make the journey quirky, so this will probably necessitate the use of mods that make roads safer, or animals and creatures and such less aggressive... After all, this time around, we aren't here to conquer Skyrim, so the challenge is unnecessary. The animals are unnaturally aggressive anyway. When this is done, it's on to a new mod, which will handle the time when the player is in Frostbite Clan captivity, but not yet sold or assigned to any particular place. This will involve a network of caravans between the outposts. Other mods will then be able to plug in and deliver the player as a slave, or buy the player and use them for whatever purpose. Each can be a separate story, and if properly plugged in, the mod will randomly select from these, to decide the player's fate.- 8 comments
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Originally posted this in the DF forum, but it's not really about DF - I've updated it to be a standalone post. In terms of the "boss follower" fantasy, this is my wish list for the vaguely possible. I see the relationship with the follower structured into stages like this: PC leader Equal partners Follower as leader Indentured service Hardcore enslavement A ladder you can move up and down, depending on factors that ultimately the player configures how they like. Follower as leader is something I'd really like to have. Here are some ideas for how that stage might work: The follower chooses target locations to explore, PC guides them there. The follower doesn't control your gold, but does control your income. There are troublesome living expenses. In the mode I could implement (not saying there aren't others), the PC isn't actively fighting, they are a packhorse and healer. On leaving a city, the follower records all the items the PC carries: those are the PC's stuff; her things that the follower knows she owns. Anything else you come by belongs to the follower. The follower gives you an outfit (you can customise what it looks like, as with whore armor) to adventure in. It has a big carry capacity buff, a health bonus, and a magical protection effect. It isn't armor. If you are unarmed (known healing spells are allowed) you get a speed boost from the outfit too. If you do not wear it, the DF gets annoyed and reduces your cut of the loot substantially. The follower handles the combat and the PC is just support. The follower says things like: "Just run on ahead and check for traps. I'll be right behind you." or "Scout ahead for me and run back if you find anything." The follower fights, and you loot the corpses. They scan your inventory periodically and records any new items seen. You can consume potions, but you will be billed for them - they aren't yours. You can wear armor you pick up, but see notes on the outfit. The goal is to loot as much valuable stuff as you can, but if you drop anything that you picked up, its value comes out of your cut. (Used/dropped item values have a configurable scale). If you can grab a potion and use it before the follower scans you, well that's your win. Good luck. Possibly, everything you pick up is tagged stolen. Probably an option. If you are knocked down in combat, you will enter a perma-bleedout until the follower comes back to "rescue" you... Because you're a follower. She might give you a potion (you'll be charged for it), or heal you. Otherwise you can't get any health back until you're standing again. Rescues will always have some deduction attached. If the follower goes down (whether you are standing or not), then you get a popup. You can choose to surrender through your defeat mod of choice, or accept DF defeat, in which case you go to SS or get an enslavement directly. Back in town, the follower removes all items they own, and also takes the adventuring outfit the provided back. They will give a (you can configure it) slooty outfit for you to wear in town; it's completely optional, but you may well not have anything else on you. If they are unhappy with you, they might give a locking rubber suit instead The follower totals the value of looted items and calculates your percentage. Configurable, and maybe level adjustable, but probably a low amount, like 5 or 10% of the total. It will be lower still if you didn't wear the proper outfit. Then any deductions are made: Outfit rental. Anything you consumed or dropped. Any help you had to ask for (can you remove this device?) Any food or drink you asked the follower for. Rescues. You get what's left, or if there's nothing left, your debt increases. When the follower takes items, totals up and gives you back anything she was "holding" for you, then you're in "rest" mode. The follower no longer follows. She goes to her home. You have to find her again to go adventuring. This doesn't make you free of the follower. If you adventure without her, there are consequences... You have punitive living expenses. Inns priced like Realistic Inn Rental (200 gold for a night at the Winking Skeever, but only 50 for the Sleeping Giant). You will have a quest to eat and drink certain items. Get them however you want. If you don't get them, you get a willpower-fatigue penalty. Consumable items will have a target cost. They might be hard to find. With Skooma Whore, instead of getting the items, you can consume skooma. The more you use this feature, the more skooma will be needed to satisfy in future. Food/drink items will be chosen to help satisfy any needs mod needs. You will have a quest to sleep in a nice bed. If you sleep in a crappy bed you fail the quest end ... you guessed it ... get a willpower-fatigue penalty. You can replace this with skooma too. If you can complete the eat/drink/sleep quests, you can opt to do them again instead of adventuring. In this case you can get willpower-fatigue reductions, or with enough carousing, bonus skill points. You're totally free to just to this with skooma ... I'm sure there would be no problems as a result If you can earn enough money, the follower may allow you to become a partner. If you get too deep in debt, then the follower will allow you to become her indentured servant. In that case you can't quit, and you must live with the follower. You won't get to control your gold any more, the follower will hold it, and ... but I don't have time to discuss that mode now. You can guess how it might be though. Definitely a maid outfit. Slavery is getting close. If you leave the current hold without the follower, the follower will be annoyed, and will demand a large fee (you can take as debt) to work with you again. You can't get rid of the follower though. There's no option to part ways once they are leader. You asked to work for them, and they assume you will do it until they want to stop. While in this deal, no other follower will join you, and all major vendors will refuse to buy items from you "You couldn't have got those yourself. I'm not buying stolen goods." (There will be some vendors you can sell to, but they will be few and dispersed, khajit for example). You can ask the follower to hire others, but they will reduce your cut. You can ask the follower to get rid of them, but it's up to her. You can ask to stay with the follower instead of using an inn. The follower will charge you rent. You will get a bed and a chest to use. The bed will meet requirements for the sleep quest. The follower will say "Put anything you like in that chest. Trust me. I won't steal any of it, and it will be safe here." This is largely true. However, if the follower is angered, all bets are off. The follower will not feed you. Instead they will expect you to cook for them. There will be a shopping quest. Fail to cook and there will be a financial penalty. You'll still have your own eat and drink quests too. Go adventuring by yourself and find all your stuff is gone. "I didn't think you were coming back so I threw that useless clutter out of my house." You can still take deals, but debt mechanics are completely different - follower is paying you, if you collect enough stuff. Punishment with debt is more worrying because you have less ability to clear it. You're only getting 5 or 10% of a loot haul, and you have to rely on flaky Skyrim NPC AI to fight (the follower will be buffed in this scenario, so shouldn't be stupidly unfair) though you can heal them to help, if you can afford to buy the spell. (The follower will sell it to you for debt). The buy price of regular clothes should probably be highly inflated, so if you buy some you'll feel the expense. (Could be a quest to buy nice clothes). So there are some ideas. But I don't know if I'll do that sort of thing... It's on my mind. Speaking of how the follower takes over the NPC interactions sometimes... Some, commonly used settings, such as hiring a room at an inn, or trading in a shop could be constructed as scenes. The follower and the vendor would run the scene - the PC would watch. What scenes fired would be determined by prior interactions with the follower. A lot of actions would be implicit. If the follower wants to go to an inn, they already know what they want to do there. Once you're in rest mode, the follower might be walking around Whiterun on a patrol path, playing various appropriate scenes as they bump into people. At Belethors: "I have a consignment for you Belethor." "Let me see what you have." "Ah. Some of these items are pretty badly damaged." "Sorry about that. My ditzy assistant sometimes picks up junk. I won't charge you for that stuff." At the temple with Danica: "Good to see you <followername>. The temple needs the help of people like you so we can care for the wounded." "Yes. I know there isn't much I can do, but take this gold." "Thankyou so much." "Not a problem." "I hope you can show that selfish follower of yours some good behavior. She just comes in here, prays and walks out again." "That girl isn't so smart, you need to make allowances for her. It's not her fault." In Dragonsreach with Irileth: "I hope you had a successful trip. Did you clear out some of those bandits?" "I did. You won't have to worry about <place> for a while." "How's that follower you hired to carry your bags working out?" "She can't manage much, but little by little I'm teaching her to do more and work harder." "Ah... Young people now expect everything to be handed to them on a silver platter." "I know what you mean. Too many of them are good for nothing but drinking skooma and whoring." Other situations might begin with the follower handing off: "Go and book a room for me." or "Go and get us both ales." Sometimes the "BWitch" type approach can work. I use it myself, but it really just amounts to seeing "Your follower speaks for you," before the dialog comes up. There would, of course, be ways to leave service, up until you're indentured. To leave indenture you have to earn your way out. If you're fully enslaved, there's no concept of a debt. Rather than a buy-out mechanic, I think it should be time and quest based. So to leave enslavement, you have to stay a slave for a minimum period, or complete a leave slavery quest. The quest would be the choice of a couple of conditions at each stage, with maybe five to seven stages. I have some ideas for stages - fetch quests, visit quests, set collecting quests, stuff with sex, etc. SL Sex Slaves (Mia's Lair) had some mechanisms that might be inspirational - though they weren't for leaving slavery. I can imagine that repeated slavery occurrences might start to require exit quests with long-term consequences, like the potion from Volkar in SLSS or the DF weird potion.
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Version 1.0
3,617 downloads
Boukensha's Bitches Welcome to my next attempt at lewdifying Mount & blade 2: Bannerlord. If for some reason you haven't seen my other mods here they are: Boukensha's Binder where you can get kinky events to pop https://www.loverslab.com/files/file/13089-boukenshas-binder-stories-of-captivity/ Boukensha's Backgrounds for your sexy background replacer needs https://www.loverslab.com/files/file/23399-boukies-backgrounds/ What is this mod? Well, i'm using ATC - Adonnay's Troop Changer to make new troop trees and seed them throughout the world. There is a slavery troop tree for every major faction and currently a single elite unit shared across all factions. The units are pretty much naked but man, do they have good stats... and great... lore... It's pretty much feature complete except that i'd like to give them SOME clothing, at least once they're a higher level. Requirements KLB shackles: https://www.loverslab.com/files/file/15481-bannerlord-slave-gear/ ATC: https://www.nexusmods.com/mountandblade2bannerlord/mods/286 Installation: Like all bannerlord mod you just extract the zit and dump it into your Modules folder. Don't forget to activate the mod in the loader. Warning! This mod can be installed on an old save file, no problem. This mod CAN NOT BE REMOVED! At least not without ruining the save files that used it. Simply because it introduces things to the game that then disappear if you uninstall, which will cause an error and crash. If you want to uninstall the game, you have to kick out all the new troops from your party and every other party, caravan, militia or wherever else you can put them before uninstalling. It is therefore technically possible to do, but un-adviseable. It's also for this reason that only you the player gets to recruit these units. Just in case things break and you got attached to your save file. But don't rely on it!! Should you want to allow NPC lords to recruit these units too: It makes me glad to know you'll not uninstall this mod as long as you want to play this save file, your confidence is flattering and utterly misplaced. But you can change the options here: Next to the submodule you'll find a config file, inside it is an xml called: Boukensha_Slaves_ATC.modconfig Open it and remove all playeronly="true" from all the troops in all the kingdoms. Save the file, Done. But i am not turning it on by default. You can also change their spawn rates here (percent="10") means 10% of spawned units will be this unit for the specific faction. Feel free to adjust at will. In module data is also a text file called "useful notes" this is more for me, but i guess it has some flavor and might act as a changelog, maybe? It may take a little while before the units get seeded across the various settlements. \_(-_-)_/ just, like... wait a day or two. Visit the brothel if you've installed CE. or recruit normal units, or get captured by 7 looters. Let me know when/if and certainly HOW you crashed from this mod. But there should be no remaining issues left!?..?.?! It's a new mod, it might break, please don't use it on your main save. It hasn't broken for me (since i got rid of all the bugs) but who knows if it may in the future.?.. I've also recently started a ko-fi account just in case someone felt like they might maybe, perhaps, like, give me a few bucks/euros/pounds to a poor student. You know, for the effort... and food. https://ko-fi.com/boukensha I may also start using it for suggestions/polls/specials for events on Boukensha's Binder, i'm sure i'll put it on the mod page once i have an update ready. You get the idea, don't expect too much, give if you want, i'm not gonna put my mods behind paywalls, that'd be a little weird. but y'know, might write a special thank you event or something now and then. The Future I really want to give these units slave-specific equipment but i'm still looking into that stuff, for now https://www.nexusmods.com/mountandblade2bannerlord/mods/4680 VBody looks good with a few armo(u)rs but i don't want to add unnecessary requirements, KLB is already enough for now. I'm also working on a companion for this where i can get the bloody looters/bandits to seed... so don't worry if you never see them, neither did i. Thank you for checking out this little mod, i hope you get to enjoy it lots! and it doesn't completely destroy your save file... i cannot be held responsible for any damages to your save files. please don't sure for damages. And don't give me grief about all my mods using "BB" as initials.-
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