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Found 18 results

  1. Sanguine’s Debauchery Cages View File Description This is an independent add-on for Sanguine's Debauchery mod. Ever got enslaved and thought to yourself, well this is not that bad, I can just wait until the nightfall and pickpocket my Master’s key while he/she is asleep and I’am free again. Well no more, this mod adds cages to a some of the bandit locations so now when you get enslaved the Master will put you in a locked cage from 0:00 to 8:00 so good luck escaping from that. The masters everywhere will thank you, for now they can get a good night sleep to build up their strength they’ll need to whip and do unspeakable things to you all the following day. I NavMesh out most cages so NPC wont act like retards and try to walk right through them. This mod also adds some badass NPCs to various locations - configurable in the MCM. If you do not want any badass NPCs, install the badassless NPC patch (found in the download section) and place it after whatever version of SDc you are using. Requirements Mandatory SkyUI .::. As of SDc 2.5. Optional SD Patches and its dependencies. Install/Uninstall For expediency it's best to use a mod manager. Cage Locations Broken Tower Redoubt Swindler's Den Serpent's Bluff Ruins Cragslane Cavern Morvunskar Cronvangr Cave Lost Knife Cave Movarth's Lair Karthspire Redoubt Robbers Gorge Blackreach Fort Neugrad Gallows Rock Chillwind Depths Deepwood Redoubt Lost Valley Redoubt Brinewater Grotto Faldar’s Tooth Redoran’s Retreat Cracked Tusk Keep - New jail Cragwallow Slope - New jail Bilegulch Mine - New jail Nilheim Tower - New jail Valtheim Towers - New Jail and Cage Uttering Hills Cave - Cage Fort Snowhawk Prison - reversed doors Volkihar Keep - Changed the prison cells Fort Greymoor Halted Stream Camp - New long cage Redwater Spring - Fixed existing jail Mor Khazgur Cellar - New jail Driftshade Refuge - Cages The Katariah - Fixed jail door Fort Sungard Annex - Fixed jail door Druadach Redoubt Cave - Fixed cage Cronvangr Cave - Cage Driftshade Cellar - Jail Pinemoon Cave Embershard Mine Brittleshin Pass Fort Dunstad - Jail Orphan's Tear - Jail Darkshade Silent Moons Camp - Bridge cage Dragon Lair Winter War - Fixed jail door Shriekwind Bastion - Jail Traitor’s Post Hag Rock Redoubt Knifepoint Ridge Treva’s Watch Dead Crone Rock - Bridge cage Treva’s Watch - Jail Bleak Wind Bluff - Jail Mistwatch - Jail + cage Bannermist Tower Pride of Tel Vos. Bloodskal Strident Squall Bloodskal Barrow Dawnstar bandit camp Irkngthand Orotheim Moldering Ruins Haemar’s Cavern Darkfall Passage Yorgim Overlook Riften Warehouse Kolskeggr Mine Halted Stream Camp Interior Broken Helm Hollow Volskygge Interior Hob’s Fall Cave Korvanjund Exterior Bristleback Cave Broken Tusk Mine Castle Karstaag Ruins Moesring Pass Frossel Benkongerike Bruca’s Leap Redoubt Exterior Dragontooth Crater Druadach Redoubt Exterior Broken Tower Redoubt Exterior Faldar’s Tooth Exterior Mistwatch Exterior. Treva's Watch Exterior Sleeping Giant Inn (Riverwood) Exterior Dead Man’s Drink (Falkreath) Exterior Vilemyr Inn (Ivarstead) Exterior Frost Fruit Inn (Rorikstead) Exterior Old Hroldan Exterior Four Shields Inn (Dragonbridge) Exterior Moorside Inn (Morthal) Exterior Braidwood Inn (Kynesgrove) Exterior Nightgate Inn Exterior The Frozen Hearth (Winterhold) Exterior Whiterun Entrance Windhelm Entrance Riften Entrance Markarth Entrance Solitude Entrance Rimerock Burrow Pinewatch Sanctuary Fort Amol Broken Oar Grotto Drela’s Cottage Blue Palace Stony Creek Cave More to come! Credits jbezorg – for the original SD (this one is hard core, i.e. every morning the Master would whip the shit out of you when letting you out of the cage). Master! http://www.loverslab.com/files/file/84-sanguines-debauchery/ skyrimll -- for bringing back the cage scene in SD+ and continuing the work. Thank you skyrimll! http://www.loverslab.com/files/file/503-sd-sanguine-debauchery-enhanced-2014-08-31/ nameless701 -- for the idea. http://www.loverslab.com/files/file/748-more-cages-for-sd/ Update Log 3.72 Patched .::. Nothing. Added .::. Jail and badass necros to Rimerock Burrow. <> Jail for Rigel Strong-Arm’s convenience. (Pinewatch Sanctuary). <> Jail and badass necros to Fort Amol. <> Cage to Broken Oar Grotto. <> Jail to Drela’s Cottage. <> Jail to the Blue Palace. (Actually it’s just a jail door (to limit conflicts with other mods) in the basement where all Imperial Jarls are ‘visiting’ after the war.) <> Jail and badass bandits to Stony Creek Cave, as suggested by @donttouchmethere. <> More things to Movarth’s Lair. 3.70 Patched .::. Nothing. Added .::. Jail at the exterior entrance to; <> Sleeping Giant Inn (Riverwood). <> Dead Man’s Drink (Falkreath). <> Vilemyr Inn (Ivarstead). <> Frost Fruit Inn (Rorikstead). <> Old Hroldan. <> Four Shields Inn (Dragonbridge). <> Moorside Inn (Morthal). <> Braidwood Inn (Kynesgrove). <> Nightgate Inn. <> The Frozen Hearth (Winterhold). Added .::. Cage/jail at the entrance to; <> Whiterun. <> Windhelm. <> Riften. <> Markarth. <> Solitude. 3.61 Patched .::. Major initialization bug, as pointed out by @Lupine00. 3.60 Patched .::. Nothing. Added .::. Cage and badass Forsworn to; <> Bruca’s Leap Redoubt exterior. <> Dragontooth Crater. <> Druadach Redoubt exterior. <> Broken Tower Redoubt exterior. Added .::. Cage and badass bandits to; <> Faldar’s Tooth exterior. <> Mistwatch exterior. <> Treva's Watch exterior. Changed .::. Reworked; <> Robber’s Gorge. <> Movarth’s Lair. 3.50 Patched .::. Nothing. Added .::. Two cages and badass necros to Hob’s Fall Cave. Added .::. Badass bandits to Korvanjund Exterior. Added .::. One jail, one cage and badass Rieklings to Bristleback Cave as suggested by @Celedhring. Added .::. One jail and badass Rieklings to Broken Tusk Mine. Added .::. One jail, one cage and badass Rieklings to Castle Karstaag Ruins. Added .::. One cage and badass Rieklings to Moesring Pass. Added .::. One jail, two cages and badass Rieklings to Frossel. Added .::. One jail, one cage and badass Rieklings to Benkongerike. 3.43 Patched .::. Nothing. Added .::. Cage and badass bandits to; <> Halted Stream camp interior. <> Broken Helm Hollow <> Volskygge interior. 3.33 Patched .::. Nothing. Added .::. Cage and badass Forsworn to Kolskeggr Mine. Added .::. Cage to Swindlers’ Den. 3.30 Patched .::. Nothing. Added .::. Jail cell to Riften Warehouse as requested by @deadmetal. Changed .::. Yorgim Overlook - reversed existing doors. 3.22 Patched .::. Nothing. Added .::. A chaurus/slave pen in Darkfall Passage. So now when captured by the Falmer, they will lock you together with their Chaurus for more fun (if you have SDP installed). Also if you have Estrus Chaurus+ installed, you'll become their breeding slave. Changed .::. Nothing 3.20 Patched .::. Some of the NPC spawning code. Added .::. 2 cages and vamps to: <> Haemar’s Cavern. Added .::. 2 cages to Bard’s Leap Summit. Added .::. 'Meat' for vamps. Changed .::. Nothing 3.15 Patched .::. Some minor bugs. Added .::. Cage and vamps to: <> Moldering Ruins. Changed .::. Nothing 3.14 Added .::. Cage and badass bandits to: <> Orotheim. Changed .::. Nothing 3.12 Added .::. Cage and badass bandits to: <> The bandit camp close to the Guardian Stones. <> The bandit camp between Helgen and Pinewatch. <> Irkngthand. Changed .::. The event that triggers the NPCs spawning. Perhaps the new event will work more reliably for all. 3.02 Added .::. Cage and badass bandits to: <> Dawnstar bandit camp. Added .::. A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. Do not use the patch if you like to keep the badass NPCs in your game. Changed .::. One of the cages at Red Eagle Redoubt. 3.01 Added .::. Cage to: <> Bloodskal. <> Strident Squall. Added .::. Jail to Bloodskal Barrow. Added .::. Badass bandits to, <> Bloodskal inside and out. <> Strident Squall. 3.00 Added .::. Jail and badass bandits at Pride of Tel Vos. Added .::. Necros to Fort Kastav. Available only before fort liberation. 2.93 Added .::. MCM toggle for the teleportation FX used when a Badass NPC dies, as requested by @atreyatan. Added .::. A separate .esp that is Badass-less , as requested by @Ursur1major. 2.92 Added .::. Badass bandits to the following locations, <> Fort Neugrad and Dunstad. Available only before choosing a side. 2.90 Added .::. Cage to Mistwatch. Added .::. Jail to the following locations, <> Mistwatch. <> Bannermist Tower (reversed existing doors). Added .::. Badass bandits to the following locations, <> Mistwatch, available only after vanilla quest is completed. <> Bannermist Tower. Added .::. Badass necros to Brittleshin Pass. 2.80 Added .::. Cage to the following locations, <> Traitor’s Post. <> Hag Rock Redoubt. <> Knifepoint Ridge. <> Treva’s Watch. Added .::. Long cage to Dead Crone Rock. Added .::. Jail to the following locations, <> Treva’s Watch. <> The bandit camp just north of Whiterun. Yes, the one with the horse. <> Bleak Wind Bluff. Added .::. Badass bandits to the following locations, <> Traitor’s Post. <> Wreck of the Winter War. <> Knifepoint Ridge. <> Treva’s Watch, inside and outside. Added .::. Badass Foresworns to Bleak Wind Bluff. Changed .::. Reversed doors in Cradle Stone Tower, to convert it to a jail. 2.77 Patched .::. Removed staffs from the dead Forsworn, as suggested by @RJLbwb. Patched .::. NPCs spawning not limited properly by the settings in the MCM, as pointed out by @bicobus. Added .::. More variety in spawned NPCs. Changed .::. Forsworn 'Use SDc Armor' check in the MCM will now add only weapons to the spawned Forsworn, no armor and it is now checked by default. 2.76 Warning .::. Stay away from Dragonscale armored NPCs. Their weapons are quite potent. Patched .::. Cracked Tusk Keep jail rendering problem. Added .::. Jail and vamps to Shriekwind Bastion. Added .::. Badass bandits to the following locations, <> Pinewatch <> Driftshade Sanctuary Changed .::. NPCs stats. Might be weaker/powerful now, not sure. 2.73 Patched .::. NPC counter not counting correctly when a large number of NPCs are loaded at the same time. Patched .::. Not all available vamps showing up in the Redwater Den. Patched .::. A deleted navmesh showing up in TES5, as pointed out by @Otaku2013. Added .::. New MCM option to enable NPC load for each cell. Added .::. New MCM option to limit how many arrows the NPCs get. Changed .::. Nothing. 2.70 Patched .::. Reversed the way jail doors open in Fellglow Keep, to make them compatible with SD. Patched .::. The badass forsworn not respecting the MCM limit. Added .::. Badass bandits to the following locations, <> Bilegulch Mine <> Embershard Mine <> Uttering Hills Cave <> Fort Snowhauk <> White River Watch Added .::. Badass necromancers to the following locations, <> Cragwallow Slope <> Morvunskar <> Fellglow Keep Added .::. Badass vampires to the following locations, <> Bloodlet Throne <> Redwater Den <> Mara’s Eye Pond <> Movarth’s Lair <> Pinemoon Cave <> Broken Fang Cave <> Cronvangr Cave Changed .::. Nothing. 2.60 Added .::. Badass forsworn to the following locations. <> Lost Valley Redoubt <> Serpent’s Bluff <> Broken Tower Redoubt <> Karthspire Redoubt <> Bleakwind Bluff <> Red Eagle Redoubt <> Dragon Lair <> Druadach Redoubt <> Bruca’s Leap <> Harmugstahl Exterior <> Hag Rock Redoubt Exterior/Interior <> Hags End <> Lost Valley <> Dead Crone Rock <> Wilderness Added .::. Since there is really only one kind of forsworn armor, I added a MCM option to have the badass forsworn use SDc armor, i.e. Ebony, Dragonscale. Lore fans can turn this option off to get the default forsworn armor. Added .::. Bedrolls to most cages. Changed .::. Broken Tower Redoubt cage to a cozy jail cell. 2.5 I have added an MCM menu to help control those bad ass bandits added by this mod as requested by @Punga and in not so many words by @nightwolf, and others. <> MCM option to disable/enable bandits on cell load. Will not disable bandits already loaded - to protect your Master. <> MCM option to limit the number of bandits spawned per cell. It has some limitations, i.e. if you set the limit to 3 bandits and leave the area (by fast travel or going in an interior and out again) without killing them, when you come back 3 more bandits will spawn. This will continue up to the number of bandits set for that area, usually around 10. Also, if you set it to say 4 bandits and fast travel to Silent Moons Camp and all 4 bandits were loaded (you can see this in the MCM 'Debug' page) and then walk to Halted Stream Camp (basically next door) no more bandits will be loaded for that camp. You would have to fast travel there for those bandits to load or reset bandit count from MCM 'Debug' page. <> MCM option for the bandits to use high level armor/weapons i.e. Ebony, or vanilla i.e. leather. <> MCM option to reset the mod. <> MCM option for logging. <> MCM option for screen messages. <> MCM option to show SDc version installed. <> MCM option to track and reset the No. of bandits that have been loaded in a cell. SDc bandits only. <> MCM options for future expansion for vampires, forsworn, necromancers etc. <> MCM option that will fetch you a Mars chocolate bar. 2.1 Added PC leveled badass bandits (to ensure your enslavement ), to the following locations, Swindler's Den Halted Stream Camp Orphan's Tear Silent Moons Camp Valtheim Towers 2.0 Fort Snowhawk Prison - reversed doors. Volkihar Keep - Changed the prison cells. Fort Greymoor Halted Stream Camp - New long cage. Redwater Spring - Fixed existing jail. Mor Khazgur Cellar - New jail. Driftshade Refuge - Cages The Katariah - Fixed jail door. Fort Sungard Annex - Fixed jail door. Druadach Redoubt Cave - Fixed cage. Cronvangr Cave - Cage. Driftshade Cellar - Jail. Pinemoon Cave Embershard Mine Brittleshin Pass Fort Dunstad - Jail. Orphan's Tear - Jail. Darkshade Silent Moons Camp - Bridge cage. Dragon Lair Winter War - Fixed jail door. Older Updates Submitter Inte Submitted 09/05/2014 Category Other Requires DLCs, SkyUI Special Edition Compatible No
  2. Naked Dungeons View File Naked Dungeons The Elder Scrolls V: Skyrim mod Version 2.0.1 Tired of being capable of rushing through every single dungeon of Skyrim with no difficulties whatsoever, killing any enemies in your way single-handedly thanks to your kick-ass weapons and fancy armor? Here is the solution: Rumours has it that some (or all) dungeon entrances are cursed with an inescapable magical trap, which forces you to leave almost all your equipment outside. To make things worse, the curse is permanent, resulting in a self-recharging trap, therefore it works on every single living being trying to enter the dungeon, so you cannot have very high expectations about easy looting from slain enemies and other dead bodies. This means that you must fight yourself through with whatever weapons and armor you can find inside, or rely on your magical abilities. There is no need to worry about your precious gear being lost for good, however, for it is kept safely in a package outside (in front of the dungeon entrance), so you can recover it any time from there, the only thing is that you have no way to get them though he entrance. INSTALLATION: Copy the contents of the archive into your Skyrim folder. IMPORTANT: IF YOU INSTALL THE MOD OVER A PREVIOUS VERSION, AND YOU HAPPEN TO HAVE ANY LOOSE NAKED DUNGEONS SCRIPTS FILES IN THE [Skyrim]\Data\scripts FOLDER, THEN IT IS IMPERATIVE TO DELETE ALL OF THE LOOSE SCRIPT FILES LEFT FROM THE PREVIOUS VERSION OF THE MOD AFTER THE INSTALLATION, OTHERWISE THE MOD WILL NOT WORK CORRECTLY! (Note: all script files have an "ndun_" prefix in their file name.) TIP: You may clean your Data folder from the unnecessary files by running the included "Naked_Dungeons_clean.bat" file from the Skyrim folder. IMPORTANT: The mod is NOT enabled by default, you need to enable it manually after the istallation via the MCM (Naked Dungeons -> Debug -> Enable mod). If you install this version over a previous one, then a clean save is STRONGLY recommended beforehand: REQUIREMENTS: SKSE (http://skse.silverlock.org/) SkyUI (http://www.nexusmods.com/skyrim/mods/3863/?) XPMSE: XP32 Maximum Skeleton Extended (http://www.nexusmods.com/skyrim/mods/68000/?) SexLab (http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/) SexLab Aroused Redux (http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-december-05-2016/) Zaz Animation Pack 8.0 Plus (http://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/) Devious Devices - Assets (http://www.loverslab.com/files/file/269-devious-devices-assets/) Devious Devices - Integration (http://www.loverslab.com/files/file/371-devious-devices-integration/) Devious Devices - Expansion (http://www.loverslab.com/files/file/1305-devious-devices-expansion/) ...and their individual dependencies Soft dependencies: Rosebutt by komotor (http://www.loverslab.com/topic/56137-wip-rosebutt-v01-standalone/) - RECOMMENDED if you wish to see Naked Dungeon's Anal Gaping function working in high resolution (the low resolution version meshes are already included in the Naked Dungeons.bsa with the permission of komotor, the creator of the meshes. mzinWaterUtil (https://www.nexusmods.com/skyrim/mods/68254) SlaveTats (https://www.loverslab.com/files/file/619-slavetats/) with SlaveTats Cane Marks (https://www.loverslab.com/files/file/2917-slavetats-cane-marks/) Recommended: Komotor's Animations (http://www.loverslab.com/files/file/2897-slal-komotors-animations/) - (not necessary for Naked Dungeons, but contains high quality animations that are well worth downloading) HOW IT WORKS: TROUBLESHOOTING: If you happen to encounter any problems with the mod (e.g. traps not triggering when you think they should), first make sure to enable the debug mode in the MCM (Naked Dungeons -> Debug -> Show debug messages; it is no longer enabled by default) and see if any messages appear on entering or exiting dungeons. If there are no messages at all, make sure the mod is enabled (MCM: Naked Dungeons -> Debug -> Enable mod), or try to disable and re-enable it. TIP: If your character is a "sneaky archer" type, then it may be rather difficult to fight without your usual weapons. This is why the bound weapon spells are given to the player if you enable the mod with the "Show debug messages" option also enabled. CREDITS: The author wishes to thank komotor (http://komotor.tumblr.com/mods) for the anal gaping meshes and textures CGi for the mod organizer friendly version and also for the German translation zeldashu for the Chinese translation donttouchmethere for the extensive beta testing and many other LoversLab users for all their good ideas and suggestions UPDATE HISTORY: version 2.0.1 (current release) "Naked Dungeons MCM not registering without save/reload" bug fixed "Followers possibly losing their equipment permanently if 'Follower strip chance' variable is less than 100%" bug fixed "PC stuck in the fighting stance after deflation if the Deflation function was used with weapons out" bug fixed If the PC is tied to a Zaz furniture after having been defeated and raped, assaulters no longer turn hostile again until the PC has managed to free their hands Captivity events no longer create new Zaz furnitures if there is already an eligible Zaz furniture nearby Wriggling out of Zaz furnitures after Captivity events no longer use stamina if the stamina cannot regenerate (some mods may temporarily set the stamina regeneration rate to zero, which could make it impossible to struggle out of Zaz furnitures The devious devices chance variable used to have no effect on the Civilian Rape events. This wasn't a bug (I never intended it to work that way), but since I understand that it could be confusing for the user, I changed that: Civilian Rapers will now observe the aforementioned variable when equipping devious devices. Known problems still possibly present in the hotfixed version: During the Captivity event it was quite possible to press the menu accidentally before the 'Free your hands' message arrived. This could result in the Captivity menu keys not registering perfectly or even falling out of the furniture with no way to move your hands or do anything. In this fix I tried to do everything I could to avoid this situation. I'm afraid it's not perfect yet, but nonetheless it must be much better than before. Note: if you stuck in the Captivity event, the proper console command to recover from it is: setstage ndun_CaptiveQuest 100 Zaz furnitures created on Captivity events might not always be aligned perfectly with the surface mesh (sometimes they are created a little bit above the ground) Version 2.0: Harmlessness: as long as the Civilian Rape feature is enabled, the player character is naked AND unarmed or helpless, no human enemies will attack them. Instead, they will force-greet and rape the PC via the Civilian Rape ("I kinda like your garment") mechanism, just like non-hostile NPCs. Bathing: a nem menu item ("Wash yourself") is added to the Deflation menu, which appears only if the PC is standing (not swimming) in water. This provides a very basic bathing functionality: all is does is stripping the PC and removing the SexLab cumshot visual effect from the body. Currently there is no bathing animation used (for the sake of immersion, it is recommended to use a poser mod like Poser Hotkeys along with it). It uses the same water detection system as the Bathing in Skyrim mod, so there is a new soft dependency called mzinWaterUtil (without that little SKSE extension water detection will not work). Apart from the vanilla Skyrim water types, ND can detect the water types added by the following DLCs and mods: Dawnguard, Dragonborn, Falskaar and Realistic Water Two. Note that if the Bathing in Skyrim mod is installed, then it is NOT necessary to enable the built-in water detection method of ND (water detection will work without it). Bathing in Skyrim is NOT a dependency by the way. A nem menu item (saying "Urinate") is added to the Deflation menu. All it does is adding/removing the Zaz pee visual effect (along with some rather hard-to-hear sound effect) to the PC, there are no in-game consequences attached to it whatsoever. Whip Marks: when enabled, whip marks will be shown on the skin of the PC after ND's whipping scenes (only after ND's own whipping scenes, not other mods' ones). This new feature requires the SlaveTats mod and its CaneMarks textures to be installed (but it is only a soft dependency, so ND can work without it, if the user leaves this MCM option unchecked). The whip marks can be healed using any vanilla shrines. Wizard Scene: a new devious devices removal scene (not quite as complicated as the Ritual of Purification). It can be activated via the Prostitution feature, using the "Excuse me... / Could you please help me with my restraints" dialog. Innkeepers no longer will offer keys for sex as common NPCs. Instead, they will point you to the court wizards, who (using the same dialog) will ask you to assist them in some important research in exchange of DD removal. The scene involves a whole new (but rather primitive) game cell (a small "laboratory") where you are supposed to follow the wizard's orders. Captivity: after Robbery events your assaulters can decide to tie you to some Zaz furniture (like Crosses, Poles and suchlike). You can escape from this situation through a struggle mechanism similar to that of the devious armbinders. Slavery: after Robbery events human attackers can decide to enslave you via the Simple Slavery mechanism (Simple Slavery is a soft dependency only). Obesity: a new feature having basic Realistic Needs-like functionality in terms of consuming food and drink, which can alter the weight (along with the visual appearance) of your character depending on how much you eat. The player character has an energy reservoir (a "stomach"). As long as you keep it at a normal fill level (0-100%), nothing will change. The stomach gradually empties over time (it is checked once in every game hour by a script). Once it completely empties (0%), you will start to lose weight. If your weight reaches the minimum (0%), the stomach fill level will drop below 0%, the mod notifies the user that "You are starving", and the PC will slow down (the lower the stomach fill level is between 0% and -100%, the slower your character can move). It is also possible to overfill your stomach by eating too much (to a maximum of 200%). As long as the stomach fill level is above 100%, the PC will gradually gain weight and appear fatter. If the weight reaches the maximum (100%), the PC will slow down due to morbid obesity (the higher the stomach fill level is at 100% weight, the more severe the slowdown effect will be). With the default MCM settings, it takes 2 mass units of food to fill the stomach to 100% from 0%, a 100% filled stomach takes 24 game hours to empty, and the full weight gain/lose cycle (from 0% to 100% weight or the other way round) takes 10 game days. Guard Punishment: fixed an error that could result in chain-punishment by the same guard. Civilian Rape: fixed an error that could result in chain-rape by the same NPC. Civilian Rape: elder and vampire races included in the list of eligible NPCs. Civilian Rape: eligible NPCs can be filtered by gender. Devious Devices: fixed a minor bug to exclude ddx items when the "Allow DDX items" checkbox is not checked. Arngeir refuses to start the Ritual of Purification outside the monastery building of High Hrothgar. Ritual of Purification: the mod tries to start the Ritual of Purification start-game-enabled quest if it fails to start automatically for some reason. If the quest cannot be started, it will send error messages instead of the NULL object errors. Immortality: Gangbang and chain rape. ND no longer tries to select more than 1 creature in defeat animations. Armor Amortisation: Daedric armors are excluded (you'll never lose them). Dungeon trap script checks enumerated inventory items against NULL values. Fixed a bug in the Disguise Submitter galahad_69 Submitted 04/01/2016 Category Other Requires SKSE, SkyUI, XPMSE, SexLab, SexLab Aroused (Redux), Zaz Animation Pack 8.0+, Devious Devices Assets + Integration + Expansion Special Edition Compatible No
  3. M.C.G. (Extended Social Interactions) View File 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 Submitter anghelos92 Submitted 10/25/2018 Category Dialog Sex Requires -Reading carefully the instructions; OLDRIM only; Special Edition Compatible No
  4. 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 Version No. 3.46 Patched .::. Recompiled scripts to work with the latest version of SUM. Version No. 3.45 Patched .::. Recompiled scripts to work with the latest version of SUM. Added .::. Option to have a cage exclusion list, as suggested by @donttouchmethere. The cages in this list will be ignored (as in not used) by SDP. The list has to be made in SUM by creating a form list named iSDcBadCages and adding the unwanted cage’s door to it (the actual form, not the base, or leave that option as auto). The only drawback I found here is that some vanilla cages are not persistent, which means their game ID will change when they get unloaded from memory, invalidating their record in the list. This can be corrected by making that particular cage persistent by using ‘Make Persistent’ MCM option in SUM. Added .::. SDP is now able to handle multiple cage doors. I.e. if a cage/jail has more than one door, SDP should now lock all doors. Added .::. A distance check for when enslaved with followers, as suggested by @donttouchmethere. Added .::. Versioning database Changed .::. SDP will now give up after 3 failed attempts to cage the slave and will allow SD+ to proceed with its cage scene instead. Version No. 3.41 Warning .::. This version requires SUM 1.41 or higher. Patched .::. Recompiled scripts to work with the latest version of SUM. Version No. 3.40 Warning .::. This version requires SUM 1.40 or higher. Patched .::. Recompiled scripts to work with the latest version of SUM. Version No. 3.37 Warning .::. This version requires SUM 1.37 or higher. Patched .::. Updated scripts to work with the latest version of SUM. Version No. 3.30 Warning .::. This version requires SUM 1.30 or higher. Patched .::. Updated scripts to work with the latest version of SUM. Version No. 3.20 Patched .::. Updated scripts to work with the latest version of SUM. Added .::. Added a dialog where the master will let the slave know when the sleep cycle begins, as suggested by @Lupine00. Version No. 3.15 Patched .::. Updated scripts to work with the latest version of SUM. Version No. 3.12 Patched .::. Cage release loop. Patched .::. Furniture/pose release loop. Version No. 3.11 Patched .::. Reorganized masters. Patched .::. ‘Dead End’ not ending after one day. Version No. 3.10 SUM, is now a requirement. Patched .::. Bug where your master will try and lock you inside certain inns' fireplaces, as mentioned by @donttouchmethere. Changed .::. Added a different ‘Bad End’ scenario. This triggers if you sleep past your release hour. Version No. 3.04 Patched .::. Bug where your new master would take you to your previous master’s cage. A battle over you would ensue, then your previous master (if victorious) will re-acquire you as a slave and shove you back in the cage. Patched .::. Bug where if your master entered combat during the cage scene, the scene would end abruptly, before you got locked in the cage. Changed .::. Removed the ‘Bad End’ scenario. Version No. 3.03 Changed .::. Removed some mod events used for testing. Version No. 3.02 Changed .::. Removed unnecessary masters as suggested by @steelmagpie. Version No. 3.01 Patched .::. Cage overnight posing as not to interfere with smaller cages. Added .::. More cages support. (Should support them all now.) Added .::. Better door positioning system. Changed .::. Removed an offending script. Version No. 3.00 Patched .::. The cage scene, so it will work with this here mod . Added .::. The slave overnight furniture posing/binding from the older patches. Older Patches and Descriptions for (SD+2.044 Only) With our Guild Master's permission I have added SD+ 2044 to the download section, for those of us still using that version, thank you Skyrimll. It's best to run this with "Undress animation" OFF in SexLab config. Submitter Inte Submitted 09/17/2014 Category Other Requires SD+, DDi, ZAP, SUM Special Edition Compatible No
  5. 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.
  6. Version 3.72 [August 18, 2020]

    84,694 downloads

    Description This is an independent add-on for Sanguine's Debauchery mod. Ever got enslaved and thought to yourself, well this is not that bad, I can just wait until the nightfall and pickpocket my Master’s key while he/she is asleep and I’am free again. Well no more, this mod adds cages to a some of the bandit locations so now when you get enslaved the Master will put you in a locked cage from 0:00 to 8:00 so good luck escaping from that. The masters everywhere will thank you, for now they can get a good night sleep to build up their strength they’ll need to whip and do unspeakable things to you all the following day. I NavMesh out most cages so NPC wont act like retards and try to walk right through them. This mod also adds some badass NPCs to various locations - configurable in the MCM. If you do not want any badass NPCs, install the badassless NPC patch (found in the download section) and place it after whatever version of SDc you are using. Requirements Mandatory SkyUI .::. As of SDc 2.5. Optional SD Patches and its dependencies. Install/Uninstall For expediency it's best to use a mod manager. Cage Locations Broken Tower Redoubt Swindler's Den Serpent's Bluff Ruins Cragslane Cavern Morvunskar Cronvangr Cave Lost Knife Cave Movarth's Lair Karthspire Redoubt Robbers Gorge Blackreach Fort Neugrad Gallows Rock Chillwind Depths Deepwood Redoubt Lost Valley Redoubt Brinewater Grotto Faldar’s Tooth Redoran’s Retreat Cracked Tusk Keep - New jail Cragwallow Slope - New jail Bilegulch Mine - New jail Nilheim Tower - New jail Valtheim Towers - New Jail and Cage Uttering Hills Cave - Cage Fort Snowhawk Prison - reversed doors Volkihar Keep - Changed the prison cells Fort Greymoor Halted Stream Camp - New long cage Redwater Spring - Fixed existing jail Mor Khazgur Cellar - New jail Driftshade Refuge - Cages The Katariah - Fixed jail door Fort Sungard Annex - Fixed jail door Druadach Redoubt Cave - Fixed cage Cronvangr Cave - Cage Driftshade Cellar - Jail Pinemoon Cave Embershard Mine Brittleshin Pass Fort Dunstad - Jail Orphan's Tear - Jail Darkshade Silent Moons Camp - Bridge cage Dragon Lair Winter War - Fixed jail door Shriekwind Bastion - Jail Traitor’s Post Hag Rock Redoubt Knifepoint Ridge Treva’s Watch Dead Crone Rock - Bridge cage Treva’s Watch - Jail Bleak Wind Bluff - Jail Mistwatch - Jail + cage Bannermist Tower Pride of Tel Vos. Bloodskal Strident Squall Bloodskal Barrow Dawnstar bandit camp Irkngthand Orotheim Moldering Ruins Haemar’s Cavern Darkfall Passage Yorgim Overlook Riften Warehouse Kolskeggr Mine Halted Stream Camp Interior Broken Helm Hollow Volskygge Interior Hob’s Fall Cave Korvanjund Exterior Bristleback Cave Broken Tusk Mine Castle Karstaag Ruins Moesring Pass Frossel Benkongerike Bruca’s Leap Redoubt Exterior Dragontooth Crater Druadach Redoubt Exterior Broken Tower Redoubt Exterior Faldar’s Tooth Exterior Mistwatch Exterior. Treva's Watch Exterior Sleeping Giant Inn (Riverwood) Exterior Dead Man’s Drink (Falkreath) Exterior Vilemyr Inn (Ivarstead) Exterior Frost Fruit Inn (Rorikstead) Exterior Old Hroldan Exterior Four Shields Inn (Dragonbridge) Exterior Moorside Inn (Morthal) Exterior Braidwood Inn (Kynesgrove) Exterior Nightgate Inn Exterior The Frozen Hearth (Winterhold) Exterior Whiterun Entrance Windhelm Entrance Riften Entrance Markarth Entrance Solitude Entrance Rimerock Burrow Pinewatch Sanctuary Fort Amol Broken Oar Grotto Drela’s Cottage Blue Palace Stony Creek Cave More to come! Credits jbezorg – for the original SD (this one is hard core, i.e. every morning the Master would whip the shit out of you when letting you out of the cage). Master! http://www.loverslab.com/files/file/84-sanguines-debauchery/ skyrimll -- for bringing back the cage scene in SD+ and continuing the work. Thank you skyrimll! http://www.loverslab.com/files/file/503-sd-sanguine-debauchery-enhanced-2014-08-31/ nameless701 -- for the idea. http://www.loverslab.com/files/file/748-more-cages-for-sd/ Update Log 3.72 Patched .::. Nothing. Added .::. Jail and badass necros to Rimerock Burrow. <> Jail for Rigel Strong-Arm’s convenience. (Pinewatch Sanctuary). <> Jail and badass necros to Fort Amol. <> Cage to Broken Oar Grotto. <> Jail to Drela’s Cottage. <> Jail to the Blue Palace. (Actually it’s just a jail door (to limit conflicts with other mods) in the basement where all Imperial Jarls are ‘visiting’ after the war.) <> Jail and badass bandits to Stony Creek Cave, as suggested by @donttouchmethere. <> More things to Movarth’s Lair. 3.70 Patched .::. Nothing. Added .::. Jail at the exterior entrance to; <> Sleeping Giant Inn (Riverwood). <> Dead Man’s Drink (Falkreath). <> Vilemyr Inn (Ivarstead). <> Frost Fruit Inn (Rorikstead). <> Old Hroldan. <> Four Shields Inn (Dragonbridge). <> Moorside Inn (Morthal). <> Braidwood Inn (Kynesgrove). <> Nightgate Inn. <> The Frozen Hearth (Winterhold). Added .::. Cage/jail at the entrance to; <> Whiterun. <> Windhelm. <> Riften. <> Markarth. <> Solitude. 3.61 Patched .::. Major initialization bug, as pointed out by @Lupine00. 3.60 Patched .::. Nothing. Added .::. Cage and badass Forsworn to; <> Bruca’s Leap Redoubt exterior. <> Dragontooth Crater. <> Druadach Redoubt exterior. <> Broken Tower Redoubt exterior. Added .::. Cage and badass bandits to; <> Faldar’s Tooth exterior. <> Mistwatch exterior. <> Treva's Watch exterior. Changed .::. Reworked; <> Robber’s Gorge. <> Movarth’s Lair. 3.50 Patched .::. Nothing. Added .::. Two cages and badass necros to Hob’s Fall Cave. Added .::. Badass bandits to Korvanjund Exterior. Added .::. One jail, one cage and badass Rieklings to Bristleback Cave as suggested by @Celedhring. Added .::. One jail and badass Rieklings to Broken Tusk Mine. Added .::. One jail, one cage and badass Rieklings to Castle Karstaag Ruins. Added .::. One cage and badass Rieklings to Moesring Pass. Added .::. One jail, two cages and badass Rieklings to Frossel. Added .::. One jail, one cage and badass Rieklings to Benkongerike. 3.43 Patched .::. Nothing. Added .::. Cage and badass bandits to; <> Halted Stream camp interior. <> Broken Helm Hollow <> Volskygge interior. 3.33 Patched .::. Nothing. Added .::. Cage and badass Forsworn to Kolskeggr Mine. Added .::. Cage to Swindlers’ Den. 3.30 Patched .::. Nothing. Added .::. Jail cell to Riften Warehouse as requested by @deadmetal. Changed .::. Yorgim Overlook - reversed existing doors. 3.22 Patched .::. Nothing. Added .::. A chaurus/slave pen in Darkfall Passage. So now when captured by the Falmer, they will lock you together with their Chaurus for more fun (if you have SDP installed). Also if you have Estrus Chaurus+ installed, you'll become their breeding slave. Changed .::. Nothing 3.20 Patched .::. Some of the NPC spawning code. Added .::. 2 cages and vamps to: <> Haemar’s Cavern. Added .::. 2 cages to Bard’s Leap Summit. Added .::. 'Meat' for vamps. Changed .::. Nothing 3.15 Patched .::. Some minor bugs. Added .::. Cage and vamps to: <> Moldering Ruins. Changed .::. Nothing 3.14 Added .::. Cage and badass bandits to: <> Orotheim. Changed .::. Nothing 3.12 Added .::. Cage and badass bandits to: <> The bandit camp close to the Guardian Stones. <> The bandit camp between Helgen and Pinewatch. <> Irkngthand. Changed .::. The event that triggers the NPCs spawning. Perhaps the new event will work more reliably for all. 3.02 Added .::. Cage and badass bandits to: <> Dawnstar bandit camp. Added .::. A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. Do not use the patch if you like to keep the badass NPCs in your game. Changed .::. One of the cages at Red Eagle Redoubt. 3.01 Added .::. Cage to: <> Bloodskal. <> Strident Squall. Added .::. Jail to Bloodskal Barrow. Added .::. Badass bandits to, <> Bloodskal inside and out. <> Strident Squall. 3.00 Added .::. Jail and badass bandits at Pride of Tel Vos. Added .::. Necros to Fort Kastav. Available only before fort liberation. 2.93 Added .::. MCM toggle for the teleportation FX used when a Badass NPC dies, as requested by @atreyatan. Added .::. A separate .esp that is Badass-less , as requested by @Ursur1major. 2.92 Added .::. Badass bandits to the following locations, <> Fort Neugrad and Dunstad. Available only before choosing a side. 2.90 Added .::. Cage to Mistwatch. Added .::. Jail to the following locations, <> Mistwatch. <> Bannermist Tower (reversed existing doors). Added .::. Badass bandits to the following locations, <> Mistwatch, available only after vanilla quest is completed. <> Bannermist Tower. Added .::. Badass necros to Brittleshin Pass. 2.80 Added .::. Cage to the following locations, <> Traitor’s Post. <> Hag Rock Redoubt. <> Knifepoint Ridge. <> Treva’s Watch. Added .::. Long cage to Dead Crone Rock. Added .::. Jail to the following locations, <> Treva’s Watch. <> The bandit camp just north of Whiterun. Yes, the one with the horse. <> Bleak Wind Bluff. Added .::. Badass bandits to the following locations, <> Traitor’s Post. <> Wreck of the Winter War. <> Knifepoint Ridge. <> Treva’s Watch, inside and outside. Added .::. Badass Foresworns to Bleak Wind Bluff. Changed .::. Reversed doors in Cradle Stone Tower, to convert it to a jail. 2.77 Patched .::. Removed staffs from the dead Forsworn, as suggested by @RJLbwb. Patched .::. NPCs spawning not limited properly by the settings in the MCM, as pointed out by @bicobus. Added .::. More variety in spawned NPCs. Changed .::. Forsworn 'Use SDc Armor' check in the MCM will now add only weapons to the spawned Forsworn, no armor and it is now checked by default. 2.76 Warning .::. Stay away from Dragonscale armored NPCs. Their weapons are quite potent. Patched .::. Cracked Tusk Keep jail rendering problem. Added .::. Jail and vamps to Shriekwind Bastion. Added .::. Badass bandits to the following locations, <> Pinewatch <> Driftshade Sanctuary Changed .::. NPCs stats. Might be weaker/powerful now, not sure. 2.73 Patched .::. NPC counter not counting correctly when a large number of NPCs are loaded at the same time. Patched .::. Not all available vamps showing up in the Redwater Den. Patched .::. A deleted navmesh showing up in TES5, as pointed out by @Otaku2013. Added .::. New MCM option to enable NPC load for each cell. Added .::. New MCM option to limit how many arrows the NPCs get. Changed .::. Nothing. 2.70 Patched .::. Reversed the way jail doors open in Fellglow Keep, to make them compatible with SD. Patched .::. The badass forsworn not respecting the MCM limit. Added .::. Badass bandits to the following locations, <> Bilegulch Mine <> Embershard Mine <> Uttering Hills Cave <> Fort Snowhauk <> White River Watch Added .::. Badass necromancers to the following locations, <> Cragwallow Slope <> Morvunskar <> Fellglow Keep Added .::. Badass vampires to the following locations, <> Bloodlet Throne <> Redwater Den <> Mara’s Eye Pond <> Movarth’s Lair <> Pinemoon Cave <> Broken Fang Cave <> Cronvangr Cave Changed .::. Nothing. 2.60 Added .::. Badass forsworn to the following locations. <> Lost Valley Redoubt <> Serpent’s Bluff <> Broken Tower Redoubt <> Karthspire Redoubt <> Bleakwind Bluff <> Red Eagle Redoubt <> Dragon Lair <> Druadach Redoubt <> Bruca’s Leap <> Harmugstahl Exterior <> Hag Rock Redoubt Exterior/Interior <> Hags End <> Lost Valley <> Dead Crone Rock <> Wilderness Added .::. Since there is really only one kind of forsworn armor, I added a MCM option to have the badass forsworn use SDc armor, i.e. Ebony, Dragonscale. Lore fans can turn this option off to get the default forsworn armor. Added .::. Bedrolls to most cages. Changed .::. Broken Tower Redoubt cage to a cozy jail cell. 2.5 I have added an MCM menu to help control those bad ass bandits added by this mod as requested by @Punga and in not so many words by @nightwolf, and others. <> MCM option to disable/enable bandits on cell load. Will not disable bandits already loaded - to protect your Master. <> MCM option to limit the number of bandits spawned per cell. It has some limitations, i.e. if you set the limit to 3 bandits and leave the area (by fast travel or going in an interior and out again) without killing them, when you come back 3 more bandits will spawn. This will continue up to the number of bandits set for that area, usually around 10. Also, if you set it to say 4 bandits and fast travel to Silent Moons Camp and all 4 bandits were loaded (you can see this in the MCM 'Debug' page) and then walk to Halted Stream Camp (basically next door) no more bandits will be loaded for that camp. You would have to fast travel there for those bandits to load or reset bandit count from MCM 'Debug' page. <> MCM option for the bandits to use high level armor/weapons i.e. Ebony, or vanilla i.e. leather. <> MCM option to reset the mod. <> MCM option for logging. <> MCM option for screen messages. <> MCM option to show SDc version installed. <> MCM option to track and reset the No. of bandits that have been loaded in a cell. SDc bandits only. <> MCM options for future expansion for vampires, forsworn, necromancers etc. <> MCM option that will fetch you a Mars chocolate bar. 2.1 Added PC leveled badass bandits (to ensure your enslavement ), to the following locations, Swindler's Den Halted Stream Camp Orphan's Tear Silent Moons Camp Valtheim Towers 2.0 Fort Snowhawk Prison - reversed doors. Volkihar Keep - Changed the prison cells. Fort Greymoor Halted Stream Camp - New long cage. Redwater Spring - Fixed existing jail. Mor Khazgur Cellar - New jail. Driftshade Refuge - Cages The Katariah - Fixed jail door. Fort Sungard Annex - Fixed jail door. Druadach Redoubt Cave - Fixed cage. Cronvangr Cave - Cage. Driftshade Cellar - Jail. Pinemoon Cave Embershard Mine Brittleshin Pass Fort Dunstad - Jail. Orphan's Tear - Jail. Darkshade Silent Moons Camp - Bridge cage. Dragon Lair Winter War - Fixed jail door. Older Updates
  7. Version 3.46 [August 18, 2020]

    62,937 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 Version No. 3.46 Patched .::. Recompiled scripts to work with the latest version of SUM. Version No. 3.45 Patched .::. Recompiled scripts to work with the latest version of SUM. Added .::. Option to have a cage exclusion list, as suggested by @donttouchmethere. The cages in this list will be ignored (as in not used) by SDP. The list has to be made in SUM by creating a form list named iSDcBadCages and adding the unwanted cage’s door to it (the actual form, not the base, or leave that option as auto). The only drawback I found here is that some vanilla cages are not persistent, which means their game ID will change when they get unloaded from memory, invalidating their record in the list. This can be corrected by making that particular cage persistent by using ‘Make Persistent’ MCM option in SUM. Added .::. SDP is now able to handle multiple cage doors. I.e. if a cage/jail has more than one door, SDP should now lock all doors. Added .::. A distance check for when enslaved with followers, as suggested by @donttouchmethere. Added .::. Versioning database Changed .::. SDP will now give up after 3 failed attempts to cage the slave and will allow SD+ to proceed with its cage scene instead. Version No. 3.41 Warning .::. This version requires SUM 1.41 or higher. Patched .::. Recompiled scripts to work with the latest version of SUM. Version No. 3.40 Warning .::. This version requires SUM 1.40 or higher. Patched .::. Recompiled scripts to work with the latest version of SUM. Version No. 3.37 Warning .::. This version requires SUM 1.37 or higher. Patched .::. Updated scripts to work with the latest version of SUM. Version No. 3.30 Warning .::. This version requires SUM 1.30 or higher. Patched .::. Updated scripts to work with the latest version of SUM. Version No. 3.20 Patched .::. Updated scripts to work with the latest version of SUM. Added .::. Added a dialog where the master will let the slave know when the sleep cycle begins, as suggested by @Lupine00. Version No. 3.15 Patched .::. Updated scripts to work with the latest version of SUM. Version No. 3.12 Patched .::. Cage release loop. Patched .::. Furniture/pose release loop. Version No. 3.11 Patched .::. Reorganized masters. Patched .::. ‘Dead End’ not ending after one day. Version No. 3.10 SUM, is now a requirement. Patched .::. Bug where your master will try and lock you inside certain inns' fireplaces, as mentioned by @donttouchmethere. Changed .::. Added a different ‘Bad End’ scenario. This triggers if you sleep past your release hour. Version No. 3.04 Patched .::. Bug where your new master would take you to your previous master’s cage. A battle over you would ensue, then your previous master (if victorious) will re-acquire you as a slave and shove you back in the cage. Patched .::. Bug where if your master entered combat during the cage scene, the scene would end abruptly, before you got locked in the cage. Changed .::. Removed the ‘Bad End’ scenario. Version No. 3.03 Changed .::. Removed some mod events used for testing. Version No. 3.02 Changed .::. Removed unnecessary masters as suggested by @steelmagpie. Version No. 3.01 Patched .::. Cage overnight posing as not to interfere with smaller cages. Added .::. More cages support. (Should support them all now.) Added .::. Better door positioning system. Changed .::. Removed an offending script. Version No. 3.00 Patched .::. The cage scene, so it will work with this here mod . Added .::. The slave overnight furniture posing/binding from the older patches. Older Patches and Descriptions for (SD+2.044 Only) With our Guild Master's permission I have added SD+ 2044 to the download section, for those of us still using that version, thank you Skyrimll. It's best to run this with "Undress animation" OFF in SexLab config.
  8. 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?
  9. 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!
  10. Version 1.11.09 - 2020/04/25

    52,580 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
  11. View File 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: Submitter pchs Submitted 05/08/2014 Category Quests Requires SexLab, ZaZ animation pack, Adult Toys Merchant Special Edition Compatible
  12. galahad_69

    Naked Dungeons

    Version 2.0.1

    36,353 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
  13. 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?
  14. View File LATEST UPDATE: This is another “proof of concept” update to let you all know what this mod is going to look like. To see what’s new, coc to “MJMTheChaliceBridge01” (I’m going to worry about better cell names later). Please note, there are still some issues here and there (grass growing out of stone, clipping, etc.) and I will take care of that when I polish the whole of it. Also, there is no navmesh for anything beyond the simple bounds of the island, there is no LOD (long distance background stuff), and none of the doors go anywhere (interiors are next on the list). Finally, don’t visit The Chalice if you want all this to remain a surprise; I wish I could do that, but, hell, I’m the one making the thing. For those who venture deeper: Beyond that, I’m pretty much done with this mod for a while. No, I DO want to continue, but I’m on deadline for the book I’m writing and have to give that priority. That shouldn’t take more than a month or two though, and I’ll keep popping back into this mod’s forum topic to interact and brainstorm. Introduction: All there is to say here is this is in extreme alpha---a proof of concept only. As such, try this at your own risk. As I grow the team and put in time, the alpha will shift to beta and eventually we will get to a full release. Note: Concerning this alpha, please just play to get a taste. There is no resolution to the quest, so simply make a save you want to revert to and give it a couple minutes of your time. To start, talk to any innkeeper and say you're running low on septims to start the quest. Alternatively, just head to Riverwood and go north along the east side of the river to find Yadvard's Rest. Finally, and this is purely aesthetic at the moment, there is a little spoiler of what is to come if you go directly east of Riverwood up into the mountains where those two pointless bandits hang out. AGAIN: CREATE A BLOODY FALLBACK SAVE BEFORE CHECKING THIS OUT Requirements: · Skyrim and DLC · USLEEP · ApachiiHair · Sexlab · ZaZ Animatiuon Pack · Devious Devices Assets · Sexlab Aroused Redux (or vanilla, though I have not tested it) · Devious Devices Integration · Devious Devices Expansion Basics: This mod is designed as a bridge between the mythos of Skyrim and Devious Devices. Ever wonder why you can't get that collar off without going to crazy lengths? What is possessing these strange items showing up around Skyrim? Does it even matter? As far as I'm concerned, putting cause to an effect is never a bad thing. A Little More: This mod is going to accomplish two main goals: - First: Quests to tie in the devices with the world. The main apparatus for this is a new courier system for delivering a plethora of new quests. Most of the quests will simple, single stage quests, but five will be large, multi-stage ones with multiple stages, new voiced NPCs, and followers. Here are some examples (without spoilers): 5] -- Small Quests: Discover the source of the glowing trolls; Recover the enchanted collar 5] -- Large Quests: Help Saela clear Yadvard's Rest - Second: New and interesting reputations of devious devices that merit varying degrees of difficulty to remove, namely due to their varying degrees of difficulty to create. 5] -- "Level 1" Devices: Leather. Simple crafting and removable with any bladed device. 5] -- "Level 2" Devices: Metal. Requires smiting skills that relate to the metal use and are removed by lock picking or magic on site (difficulty varies with metal used) or by a blacksmith. 5] -- "Level 3" Devices: Enchanted. Simple smiting skills pertinent metal skill, enchanting skill, and arcane smithing. It also require metals as raw materials and filled soul gems. These can only be removed with an enchanted key, which can only be created with a filled soul gem and knowledge found in rare books. These are also the first level of devices that actually influence the used, affecting stats, arousal, etc. rather than just "marking" the wearer as a slave. 5] -- "Level 4" Devices: Daedric. All of the smithing requirements of enchanted, but also other, special elements to be discovered. Removal requires divine help. 5] -- "Level 5" Devices: *Secret*. What is more powerful than Daedric influence? Well, that is for you to find out. In fact, it is centerpiece of this mod's questing. FAQ: Truthfully, no one has asked anything yet, but here are a couple I anticipate: What are your plans for the mod? 5] The first goal is to get one of the main quests done and this proof of concept is approximately 25% of that. After that, I'll move on to getting the courier system fleshed out and begin working on the diversified device types and their effects. How long will it take? 5] Honestly, I have no idea. I started modding last week and have picked up a ton as I've learned, but I have no idea how difficult it will be. Based on what I have planed, however, I know it is at least feasible , so that much at least is good news. What Can I do to Help: This mod is a huge undertaking, obviously, so I welcome any help. - First and foremost, my coding skills are limited and I could really use someone in that department; my most efficient method for learning is audio visual and the people's video tutorials on creation kit only cover up to a certain point. - Second, anyone willing to help me with modeling and texturing new devices, creatures, etc. would be greatly appreciated. I can manage the basics in that department, but I think it is wise to play to one's strengths and that really isn't one of mine. - Third, anyone interested in designing (relatively anatomically plausible) characters for the mod. Simply put, I'm dreadful at making skyrim's characters not look like ass. - Forth, anyone wanting to create small quests (adult or not) and include them under the umbrella of my questing system are welcome! Even if you have no idea what you are doing, take confidence in knowing I made this mod in a week. A little perseverance and you can do it too! Don't know where to get started? Feel free to PM me and I'll tell you what I did. - Finally, VOICE ACTORS! As someone with dyslexia, I have always had a rough time reading. Consequently, quests without dialogue have always been something I try to avoid. You don't have to be particularly talented either! You can do at least one voice: yours. If you have a mic and can give me relatively clean audio (turn off things that make noise, find a quiet area, and record each line more than once), I can make it mod ready. My hope is to have everyone in this mod voiced. As a special note, if anyone can do a particularly good impression of existing characters, that is highly coveted; new NPC's can sound like whatever, but the vanilla ones should match best as possible. Thanks You's: - This wonderful website and all it's people for making this happen. - Skyrimll, for early bits of advice - ContentConsumer, for general help - Princessity, who got me into this in the first place - dwcool62, who's mod Misty Michelle was the basis for the NPC Saela ( http://www.loverslab.com/files/file/3469-misty-michelle/ ) - noobsaleh, for helping me not screw up a first impression Submitter Submitted 12/14/2016 Category Quest Requires Skyrim and DLC, USLEEP, ApachiiHair, Sexlab, ZaZ Animatiuon Pack, Devious Devices Assets, Sexlab Aroused Redux (or vanilla, though I have not tested it), Devious Devices Integration, Devious Devices Expansion Special Edition Compatible
  15. I'm just wondering if it is at all possible to make a working leash for skyrim? Perhaps with HDT? I just played through an enslavement-sequence with SD+, and thought it would be greatly improved with such a thing. No more free roaming.
  16. Sup, I'm looking for a mod that would allow me to pacify an NPC like Gristle or McDonough and erase their script, replacing it with a settler script and send them to my settlement to spend the rest of their days working the field. I'd much rather do this than straight up kill them. Advanced Animation Framework does something like this, but I have to download several other mods and it implements all kinds of sexual things. I'd just like the bare-bones, settler only option. Nexus has a lot of similar things, but they're watered down, like Abduction... Which you have to reverse pickpocket a clone beacon into an NPC you want to CLONE. Or tee party followers that will linger around a beacon that you place in a settlement. I've been looking for this for a while, I figured maybe someone can point me in a new direction. Thanks!
  17. Version 20140824 EV5

    78,354 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:
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