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View File zCapacity Events – Extended Captivity 1.0. with Boukenshas Binder (EN/PL) zCapacity Events is an extension of Captivity Events built from the official GitHub source (CE v1.3.10.1300). It adds a framework for targeted hero interactions, service menus, hero selection, XML extensions and a collection of example events for mod creators. (SRC files also) Special thanks to BadListener for MOD . Special thanks to B0ukensha. I used your materials, integrating them with my CEModuleCustom and adding a Polish translation. Link to the mod – (not required for download for events BUT FOR IMAGES). I tested this on game version 1.4.5 (the latest release as of June 27, 2026). Does it work with War Sails? – I have no idea, I don't have the DLC, and the patch itself is based on version v1.3.10.1300, while here on the site it's already version 1.4.x. The easiest way to activate the new changes is by entering a town, village, or castle. A new menu will appear there. What's new? Have you ever wanted to build your own House Targaryen... or perhaps create an even more dysfunctional House Habsburg? Now you can. zCapacity Events transforms Captivity Events from a collection of random encounters into a framework where you decide who interacts with whom. Want to strengthen family bonds? Want to create rivalries between noble houses? Want to visit the local brothel and roleplay as a lady? Want to become the most infamous family in Calradia? Or simply execute that one annoying prisoner lord who keeps raiding your villages? Now it's entirely up to you. What was added compared to the original Captivity Events? The goal of zCapacity Events is not to replace Captivity Events, but to expand it into a complete framework for creating advanced XML events. Completely New zCapacity Service Menu The biggest addition is the brand new zCapacity Menu. Instead of relying purely on random events, you can now choose who will participate before the event even begins. Choose a family member. Choose a companion. Choose a noble. Choose a notable. Choose a prisoner lord. Choose an entire army. Then let the XML decide what happens next. Expanded Family Interactions Family members are no longer just passive NPCs. You can now build long event chains involving: siblings spouses parents etc, Relationships can evolve over multiple events instead of ending after a single encounter. And yes... If politics demand it... You can even remove an inconvenient member from the family tree. Expanded Companion Interactions Companions finally receive proper event support. Instead of generic interactions, XML creators can build companion-specific storylines using the new hero selection framework. Expanded Lord & Lady Interactions Settlement nobles are now much more than quest givers. You can create dedicated interactions with: Lords Ladies Army commanders Prisoner Lords Whether your goal is diplomacy, betrayal, revenge or simply creating chaos across Calradia is entirely up to your XML. Army Integration A completely new system allows interactions while travelling with an army. The framework automatically detects troop size and can launch different event chains depending on how many soldiers are present. No manual setup required. 30/60/90/120/150/180/210+ Village & Town Important Characters Important NPCs inside towns and villages now have dedicated interaction menus. This makes it possible to build local storylines that previously required complicated workarounds. Expanded Brothel The brothel has been significantly expanded. Besides the original functionality it now includes an additional customer roleplay path with a much larger event tree, allowing creators to build far more varied scenarios. Hero Selection Framework The framework introduces persistent hero references that XML can use directly. Supported references include: SelectedActor SelectedFamilyMember SelectedCompanion SelectedPrisonerLord SelectedLord SelectedSettlementLord SelectedNotable SelectedTarget SelectedHero Instead of random heroes, XML events can now work with exactly the character selected by the player. Reference-Based Pregnancy Two new XML systems have been added: ImpregnationByRef ImpregnationByGroupRefs allowing creators to explicitly define partners rather than relying on random game logic. New Hero Actions Additional XML consequences include: Kill selected hero Wound selected hero Release selected prisoner lord making story-driven consequences much easier to implement. Automatic Troop Scaling Troop service events automatically scale based on party or army size. Large armies can trigger completely different event chains than small parties. Included Example Framework This release includes a large collection of fully working XML examples. Rather than providing only new gameplay, zCapacity also serves as a toolkit for other event creators. Included Menu Files Most of the new interaction framework is contained inside: Modules\zCaptivityEvents\ModuleLoader\Events-zMojeCE\ ZC_ArmyLords_Menu.xml ZC_Companion_Menu.xml ZC_Family_Menu.xml ZC_PrisonerLord_Menu.xml ZC_ServiceArmy_Menu_auto.xml ZC_SettlementLord_Menu.xml zMojeCE_Burdel.xml ZC_ServiceArmy_Menu_auto.xml These files can be used directly, modified, or expanded to create entirely new event chains. 1. What is this? zCapacity Events is an extension framework built from the official Captivity Events GitHub source code. Rather than replacing Captivity Events, it expands the original XML system with entirely new mechanics focused on hero interactions, service menus and advanced event creation. 2. Features zCapacity Service Menu – choose exactly who will participate in an event instead of relying on random encounters. Expanded interactions with family members, companions, lords, ladies, prisoner lords and notables. Army integration with automatic troop scaling for party and army events. Expanded brothel featuring a new customer path with an extended event tree. Hero Selection Framework using references such as SelectedActor, SelectedFamilyMember, SelectedLord, etc. Reference-based systems for relationships and pregnancy, allowing precise interactions between selected characters. New hero actions including executing, wounding or releasing selected heroes directly from XML. Extended XML framework with additional XSD definitions, companion attributes and new XML consequences. Developer resources including full source code, XML documentation and numerous example events. Localization & compatibility with English/Polish support and a compatibility patch for Boukenshas Binder. Added the option to have an abortion (10,000 gold) 3. Requirements If you are using these images in another mod, you don't need to download them. The mod also detects duplicates and logs are masive. IMGs: (Maybe i next version i'll work my imgs form ai slop xd) images-1 images-2 images-3 images-4 images-5 images-6 If you already have Boukensha's images installed from another mod, you don't need to download them again. If you don't have them, download all image packs: Images 1, 2, 3, 4, 5, and 6. You can place all of the images into this folder: ...\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleLoader\Images The ModuleLoader folder is where the mod loads all of its files from, so that's the correct location for the images. 4. Installation First, make a copy of the original "zCaptivityEvents" folder. Move the original files outside the module, then put the downloaded zCaptivityEvents in. If the save won't start due to the wrong version, replace the "SubModule.xml" file. Install Captivity Events. Replace the provided DLL. Replace the provided XSD. Install the XML files. Install CEModuleCustom.xml. Install language files. Launch Bannerlord. 5. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 6. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 7. Content Overview This release adds a new zCapacity menu that can appear in towns, villages, castles and armies. One of the major additions is the Army Service event tree. This system is based on the size of the player’s party or army and is mainly designed as a morale-focused event chain. The army size is divided into several thresholds: 30 / 60 / 90 / 120 / 150 / 180 / 210+ Each threshold unlocks a different event level. There are 7 levels in total, and each level contains 20 events: 10 sober variants 10 drunk variants This means the full army service system contains 140 events in total. When the player is part of an army, the system uses the total army size instead of only the player’s party size. After choosing the army service option, the mod checks the army size, selects the correct event tier, and then starts one of the available events. Outcomes are generally split around a 50/50 chance between a positive and negative result. The brothel system has also been expanded. A new manual customer-search path was added. Instead of relying only on the original system, the player can actively look for a client. The system can roll several different customer types, each with its own interaction style and possible outcome. Service results are generally divided into three categories: Positive / Neutral / Negative with roughly balanced chances. Additional small systems were also added, including: blackout events if the character drinks too much; simple card-game style events; gambling-style outcomes with roughly even win/loss chances. The mod also expands interactions with many types of NPCs: family members; companions; settlement lords and ladies; army lords; prisoner lords; important town and village characters. Important town and village characters are supported for interactions, but they are not treated as full Bannerlord heroes in the same way as nobles or companions. Because of that, some hero-based systems, such as pregnancy or children, are not available for notables. zCapacity also adds a more precise character interaction framework. The mod allows events to target the exact selected character instead of relying on generic or random CE targets. This makes it possible to correctly assign relationships, pregnancy effects, wounds, prisoner releases and even death consequences to the intended NPC. In short: if an event is written correctly, the mod knows exactly who is acting, who is being targeted, and which character should receive the result. Boukenshas Binder Content This mod also includes event content based on Boukenshas Binder - Stories of Captivity v1.3.2. These events are stored in: Modules\zCaptivityEvents\ModuleLoader\Events-Boukie The Boukenshas Binder events have been adjusted to work with my custom CEModuleCustom.xml setup. I am aware that this introduces a slightly different “standard” compared to the original event structure. This is my first modding project, and I started by building my own system first, then gradually learned how Captivity Events works internally. In other words, I am self-taught, so the structure may not be perfect, but it is functional and built around the zCapacity framework. This release also includes a Polish translation for the modified Boukenshas Binder content. 8. 'Support' - Download section - zCapacity Events Documentation.pdf zCapacity Events Documentation.pdf 9. Known Issues / Bugs The project is still under active development. The following issues are currently known: Settlement lords are sometimes detected as prisoners. In some situations, lords who are simply staying in a settlement may incorrectly appear in the Prisoner Lords interaction menu. Time may occasionally continue to pass while using certain zCapacity menus. This behavior is inherited from the original Captivity Events menu system and is still being investigated. Some English translations maybe bad. (Hi, sorry for my bad english xd) Background images are not always context-appropriate. Some events currently reuse generic Captivity Events backgrounds, so the displayed image may not perfectly match the event being played. Submitter Sir_idi Submitted 06/27/26 Category Mount & Blade II: Bannerlord Requirements Boukenshas Binder - Stories of Captivity v1.3.2 (not need) images-1 images-2 images-3 images-4 images-5 images-6 Install Instructions First, make a copy of the original "zCaptivityEvents" folder. Move the original files outside the module, then put the downloaded zCaptivityEvents in. If the save won't start due to the wrong version, replace the "SubModule.xml" file. Install Captivity Events. Replace the provided DLL. Replace the provided XSD. Install the XML files. Install CEModuleCustom.xml. Install language files. Launch Bannerlord.
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Version 1.0.0
1820 downloads
zCapacity Events is an extension of Captivity Events built from the official GitHub source (CE v1.3.10.1300). It adds a framework for targeted hero interactions, service menus, hero selection, XML extensions and a collection of example events for mod creators. (SRC files also) Special thanks to BadListener for MOD . Special thanks to B0ukensha. I used your materials, integrating them with my CEModuleCustom and adding a Polish translation. Link to the mod – (not required for download for events BUT FOR IMAGES). I tested this on game version 1.4.5 (the latest release as of June 27, 2026). Does it work with War Sails? – I have no idea, I don't have the DLC, and the patch itself is based on version v1.3.10.1300, while here on the site it's already version 1.4.x. What's new? Have you ever wanted to build your own House Targaryen... or perhaps create an even more dysfunctional House Habsburg? Now you can. zCapacity Events transforms Captivity Events from a collection of random encounters into a framework where you decide who interacts with whom. Want to strengthen family bonds? Want to create rivalries between noble houses? Want to visit the local brothel and roleplay as a customer? Want to become the most infamous family in Calradia? Or simply execute that one annoying prisoner lord who keeps raiding your villages? Now it's entirely up to you. What was added compared to the original Captivity Events? The goal of zCapacity Events is not to replace Captivity Events, but to expand it into a complete framework for creating advanced XML events. Completely New zCapacity Service Menu The biggest addition is the brand new zCapacity Menu. Instead of relying purely on random events, you can now choose who will participate before the event even begins. Choose a family member. Choose a companion. Choose a noble. Choose a notable. Choose a prisoner lord. Choose an entire army. Then let the XML decide what happens next. Expanded Family Interactions Family members are no longer just passive NPCs. You can now build long event chains involving: siblings spouses parents etc, Relationships can evolve over multiple events instead of ending after a single encounter. And yes... If politics demand it... You can even remove an inconvenient member from the family tree. Expanded Companion Interactions Companions finally receive proper event support. Instead of generic interactions, XML creators can build companion-specific storylines using the new hero selection framework. Expanded Lord & Lady Interactions Settlement nobles are now much more than quest givers. You can create dedicated interactions with: Lords Ladies Army commanders Prisoner Lords Whether your goal is diplomacy, betrayal, revenge or simply creating chaos across Calradia is entirely up to your XML. Army Integration A completely new system allows interactions while travelling with an army. The framework automatically detects troop size and can launch different event chains depending on how many soldiers are present. No manual setup required. 30/60/90/120/150/180/210+ Village & Town Important Characters Important NPCs inside towns and villages now have dedicated interaction menus. This makes it possible to build local storylines that previously required complicated workarounds. Expanded Brothel The brothel has been significantly expanded. Besides the original functionality it now includes an additional customer roleplay path with a much larger event tree, allowing creators to build far more varied scenarios. Hero Selection Framework The framework introduces persistent hero references that XML can use directly. Supported references include: SelectedActor SelectedFamilyMember SelectedCompanion SelectedPrisonerLord SelectedLord SelectedSettlementLord SelectedNotable SelectedTarget SelectedHero Instead of random heroes, XML events can now work with exactly the character selected by the player. Reference-Based Pregnancy Two new XML systems have been added: ImpregnationByRef ImpregnationByGroupRefs allowing creators to explicitly define partners rather than relying on random game logic. New Hero Actions Additional XML consequences include: Kill selected hero Wound selected hero Release selected prisoner lord making story-driven consequences much easier to implement. Automatic Troop Scaling Troop service events automatically scale based on party or army size. Large armies can trigger completely different event chains than small parties. Included Example Framework This release includes a large collection of fully working XML examples. Rather than providing only new gameplay, zCapacity also serves as a toolkit for other event creators. Included Menu Files Most of the new interaction framework is contained inside: Modules\zCaptivityEvents\ModuleLoader\Events-zMojeCE\ ZC_ArmyLords_Menu.xml ZC_Companion_Menu.xml ZC_Family_Menu.xml ZC_PrisonerLord_Menu.xml ZC_ServiceArmy_Menu_auto.xml ZC_SettlementLord_Menu.xml zMojeCE_Burdel.xml ZC_ServiceArmy_Menu_auto.xml These files can be used directly, modified, or expanded to create entirely new event chains. 1. What is this? zCapacity Events is an extension framework built from the official Captivity Events GitHub source code. Rather than replacing Captivity Events, it expands the original XML system with entirely new mechanics focused on hero interactions, service menus and advanced event creation. 2. Features zCapacity Service Menu – choose exactly who will participate in an event instead of relying on random encounters. Expanded interactions with family members, companions, lords, ladies, prisoner lords and notables. Army integration with automatic troop scaling for party and army events. Expanded brothel featuring a new customer path with an extended event tree. Hero Selection Framework using references such as SelectedActor, SelectedFamilyMember, SelectedLord, etc. Reference-based systems for relationships and pregnancy, allowing precise interactions between selected characters. New hero actions including executing, wounding or releasing selected heroes directly from XML. Extended XML framework with additional XSD definitions, companion attributes and new XML consequences. Developer resources including full source code, XML documentation and numerous example events. Localization & compatibility with English/Polish support and a compatibility patch for Boukenshas Binder. Added the option to have an abortion (10,000 gold) 3. Requirements If you are using these images in another mod, you don't need to download them. The mod also detects duplicates and logs are masive. IMGs: (Maybe i next version i'll work my imgs form ai slop xd) images-1 images-2 images-3 images-4 images-5 images-6 4. Installation First, make a copy of the original "zCaptivityEvents" folder. Move the original files outside the module, then put the downloaded zCaptivityEvents in. If the save won't start due to the wrong version, replace the "SubModule.xml" file. Install Captivity Events. Replace the provided DLL. Replace the provided XSD. Install the XML files. Install CEModuleCustom.xml. Install language files. Launch Bannerlord. 5. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 6. Included Content Modified DLL Full Source Code Updated XSD XML Documentation Example XML Events English Event Pack Polish Translation Boukenshas Binder Compatibility Patch Boukenshas Binder Polish Translation 7. Content Overview This release adds a new zCapacity menu that can appear in towns, villages, castles and armies. One of the major additions is the Army Service event tree. This system is based on the size of the player’s party or army and is mainly designed as a morale-focused event chain. The army size is divided into several thresholds: 30 / 60 / 90 / 120 / 150 / 180 / 210+ Each threshold unlocks a different event level. There are 7 levels in total, and each level contains 20 events: 10 sober variants 10 drunk variants This means the full army service system contains 140 events in total. When the player is part of an army, the system uses the total army size instead of only the player’s party size. After choosing the army service option, the mod checks the army size, selects the correct event tier, and then starts one of the available events. Outcomes are generally split around a 50/50 chance between a positive and negative result. The brothel system has also been expanded. A new manual customer-search path was added. Instead of relying only on the original system, the player can actively look for a client. The system can roll several different customer types, each with its own interaction style and possible outcome. Service results are generally divided into three categories: Positive / Neutral / Negative with roughly balanced chances. Additional small systems were also added, including: blackout events if the character drinks too much; simple card-game style events; gambling-style outcomes with roughly even win/loss chances. The mod also expands interactions with many types of NPCs: family members; companions; settlement lords and ladies; army lords; prisoner lords; important town and village characters. Important town and village characters are supported for interactions, but they are not treated as full Bannerlord heroes in the same way as nobles or companions. Because of that, some hero-based systems, such as pregnancy or children, are not available for notables. zCapacity also adds a more precise character interaction framework. The mod allows events to target the exact selected character instead of relying on generic or random CE targets. This makes it possible to correctly assign relationships, pregnancy effects, wounds, prisoner releases and even death consequences to the intended NPC. In short: if an event is written correctly, the mod knows exactly who is acting, who is being targeted, and which character should receive the result. Boukenshas Binder Content This mod also includes event content based on Boukenshas Binder - Stories of Captivity v1.3.2. These events are stored in: Modules\zCaptivityEvents\ModuleLoader\Events-Boukie The Boukenshas Binder events have been adjusted to work with my custom CEModuleCustom.xml setup. I am aware that this introduces a slightly different “standard” compared to the original event structure. This is my first modding project, and I started by building my own system first, then gradually learned how Captivity Events works internally. In other words, I am self-taught, so the structure may not be perfect, but it is functional and built around the zCapacity framework. This release also includes a Polish translation for the modified Boukenshas Binder content. 8. 'Support' - Download section - zCapacity Events Documentation.pdf zCapacity Events Documentation.pdf 9. Known Issues / Bugs The project is still under active development. The following issues are currently known: Settlement lords are sometimes detected as prisoners. In some situations, lords who are simply staying in a settlement may incorrectly appear in the Prisoner Lords interaction menu. Time may occasionally continue to pass while using certain zCapacity menus. This behavior is inherited from the original Captivity Events menu system and is still being investigated. Some English translations maybe bad. (Hi, sorry for my bad english xd) Background images are not always context-appropriate. Some events currently reuse generic Captivity Events backgrounds, so the displayed image may not perfectly match the event being played. -
View File Cuckold Traits Vanilla CK3 treats adultery as just a minor secret or a basic trait. Cuckold Traits is a simple, lightweight mod that fills that gap by adding real social, political, and psychological consequences to marital infidelity. No clunky UI menus, no bloated mechanics—just clean background events that make realm affairs actually matter. Key Features Three New Lifestyle Traits: Adds the Cuckold, Bull, and Hotwife traits. Each comes with custom stat scaling, natural dread/prowess modifiers, and strict gender-locking. Dynamic Nicknames: The realm remembers. Characters organically earn historic nicknames like "the Cuck," "the Broken," "the Brazen," or "the Insatiable" based on how deeply they fall into the lifestyle. Seamless Background Engine: Everything runs quietly on the game's pulse mechanic. There are zero intrusive pop-ups to click through once the initial discovery is made. Note: While Carnalitas is not obligatory for this mod to run, it is highly recommended! "Cuckold Traits" includes built-in framework features that dynamically read and factor in Carnalitas' penis size traits for modified attraction values and logic. Installation: Open the zip file then just drag and drop things in it to your mod file. On Windows this is in C:\Users\\[your username]\Documents\Paradox Interactive\Crusader Kings III\mod\ Submitter microplasticNutz Submitted 06/09/26 Category Crusader Kings 3 Requirements
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4
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- ck3 modding
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Version v0.3.1
2606 downloads
Vanilla CK3 treats adultery as just a minor secret or a basic trait. Cuckold Traits is a simple, lightweight mod that fills that gap by adding real social, political, and psychological consequences to marital infidelity. No clunky UI menus, no bloated mechanics—just clean background events that make realm affairs actually matter. Key Features Three New Lifestyle Traits: Adds the Cuckold, Bull, and Hotwife traits. Each comes with custom stat scaling, natural dread/prowess modifiers, and strict gender-locking. Dynamic Nicknames: The realm remembers. Characters organically earn historic nicknames like "the Cuck," "the Broken," "the Brazen," or "the Insatiable" based on how deeply they fall into the lifestyle. Seamless Background Engine: Everything runs quietly on the game's pulse mechanic. There are zero intrusive pop-ups to click through once the initial discovery is made. Note: While Carnalitas is not obligatory for this mod to run, it is highly recommended! "Cuckold Traits" includes built-in framework features that dynamically read and factor in Carnalitas' penis size traits for modified attraction values and logic. Installation: Just open the zip file and drag files into your mod folder. . On Windows this is in C:\Users\\[your username]\Documents\Paradox Interactive\Crusader Kings III\mod\-
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Version 1400
475572 downloads
Captivity Events Description Captivity adds custom events to the world (random) and the captivity system (captor, captive), prostitution menu, and the loss of armor and weapons for the player, various parameters to loss of renown to relationships and attainment of skills, as well as quests to retrieve missing equipment. A key feature of this mod is the ability to customize your own events with images and your own event chains and dialogue. Help Required Need more artists to create some adult backgrounds. Need more writers for more events to cater to more tastes. Translators. Funds for AI. Reminders Delete the old mod completely before installing new one. VERY IMPORTANT! If you are installing manually please read the README as well. This mod affects save-data make sure to make backups of your saves. This mod requires MCMv5. LL Version Additional Content Contains some modified event text that doesn't follow nexus guidelines. Contains the Gif Sub Module. Links Nexus Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226/?tab=description "Remember LL will always be updated first." Discord Link: https://discord.gg/nQRBmg7 1400 is being released in June?! Custom Module Loader Supported Event Writers, please refer to zCEDefaults, move it to Mount & Blade II Bannerlord\Modules Road Map (Coming Soon) Integrate to Bannerlord Events - I will allow Events to use a different UI of the default bannerlord. Randomized Captors - Captors will be selected at random from the party, not just party leader as it is currently. Tutorial Write-Up - Tutorial in how to use this framework is currently in the works. Leveling and Expansion for Brothel - Leveling, bonus rooms and slavery dialogue. Already Supported Scenes for Events - Teleports you into a conversation scene from an event. New Flavor Packs for Events - Standardized art in the making. Randomized/Conditional Images - Randomize background images based on conditions or weight. Custom Events and Loader - Make your own events and load them to work with this mod. Battle Scenes - Start new battles (ambushes, plain battles) and spawn hostile parties from the events. Moving Images and Custom Images - Insert your own images or make animated images using the animation XML. Various Custom Conditionals - Various Custom Conditional (Location Flags, Raiding Flags, Day/Night Etc) included in the XSD file for you to work with your events. Custom Quests and Strip Consequence - Lose your gear on loss and go on a quest of chance to reclaim it after escaping. Random Events - Random Events that don't require captives. Captor Events - Events where you are the captor. Brothel - Own your brothel where you can enjoy yourself, work as a prostitute or become an owner and put your captives to work. Leveling for Brothel - Leveling up the brothel for more profit. Custom Skills - Custom Skills/Flags Supported. Create New Characters - New custom generated companions/captive heroes via events. Progress Events - Support for events that require a party to stay in place for a duration. Companions/Spouses - Companion/Spouse will be included within the events. Teleport Support - Teleport the party or prisoner across the map to various destinations through the events. Animated Scenes - Animations play when in Brothel/Calling an event with SceneToPlay. (Hot Butter) Mod Integration - Integrations (Slave Gear). Custom Scenes for Events - Teleports you into a custom attached scene from captivity events. Naval Events - Naval and Port Events. Alternative Triggers - OnPartyEntered, DeathAlternative, etc. Delayed Events - Support for events that should happen sometime after another event. Special Thanks to Sin Lord Creations - For creating the images used in default events. Click Here To Support. ChancellorKremlin - For assisting with writing and the creation of several events in the Mod. Skipwestcott - For assisting with the Mod. @SkipWestcott YoungSailorGlitter - For assisting with implementation of Custom Events into the Mod. @YoungSailorGlitter SadSun - For writing some of the default events. @SadSun TB - For assisting with writing and image finding. @transfer ErraynHV - For the Great Integration of Hot Butter. Stronggater - For assisting with writing dialogues. @stronggater Ruihan - For assisting with bug fixes. LogRaam - For the special CEEvents Story Compiler and assisting with the Mod. Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this. Please Enjoy! -
View File Bannerlord Mod: Captivity Events Captivity Events Description Captivity adds custom events to the world (random) and the captivity system (captor, captive), prostitution menu, and the loss of armor and weapons for the player, various parameters to loss of renown to relationships and attainment of skills, as well as quests to retrieve missing equipment. A key feature of this mod is the ability to customize your own events with images and your own event chains and dialogue. Help Required Need more artists to create some non-adult backgrounds. Need more writers for more events to cater to more tastes. Translators. Funds. Reminders Delete the old mod completely before installing new one. VERY IMPORTANT! If you are installing manually please read the README as well. This mod affects save-data make sure to make backups of your saves. This mod requires MCMv5. LL Version Additional Content Contains some modified event text that doesn't follow nexus guidelines. Contains the Gif Sub Module. Links Nexus Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226/?tab=description "Remember LL will always be updated first." Discord Link: https://discord.gg/nQRBmg7 1400 is being released in June?! Custom Module Loader Supported Event Writers, please refer to zCEDefaults, move it to Mount & Blade II Bannerlord\Modules Road Map (Coming Soon) Integrate to Bannerlord Events - I will allow Events to use a different UI of the default bannerlord. Randomized Captors - Captors will be selected at random from the party, not just party leader as it is currently. Tutorial Write-Up - Tutorial in how to use this framework is currently in the works. Leveling and Expansion for Brothel - Leveling, bonus rooms and slavery dialogue. Already Supported Scenes for Events - Teleports you into a conversation scene from an event. New Flavor Packs for Events - Standardized art in the making. Randomized/Conditional Images - Randomize background images based on conditions or weight. Custom Events and Loader - Make your own events and load them to work with this mod. Battle Scenes - Start new battles (ambushes, plain battles) and spawn hostile parties from the events. Moving Images and Custom Images - Insert your own images or make animated images using the animation XML. Various Custom Conditionals - Various Custom Conditional (Location Flags, Raiding Flags, Day/Night Etc) included in the XSD file for you to work with your events. Custom Quests and Strip Consequence - Lose your gear on loss and go on a quest of chance to reclaim it after escaping. Random Events - Random Events that don't require captives. Captor Events - Events where you are the captor. Brothel - Own your brothel where you can enjoy yourself, work as a prostitute or become an owner and put your captives to work. Leveling for Brothel - Leveling up the brothel for more profit. Custom Skills - Custom Skills/Flags Supported. Create New Characters - New custom generated companions/captive heroes via events. Progress Events - Support for events that require a party to stay in place for a duration. Companions/Spouses - Companion/Spouse will be included within the events. Teleport Support - Teleport the party or prisoner across the map to various destinations through the events. Animated Scenes - Animations play when in Brothel/Calling an event with SceneToPlay. (Hot Butter) Mod Integration - Integrations (Slave Gear). Custom Scenes for Events - Teleports you into a custom attached scene from captivity events. Naval Events - Naval and Port Events. Alternative Triggers - OnPartyEntered, DeathAlternative, etc. Delayed Events - Support for events that should happen sometime after another event. Special Thanks to Sin Lord Creations - For creating the images used in default events. Click Here To Support. ChancellorKremlin - For assisting with writing and the creation of several events in the Mod. Skipwestcott - For assisting with the Mod. @SkipWestcott YoungSailorGlitter - For assisting with implementation of Custom Events into the Mod. @YoungSailorGlitter SadSun - For writing some of the default events. @SadSun TB - For assisting with writing and image finding. @transfer ErraynHV - For the Great Integration of Hot Butter. Stronggater - For assisting with writing dialogues. @stronggater Ruihan - For assisting with bug fixes. LogRaam - For the special CEEvents Story Compiler and assisting with the Mod. Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this. Please Enjoy! Submitter BadListener Submitted 04/27/20 Category Mount & Blade II: Bannerlord Requirements Bannerlord, MCMv5 Install Instructions Download Instructions Download Captivity Events Download Default Event Package (Contains the Default Events) Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this.
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View File Deviant's Mask Mod that focuses on adding perverted events and flavour. Update: 1.19.0.1: Basic compatibility changes for 1.19.0 "Scribe" Update Most content does not work for landless and admin char needs to hold a title. Summary: -If you have ever played those "heroine corruption" RPGmaker games, you know what I at least try to do, success may vary. Start as a proper male or female ruler and turn them into a degenerate sadist or lustful pervert. -Contains fantasy elements. Some borderline natural explanations but some go beyond the edge. As you progress along a path and accept certain options, more odd things start showing up. Currently this mainly means the end of the lustful female path. General Content: Female/Male -After install, you have a decision to get the "Thrill Seeker" trait that is used as the trigger for most of the events. -Large pool of events, some random, some with variations and conditions. -Small orgy activity, needs at least 4 invitees to show up to start. -Go streaking through random events, mainly via having stress level past one and using the decision. Choose your own adventure with random chance.(Need the mask artifact from the black market merchant) Female Only Content: -Being camp slut to your men-at-arms/look-alike prostitute. (Level up trait and events) -Blackmail content. (Level up trait for you/your blackmailer and events.) -Dildo fucking. (Level up trait, artifacts and events.) -Cursed immortality bimbo content. (Level up the "Those Dreams" trait that you do not want to level up that fast unless you want to get fucked in more ways than one and events.) -Inn prostitution content that can connect to the immortal bimbo slut if have both traits. -Being a courtesan. Activated via decision to gain the trait.(Events at feasts and special prostitution to vassals when using the dealing with stress decision.) -Carnal homage decision if your liege is suitable. -Female only monthly decision to have some quality time with your canine friend. Uses the base game dog for the events. Always treats them as male. (Progressive events and traits) Pimp Content: Female/Male -Trait gained with decision about selling flowers. -Hire lustful/sadistic +18 female courtiers to entertain your men-at-arms via event. Events work as long as they are your courtier. Sadistic Content: Female/Male -If you have an adult female prisoner, quarterly event to mess with them. -Sadistic joyrides to amuse yourself with commoners to passively lose stress via log events, if you have the mask and the sadistic trait. Content Warnings: -This mod contains sadistic and humiliation content but there are some limits I won't cross. Humiliation and sadistic content can have either you or someone else as the victim. Sadistic ruler is rarely the victim unless they go out of their way to get those results and lustful rulers tend to be humiliated because of their decisions. -Sadistic content usually lacks consent since you are imposing your will on others as a feudal ruler. -The current incest filter is manual. Though there are no events that notice the relationship, but the base game does if you manage to impregnate your daughter as a sadist or get impregnated. Installation and other misc info: Contributors: Squishy Chop Squid: Contributor of the story texts and concept planning in the Canine Lover questlines and the first version of the Inn Whore content. Old Changelog: Submitter Fuseli Submitted 07/13/23 Category Crusader Kings 3 Requirements
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Version 1.53
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Attention You can now find the mod also on the steam workshop but its unlisted so you need to go to this link https://steamcommunity.com/sharedfiles/filedetails/?id=3705392682 Overview The Corrupted Compendium - Miao Ying: After being tempted by Slaanesh's minions, Miao impulsively invites the Emissary - a mysterious woman with daemonic intentions - to tutor her. The relationship grows as Miao's corruption deepens, her new teacher becoming her lover, mistress, and more. This includes new abilities, ancillaries, dozens of lewd events, and a climactic final battle with far-reaching consequences, especially for Miao's brother, Zhao. The mod features custom artwork and writing with a wide variety of included fetishes and themes. If you like the main Miao mod and want to see more of her descent into cocksluttery, How do i begin the mod? Features Dependencies Need to be running LazyIcarus's Miao Mod Credits Nobodyever - Several Random Events CallerofRains - Several Random Events Icarus - For building the community we all do this in ? Corv0 - For the Loi Model- 59 comments
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Version 1.19.0.1
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Mod that focuses on adding perverted events and flavour. Update: 1.19.0.1: Basic compatibility changes for & 1.19.0 "Scribe" Update Most content does not work for landless and admin char needs to hold a title. Summary: -If you have ever played those "heroine corruption" RPGmaker games, you know what I at least try to do, success may vary. Start as a proper male or female ruler and turn them into a degenerate sadist or lustful pervert. -Contains fantasy elements. Some borderline natural explanations but some go beyond the edge. As you progress along a path and accept certain options, more odd things start showing up. Currently this mainly means the end of the lustful female path. General Content: Female/Male -After install, you have a decision to get the "Thrill Seeker" trait that is used as the trigger for most of the events. -Large pool of events, some random, some with variations and conditions. -Small orgy activity, needs at least 4 invitees to show up to start. -Go streaking through random events, mainly via having stress level past one and using the decision. Choose your own adventure with random chance.(Need the mask artifact from the black market merchant) Female Only Content: -Being camp slut to your men-at-arms/look-alike prostitute. (Level up trait and events) -Blackmail content. (Level up trait for you/your blackmailer and events.) -Dildo fucking. (Level up trait, artifacts and events.) -Cursed immortality bimbo content. (Level up the "Those Dreams" trait that you do not want to level up that fast unless you want to get fucked in more ways than one and events.) -Inn prostitution content that can connect to the immortal bimbo slut if have both traits. -Being a courtesan. Activated via decision to gain the trait.(Events at feasts and special prostitution to vassals when using the dealing with stress decision.) -Carnal homage decision if your liege is suitable. -Female only monthly decision to have some quality time with your canine friend. Uses the base game dog for the events. Always treats them as male. (Progressive events and traits) Pimp Content: Female/Male -Trait gained with decision about selling flowers. -Hire lustful/sadistic +18 female courtiers to entertain your men-at-arms via event. Events work as long as they are your courtier. Sadistic Content: Female/Male -If you have an adult female prisoner, quarterly event to mess with them. -Sadistic joyrides to amuse yourself with commoners to passively lose stress via log events, if you have the mask and the sadistic trait. Content Warnings: -This mod contains sadistic and humiliation content but there are some limits I won't cross. Humiliation and sadistic content can have either you or someone else as the victim. Sadistic ruler is rarely the victim unless they go out of their way to get those results and lustful rulers tend to be humiliated because of their decisions. -Sadistic content usually lacks consent since you are imposing your will on others as a feudal ruler. -The current incest filter is manual. Though there are no events that notice the relationship, but the base game does if you manage to impregnate your daughter as a sadist or get impregnated. Installation and other misc info: Contributors: Squishy Chop Squid: Contributor of the story texts and concept planning in the Canine Lover questlines and the first version of the Inn Whore content. Old Changelog: simp_chinese_1.14.1.1.zip chs 1.14.1.4.zip simp_chinese 1.14.1.5.7z -
crusader kings 2 [mod] EctoBukkake's Adventures на русском
Gorotim_1 posted a topic in Crusader Kings 2
View File EctoBukkake's Adventures на русском Папку с название "localisation" поместить с заменой в оригинальный мод по следующему пути: C:\Users\Имя_пользователя\Documents\Paradox Interactive\Crusader Kings II\mod\EBADVENTURE Рекомендуется сделать резервную копию оригинальной папки "localisation" до замены файлов. Мод сделан с помощью искусственного интеллекта DeepSeek из-за чего, в некоторых местах перевод получился более цензурный в отличии от оригинального текста. Требуется: Submitter Gorotim_1 Submitted 03/07/26 Category Crusader Kings 2 Requirements https://www.loverslab.com/files/file/23059-ectobukkakes-adventures/ -
Version 1.0.0
107 downloads
Папку с название "localisation" поместить с заменой в оригинальный мод по следующему пути: C:\Users\Имя_пользователя\Documents\Paradox Interactive\Crusader Kings II\mod\EBADVENTURE Рекомендуется сделать резервную копию оригинальной папки "localisation" до замены файлов. Мод сделан с помощью искусственного интеллекта DeepSeek из-за чего, в некоторых местах перевод получился более цензурный в отличии от оригинального текста. -
View File This is a simple mod that listen to events and call the SlaveTats API, making it easy to developers to add SlaveTats support without adding a mod dependency. What this means? For Users: if you have any mod calling this, just keep this installed with SlaveTats and it will work, no need to configure. For Modders: Submitter weird Submitted 07/12/2015 Category Framework & Resources Requires SlaveTats Special Edition Compatible
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View File Stellaris Sexy Xenos and more (SSX) 1.11.8 SSX 1.11.8 for Stellaris 3.0.3 and beyond Only the SSX and SSM species classes have the portraits. It's normal if the other species classes are empty, it's because it's impossible to add a new cityscape without his own species classes. I do not know how to write english, but i will do my best. I am a french amateur modder, i'm watching the mods in this site for stellaris for more than one year. But with the recent arrival of new modders, i am encouraged to come out of the shadows. In my mods you can find: .27 species traits .17 leaders traits .7 technologies .10 civics .7 cityscapes .20 species : 139 xeno furred nekos 86 nekomimis 128 xeno furries by dr.comet 91 xeno deers 154 xeno horses 97 egyptian themed humans (2 genders) 102 xeno rabbits (2 genders) 83 lewd humans 80 dreanei 104 fox furrys 86 dog furrys 219 more manga styled humanoides 126 manga elfs (gendered and more) 91 succubus 76 overcustomized dragon furry sexy horrors 85 Blue succubus 48 animes girls by Oota Yuuichi 119 sharks and orcas 56 same xeno horses but only with the arts by Twistedscarlett60 43 gardevoir inspired sexy aliens .3 machines models (experimental) (need synthetic dawn) 61 cat bots ( A.R.A. from Fluff Kevlar ) 6 chromed bots 126 anime synths ( specialized ) .1 prescripted countrie .3 events .And many content not listed. Localisation: english french, german, russian (partial) All others localisation are minimaly supported (english text, no more "trait_leader_warm_nuts" or others things like this) Installation : All four files are mods. The portraits, traits and more and cities files are standalone. The countries file is not really interesting I must add more stuff seriously. But SSX traits and more rewrite species_has_happiness in 00_rules and opinion_friction in 00_opinion_modifier file, it's not critical, the game wil not crash if it's re-rewritten by an other mod. The ui for the ruler window and the pop window in the planet view are also modded, it's incompatible with any mods changing those windows. (sometime a crash, sometime that look messy) ( requirements! ) Sexyxenos Countries = Just More Flags, Sexyxenos, Sexyxenos Traits I dont mind if you take and/or change the files for your mods. Do not put the NSFW pictures on steam workshop if you don't like to live dangerously. If you really really want to do a repost, write at least a description and give the source. Check the rules of the website where the repost is done. If the loverlab is difficult to reach from your country you are more than allowed to repost it in a better place. Feel free to give me some feedbacks and ideas. Even if I'm rarely here. All graphics belong to their originals authors Credits : Thanks to Abominus for the german localisation Akinaruto for the french localisation Lockeslylcrit and PrincessWoona for the english localisation Ailine for the russian localisation Pravus for the succubi species Powaqqatsi for many portraits Void Node for many portraits The big amount of artists i have not credited for the huge cultural heritage they create like fluff kevlar, dr comet, iskra, twistedscarlet, waero, freedomthai, alfa995, f-r95, kanel, fensu, magnaluna, neoartcore, wisperingfornothing, tsampikos and many missing names I will add over time. Submitter Toronam Submitted 01/07/2018 Category Stellaris Requires Stellaris
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View File Lewd Epidemics Lewd Epidemics V0.01 What is Lewd Epidemics? I wanted to make the epidemic system in the game more appealing. So, the mod aims to add flavor to that system and bring parts of other awesome mods into it as well. Current Features: - A breast expansion epidemic. (Incorporates Phaze Additional Degeneracy's tit trait.) - Small flavor event for the breast expansion disease. Future Features/ Ideas: (In no particular order.) - Furpies, (I want to make a few epidemics using Phaze Species and have people turn into furry peps.) - Hucow virus. - Tentacle monster outbreaks. - Body modification parasites. - Rut/ heat fever. - More events and better names for the breast expansion epidemic. Issues: - Might run into issues with total overhaul mods, not certain. - For now, until I get some content out here, I am only working with the vanilla map in mind. Might change later. Load Order: Carnalitas Phaze Additional Degeneracy Lewd Epidemics Submitter RafeeTheWolf Submitted 08/13/2025 Category Crusader Kings 3 Requirements Carnalitas & Phaze Additional Degeneracy
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Version 1.0.1
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Hello, This is a mod for a mod. Specificlly for Mount & Blades2: Bannerlords Captivity Events. Here is provided several diffrent events (or atleast that's what is planed). I'll always say what events are in. Right now there are: -V.1 (initial Release) Bandit hideout events with colour broken images focused on Female Hero getting Fucked and Enslaved -V.1.1 Being Sold as a Slave into a City with more of the same happening If there are any suggestions on what i should add feel free to let me know. I'm looking forward to your feedback. You can Contact me on Discord if you want to. jurassicphips Thank you for reading this far and enjoy your game, Have a nice day! (Disclaimer: I DON'T own any of the art and do not claim it! I also don't know who made it!)-
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View File Description: My first attempt at modding (so don't take me out back and shoot me if something doesn't work), Make Space Sexy Again (MASSA) is intended to add a number of events ranging from colony centric to anomalies that, as the mod's title indicates, will make space sexy again. Needless to say this mod will involve sex and sex related acts and is NSFW. Themes in this mod will include tentacle-sex, sex with xenos both sentient and not (bestiality warning; not implemented yet), slavery, rape, and the use of machines (both robotic and not) for sex. I would like to take this moment to make it clear that I do not condone any of these things in real life and believe that women should be treated with the utmost respect. Other Considerations: There are a number of ideas I'm toying with that involve theman221's trait mod, but I'm holding off on that for the meantime. As of right now I'm trying to get the spawn rate for my anomalies to be fairly common, without being overwhelming. It would be MASSIVELY helpful if you guys could give me some feedback on this. I would also love to get feedback from you guys for specific events, ideas for events, and pictures. Even if I don't use your idea or feedback, immediately or otherwise, know that it is still useful. Some of these ideas may simply be beyond my ability to implement at this time, but might be feasible later on. As of right now, in terms of selectable options for events, this is my general train of thought: Xenophile: Sex is always desirable. Will usually result in society research and happiness Xenophobe: Sex with xenos will usually be considered rape, although this is acceptable if your people are doing the raping. Expect loss/gain of influence with the occasional gain in physics research and minerals. Militarist: Will usually see sex with xenos as rape (unlike with xenophobes raping xenos won't explicitly be okay) and will warrant a violent response. Expect influence gain/loss, physics reasearch, and maybe society research. Pacifist: I honestly have no idea what I'll do for this. It'll probably be similar to xenophiles. Materialist: They'll have a similar outlook as militarists, except they'll won't to study the xenos. Expect engineering research. Spiritualists: Will view the xenos as demons or divine beings. There will be a variety of things involved, but expect influence gain/loss, happiness modifiers, and ethics drift. Authoritarian: Will want to use the xenos as slaves or tools and generally want to maintain the social status quo. Egalitarianism: Basically the opposite of authoritarianism. Honestly I don't know what I'll do with this ethic in most cases, so don't expect to see it often. Contributions: I cannot stress enough just how much mk40 has contributed to this mod. The custom portraits, modifier images, and trait images are all thanks to him. Abominus has been kind enough to provide some German translations LordLovecraft has provided some great suggestions, and made some of those suggestions into code himself, as well as pointed out a number of errors I've made. Links to the pictures' authors are in a readme file in the mod. Installation: Extract the file into Documents\Paradox Interactive\Stellaris\mod and activate the mod in the game launcher. If you are updating from before 0.15 I highly suggest you delete your MASSA folder and freshly install the mod. Full Changelog: Submitter darkspleen Submitted 01/07/2018 Category Stellaris Requires View File
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View File THIS MOD HAS BEEN DISCONTINUED IT WILL NOT BE UPDATED ANY FURTHER HERE. IT WILL BE IN THE FUTURE MERGED INTO "LUSTFULL VOID" DEVELOPED BY LITHIA. Description This is a small modification I made. It adds a custom enclave which my spawn in your empire. Having good relations with them may give you large rewards. BESTIALITY WARNING! This mod concentrates entirely on interactions with the enclave which is made up of "Space Beast" or "Monsters". Finished Features: Short Guide:(Dont read if you want to explore the story yourself) Future Plans: -some random events -a custom hangar bay -more interactions with the enclave Disclaimer: I did not make any of the artworks used for the events. They were all made by their respective artists. If you have Ideas I could include in the mod, any pictures I could use for the events, please contact me, or you might wanna help me in future development please contact me Submitter tarin Submitted 05/13/2018 Category Stellaris Requires stellaris View File
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Soulgem Oven 3 emits events that can be listened for in fourth party mods to perform actions when something happens within SGO. They may sound useful, but coming up with ways to actually make them useful may take some creativity. For the most part, they are intended just to be informational. Event List These are the events you can listen for. SGO.OnGemProgress Actor Who, Int[7] GemCounts This event is emitted when a gem within an actor progresses to the next full stage of development. This means when a gem goes from like, Petty to Common. The GemCount array is a list of how many gems of each type their are. So GemCount[0] is how many Soulgem Fragments (less than petty) are inside, and GemCount[6] is how many Black Soulgems are inside. SGO.OnMilkProgress Actor Who, Int BottleCount, Int Overage Emitted every time an actor progresses another full bottle of milk. So if you have 1 bottle ready to be milked, this will be emitted when it finally reaches to 2. The overage value is how many bottles more you *would* have produced after wait/sleep/travel but were at the cap. SGO.OnSemenProgress Actor Who, Int BottleCount Emitted every time an actor progresses another bottle of semen. Works the same as OnMilkProgress. SGO.OnBirthing Actor Who Emitted when an actor is starting to birth a gem. It is emitted before all the moaning and stuff. If there are multiple gems to be birthed, it will be emitted for each iteration e.g. before each gem. SGO.OnBirthed Actor Who, Form What Emitted when a gem has popped out of an actor. SGO.OnMilking Actor Who Emitted when an actor is starting to milk themselves. Works the same as OnBirthing. SGO.OnMilked Actor Who, Form What Emitted when a bottle of milk has popped out an actor. Works the same as OnBirthed. SGO.OnWanking Actor Who Emitted when an actor has started to masturbate. Works the same as OnBirthing. SGO.OnWanked Actor Who, Form What Emitted when a bottle of semen as popped out of an actor. Works the same as OnBirthed. SGO.OnInserting Actor Who, Form What Emitted when an actor begins inserting a gem into themselves. SGO.OnInserted Actor Who, Form What Emitted when an actor finishes inserting a gem. SGO.OnInseminating Actor Who, Form What Emitted when an actor starts getting artificially inseminated. SGO.OnInseminated Actor Who, Form What Emitted when an actor has finished getting artificially inseminated. Example Usage How Mod Events Work. Somewhere in your script initialisation you will want to register for the event just like any other event. self.RegisterForModEvent("SGO.OnWanking","MyWankingCallback") Then you need to create that event callback. Event MyWankingCallback(Actor Who) Debug.Notification(Who.GetDisplayName() + " fap fap fap.") Return EndEvent And now every time an actor wanks it will print a notification about it.
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It's often the case that you need to handle a "sensitive" event in some mod code. These events are things like OnHit, OnAnimationEvent, and OnItemAdded. What these events have in common is that in some cases they can be produced in large busts. An event handler that takes too long handling those events can result in an overloaded script system that overflows its stack and gets suspended, with unpleasant results for your game. Another kind of event that exhibits this problem is one generated by a cloak, and it follows that trigger box events can also cause similar overloads. In all cases, the problem is the same, efficient handling of the events. While some will say "don't use cloaks ever", that's a gross over-statement that takes a dogmatic approach to cloaks. Problems have arisen because the pattern shown in the CK cloak tutorial is quite bad, and adding scripts with cloaks is generally a bad idea, but cloaks in general are no worse than any other event that can fire rapidly in bursts - probably less bad than an OnItemAdded running on the player. The central problem with script in these handlers is the basic problem of taking too long to execute. This is caused simply by doing too much in the handler script. Scripts that go off and potentially do heavy work are almost certain to cause an issue unless additional measures are taken. A favorite pattern is the "busy state", which uses Papyrus built-in states to avoid overload. In this pattern, after a successful call to the event handler, additional calls to the handler will do nothing unless the first call has completed. The code looks something like this: This approach is fine is you just want to know the event is being hit by something. It's good for situations like an OnHit event where you want to know the player is being hit in combat, but you don't need to handle every hit, just as many as you can - and the player won't really notice those hits you didn't process. But, quite frequently, the reason you're running an event handler is because you need to get all the events. You really don't want to miss any. This is most likely with an OnItemAdd, where you're looking for a particular item. An appropriate filter is the recommended solution to OnItemAdd performance risks, and that's great if you know exactly what items you are interested in, and the list is small. If the list is huge, or you don't know the items but simply that they have a certain keyword, or came from a certain mod, then filtering is probably unsuitable. Nevertheless, where you can use a filter, that should be your first approach, as filters are very good at reducing the number of event calls, so you don't have to run a lot of code on irrelevant items at all. But let's suppose a filter is not going to cut it. Imagine you are doing what I wanted to do recently, which is to detect every DD key the player obtains. There are now many mods that create their own uniquely flavored DD keys, and so it's not enough just to check for the default DD keys any longer - if it ever was. I could do this... There are no states needed in this case. It's not ... terrible ... the work done in the handler is strictly bounded, and once the _DFKeyFound global gets set, further calls early-out and do nothing. Though, of course, a massive inventory flood coming from emptying Sanguine's chest in SD+, or the prison confiscation chest, or similar, probably wouldn't ever set that value, and the script would run a lot of times. Possibly a couple of hundred times in a single burst - but it's not such a huge script it would bring down your game - it would just take a while to clear. But ... if you then piled more load on top, it might become an issue. So, the above code would probably be ok, but it's still a little worrying. It could be better. We could do less. What is the minimum we could do? One approach could be this: FormListAdd is for all intents instantaneous compared to any Papyrus execution; the cost is entirely dominated by the Papyrus overhead. Somewhere else there is a regular service routine that pulls everything out of the lists and deals with it. How that's done properly is a topic of its own, and I don't want to get stuck in that, so let's just pretend it's easy to iterate over each list and process the items. One list is mostly going to be full of "None". This is the least we could reasonably do in a handler, and it won't miss any items. The down side of this is that we absolutely must service those lists reliably or they will grow without bound, and probably cause a CTD. That is also probably an unacceptable risk. What if the Papyrus servicing the lists fails? Here's the compromise I came up with for DF: In this case, if the list is overflowing, we back off and stop adding - items will be lost - but this is better than creating a massively bloated list that is going to lag in processing anyway. In fact, with a limit of 1000, if we are skipping filling the list, it's almost certainly because the servicing routine has stopped running and is dead. Also, I took a little Papyrus time to determine whether to handle as item or base. This is a less clear-cut whether it's the right approach, but it saves time later in processing the list later, that is for sure. The alternative is to use the approach above and fill two lists (or the same list) with both inputs and discard all the None items later. Another approach is to discard non-uniques, which will filter out all the None items at the point of add - but those calls to StorageUtil are going to start using a bit more CPU if you do that. What's best? You'd need to profile in detail to know. I couldn't be bothered going that far this time. So, there is no straight answer to any problem, and no perfect solution. But sometimes the "busy" state pattern is not going to do what you want, and you need something else. Busy state invariably discards a lot of calls when you get a burst. It maintains performance, but the cost is lots of lost events. States can result in some hierarchic resolution of the state declarations, so they are more costly than they look, but I suspect it's still negligible. The problem is really losing all those calls that you made the handler to catch in the first place. Without detailed profile results it's hard to say exactly what would be the absolute best approach here; but profiling this sort of scenario in a meaningful way is not trivial. I can easily imagine some garbage profile results, but a useful measure might be how often we get a suspended stack.
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View File Candles' Savage Beastmen Expansion Very incomplete super-WIP addon for the Savage Beastmen mod, adding new dilemmas and followers for the Beastmen faction. Submitter Corrupted Candlemancer Submitted 11/12/2022 Category Misc Adult Mods Requires Savage Beastmen
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View File [Hiatus] LoversLab Event Mod About this Mod: This mod is a compilation of mods written by people, send me a message to me. Right now, there are few events so there might be large gaps in between the display of mods; Also, these events aren't written by me, the credits to the authors will be below and in the file. Also, please let me know if there's a bug in the mod. thanks! Credits: 5 Events Written by Yrgy 2 Events Written by honeybutteraddict All modifiers are written by me [M4rocks] All of the code written was written by me [M4rocks] Change Log: DEMO - Initial Release DEMO V.2 - Fixed Spelling error that caused game to crash (sorry) 1.0 - Added 1 More Primary event. Added 5 Misc Events. Added 2 Traits (Innocent, for future event chain in works, and eternal fertile, as promised) Forgot to do edits, so thats for next update 1.0.1 - Edited Events 1.1 - Added 1 Event Chain fixed Stress bugs (I think) How to Install: 1. Extract the file 2. Drag file into Documents/Paradox Interactive/Crusader Kings III/mod 3. Open the file and drag the Descriptor into the mod file 4. Open the game and enable the mod 5. Play the game Submitter M4rocks Submitted 02/19/2021 Category Crusader Kings 3 Requires Crusader Kings 3, Patience
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I want the animation to end during orgasm with a certain chance. After looking through the sexlab triggers faq, I found two lines that transmit events for mods, but I can’t find the end event for the sexlab animation. Or I don’t know how to correctly use the found AnimationEnd and AnimationEnding events in this situation. Can somebody help me with these?
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View File EctoBukkake's Adventures EctoBukkake's Adventures is made to add lewd flavor to CK2 by letting the player go on adventures to various locations. Adventures include RPG style loot, smut and decisions. This is a very early functional build of the mod. There is only one area made, with 6 lewd scenes to play through. 3 are focused on bestiality and 5 have the potential to be noncon. An adventure is triggered through a decision that can be made every 90 days, between the months of May and September. Available to female players with 5 prestige to pay. All events are written for females, and men do not have access to them. They are also geared towards Christian characters in Europe. Player choices are affected by traits. For example, a chaste character will not willingly engage in sexual acts, while a Lustful one will find it difficult to resist. Characters can gain traits through choice in events. Current Features: One adventure area (The Forest) accessible through a decision. 6 Sex scenes with different choices, outcomes and modifiers. Lewd Images for all of the Sex Scenes. Many SFW adventuring scenes. Multiple character modifiers that are added based on by choice in events. Choices for events that are influenced by character traits. Multiple new character traits gained through events. Toggleable rules for what fetishes and kinks you want to experience. Planned Features: New Areas More Scenes Per Area More Choices and Branches for Events Artifacts and More Loot Character Traits Graphics for Events More Effects Post Event Event Choices and Results Based on Character Traits. Bad Ends Prestige/Piety gains and loses from events. Kinks! I plan to make this mod as kinky as possible. In the future they will be able to be toggled through game rules. Kinks that are currently in the mod include: Bestiality (Horse, Wolf) Breeding Rape Noncon/Dubcon Cumplay Cumflation Orgasm Denial Gangbangs Forced Poisoning/Drugging Survey! I have made a brand new survey and would love to hear your feedback! https://forms.gle/i7R3zWLAootmt4297 Bug Report! https://forms.gle/uDCShQrn9HgPX1Y59 I have decided to make small updates rather than the large ones that I have previously made. I will now post updates whenever new content has been added and tested. New in V0.01.073 Gameplay Features Added a new set of events centered focusing on sex with a horse. Includes 35 unique events with graphics. Added new modifiers and traits to go with the events. New Events have piety gains and losses based on player choice. Technical Fixed an error in the knight event chain. Plans for the Near Future The next big update to the mod will be V0.01.08. There will be many small updates that add events, like the last few, leading up to it. The major change that V0.01.08 will bring is an overhaul to the way adventures function. My goal is to have them function like a pilgrimage. You will choose your destination and a series of events will occur as you travel to and through the location. Your character will get a modifier like a pilgrimage and a regent will rule in your stead. This will also open the door for the future addition of quests to the mod. Discord Join My Discord Server! I talk about and show off what I'm currently working on. Information on the next update as well as planned features for the future can be found there! There is a dev branch of the mod there in the future so I can test new features and ideas before publicly releasing them. https://discord.gg/KV4uHgBWrm Compatibility EctoBukkake's Adventures is fully compatible with all other sex mods available on Loverslab. Feedback is greatly appreciated! I DO NOT OWN ANY OF THE IMAGES IN THIS MOD! Credits: Author: EctoBukkake EctoBukkake's Adventures uses Bigger Events by: ngppgn. Bigger Events: ngppgn Submitter EctoBukkake Submitted 07/30/2022 Category Crusader Kings 2 Requires
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View File "Colorful Galaxy" and "Elf Girl Fantasia" Full collection: https://steamcommunity.com/workshop/filedetails/?id=3487425097 In full collection added compatibility mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3570769809 Colorful Galaxy: https://steamcommunity.com/sharedfiles/filedetails/?id=3484896081 Colorful Galaxy Contains: New races with unique origins, genes, civic models, story and events New buildings, areas and world types New explorations New events and excavations New heroic leaders New portraits, flags, lists of names and ships New faded empires New end game crisis Added personal story with Hentai JRPG mechanics Elf Girl Fantasia (Futanari): https://steamcommunity.com/workshop/filedetails/?id=3569717604 Elf Girl Fantasia Contains: New race with unique origins, genes, civic models, story and events New buildings, areas and world types New explorations New events and excavations New heroic leaders New portraits, flags, lists of names and ships New faded empires New end game crisis New global events Forum: Значительно улучшено качество русской локализации. Submitter Shiro_Re Submitted 05/20/2025 Category Stellaris Requirements