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Sexout Struggle View File REQUIREMENTS : - NVSE 6.2.6 - SUP NVSE 8.55 - JIP 57.15 - UIO 2.30 - SexoutNG 2.10.97 1) Description : This mod triggers a struggle when Player is rapped. Different types of struggle can be chosen, the difficulty is based on the difference in strength, health and sex between the Player and rapists (Males have strenght bonus against Females and vice versa). The struggle difficulty is also increased for each nearby rapist ally (within a radius of 750). In case of victory, the sexout animation will stop, so the Player will escape the rapists (and perhaps avoid being inseminated). Please note that since version 2.0.0, you will get a cumulative malus if you press the same key in succession (if the struggle keys are "LEFT & RIGHT", you will en up losing the struggle by only pressing LEFT or RIGHT). The mod also has a framework that allows mod Authors to trigger a pre-rape struggle. The idea is allowing to replace eventual random calculations with a system where the player is physically involved in the result process. The pre-rape struggle framework can be used for both victim and aggressor players (see the framework section). 2) Compatibility : SexoutStruggle shouldn't have any compatibility problems with other mods, either for the mod itself or the framework part (SexoutStruggle will just decline any struggle requests if a struggle is already in progress) 3) Options available in V2.0.0 : General Setting: HUD Setting: PreRape Setting: Rape Setting: 4) Using the SexoutStruggle framework : If you want to use the SexoutStruggle Pre-Rape functionality in a mod, you must first send a request to mod's author (because these changes are always easier and more reliable when they are directly implemented by the author who knows his mod perfectly). Alternatively, you can create a plugin and add SexoutStruggle as Master for this plugin, then using the functions below: (This only explains how work the functions and dialog variables of sexoutStruggle, you must have some scripting knowledge to successfully use the framework) You can manage SexoutStruggle with only 5 functions : - StruggleFctUnlockPreRape - (short) StruggleFctMAINstart actor:ref IsAssailant:short - (short) StruggleFctAddActor actor:ref IsAssailant:short - (short) StruggleFctRemoveActor actor:ref - StruggleFctMAINstop And 2 reading variables : - (int) Struggle.isFinish ( '0' '1' or '2') - (short) Struggle.playerSuccess Optionally, you may also want to read : - GetQuestRunning Struggle - (ref) Struggle.rCallingScript (The script that initiated the struggle) - (array) StruggleFctGetAlliesList - (array) StruggleFctGetEnnemiesList StruggleFctUnlockPreRape : This function must be called every time a game is loaded. It will unlock the PreRape functionalities for the current game session. if GetGameLoaded || GetGameRestarted Call StruggleFctUnlockPreRape endif StruggleFctMAINstart (actor:ref IsAssailant:short): Function to start the struggle, take 2 arguments: the NPC concerned and whether the NPC is aggressor (1) or victim (0). This function will return TRUE if struggle can start, FALSE otherwise. When a struggle start the player and the NPC will be immobilised and you should avoid doing anything with them, just let SexoutStruggle take over and let it play out to the end. When the wrestling is over, the isFinish flag will be raised to '1' to indicate that you can regain control. ref rStalker let rStalker := GSJoeCobbREF if eval (Call StruggleFctMAINstart rStalker 1) ; Struggle can start endif Or... ref rVictim let rVictim := SunnyREF if eval (Call StruggleFctMAINstart rVictim 0) ; Struggle can start endif StruggleFctAddActor (actor:ref IsAssailant:short) : This function allows another NPC to join the struggle. IsAssaillant = '1' means the actor will join the NPC camp (whether the NPC is a victim or aggressor). The struggle must be in progress to use this function, otherwise it will fail and return FALSE. ref rAnotherStalker let rAnotherStalker := EasyPeteREF if eval (Call StruggleFctAddActor rAnotherStalker 1) ; anotherStalker has been added and takes part in the struggle against the player endif Or... if eval (Call StruggleFctAddActor EasyPeteREF 0) ; EasyPete has been added and takes part in the struggle to help the player endif StruggleFctRemoveActor (actor:ref) : Function to remove an actor from the Struggle. ref rStalker let rStalker := GSJoeCobbREF if rStalker.GetDead if eval (Call StruggleFctRemoveActor rStalker) ; Joe Cobb was in Struggle and have been succefully removed else ; It means that Joe Cobb wasn't in struggle or you sent an invalid ref. In any case you can considere the ref you sent is not struggling. ; In case of doubt, you can check the list of current strugglers (ally/enemy) by using StruggleFctGetAlliesList / StruggleFctGetEnnemiesList endif endif StruggleFctMainStop : Orders SexoutStruggle to stop. This function absolutely must be executed after the end of the struggle to close it properly. It will reset many things, such as the isFinish and playerSuccess flags, release Player and NPCs, close StruggleHUD etc. When you check playerSuccess, it doesn't matter if the player was the aggressor or the victim, it's up to you what happens next and with whom. SexoutStruggle will simply tell you whether the player won or lost the struggle. if Struggle.isFinish if Struggle.playerSuccess ; Do what you want else ; Let your imagination run wild... endif Call StruggleFctMAINstop endif Struggle.isFinish : isFinish = '0' if Struggle is not finished. isFinish = '1' if Struggle ends normally, meaning that Player or NPC won. isFinish = '2' if Struggle ends cause all struggler enemies have been removed (by using the StruggleFctRemoveActor function). Struggle.playerSuccess : playerSuccess = '0' if player hasn't won yet. playerSuccess = '1' if player won (playerSuccess is also set to '1' if isFinish = '2'). Example of a simple script : 5) Debugging : A log file "StruggleLog.txt" is created at the root of the game when a struggle starts. To avoid this file being too large, it is deleted each time the game is restarted. If something goes wrong, please remember to post this file before quitting/restarting the game or it will be overwritten. This file is valuable to help debugging. 6) ToDoList : - (Minor) Developing the 'Struggle shaking effect' - (Minor) Developing an animation camera Minor : Needs to be fixed one day but can wait Average : Needs to be fixed reasonably quickly Major : Needs to be fixed very quickly 7) Credits and Acknowledgements: Pelinor, for MCM MasterKingly, for creating the amazing SexoutStruggle icon mod page Neutron_rus, who gave me the tip on how to make Stamina a non-requirement mod Jazz is Paris, for UIO & JIP LN NVSE plugins TommInfinite, for SUP NVSE plugin DoctaSax, for his tutorial on UIO which helped me a lot when I started to create SexoutStruggle Everyone who has worked on Sexout The whole NVSE team for their work on NVSE functionalities and for keeping the GECK Wiki up to date Release History Submitter Machiavelique Submitted 05/06/2023 Category Framework & Resources Requirements NVSVE 5_1, JIP UIO 2.30, JIP LN NVSE 55.10, MCM
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Version 2.0.1
7,201 downloads
REQUIREMENTS : - NVSE 6.2.6 - SUP NVSE 8.55 - JIP 57.15 - UIO 2.30 - SexoutNG 2.10.97 1) Description : This mod triggers a struggle when Player is rapped. Different types of struggle can be chosen, the difficulty is based on the difference in strength, health and sex between the Player and rapists (Males have strenght bonus against Females and vice versa). The struggle difficulty is also increased for each nearby rapist ally (within a radius of 750). In case of victory, the sexout animation will stop, so the Player will escape the rapists (and perhaps avoid being inseminated). Please note that since version 2.0.0, you will get a cumulative malus if you press the same key in succession (if the struggle keys are "LEFT & RIGHT", you will en up losing the struggle by only pressing LEFT or RIGHT). The mod also has a framework that allows mod Authors to trigger a pre-rape struggle. The idea is allowing to replace eventual random calculations with a system where the player is physically involved in the result process. The pre-rape struggle framework can be used for both victim and aggressor players (see the framework section). 2) Compatibility : SexoutStruggle shouldn't have any compatibility problems with other mods, either for the mod itself or the framework part (SexoutStruggle will just decline any struggle requests if a struggle is already in progress) 3) Options available in V2.0.0 : General Setting: HUD Setting: PreRape Setting: Rape Setting: 4) Using the SexoutStruggle framework : If you want to use the SexoutStruggle Pre-Rape functionality in a mod, you must first send a request to mod's author (because these changes are always easier and more reliable when they are directly implemented by the author who knows his mod perfectly). Alternatively, you can create a plugin and add SexoutStruggle as Master for this plugin, then using the functions below: (This only explains how work the functions and dialog variables of sexoutStruggle, you must have some scripting knowledge to successfully use the framework) You can manage SexoutStruggle with only 5 functions : - StruggleFctUnlockPreRape - (short) StruggleFctMAINstart actor:ref IsAssailant:short - (short) StruggleFctAddActor actor:ref IsAssailant:short - (short) StruggleFctRemoveActor actor:ref - StruggleFctMAINstop And 2 reading variables : - (int) Struggle.isFinish ( '0' '1' or '2') - (short) Struggle.playerSuccess Optionally, you may also want to read : - GetQuestRunning Struggle - (ref) Struggle.rCallingScript (The script that initiated the struggle) - (array) StruggleFctGetAlliesList - (array) StruggleFctGetEnnemiesList StruggleFctUnlockPreRape : This function must be called every time a game is loaded. It will unlock the PreRape functionalities for the current game session. if GetGameLoaded || GetGameRestarted Call StruggleFctUnlockPreRape endif StruggleFctMAINstart (actor:ref IsAssailant:short): Function to start the struggle, take 2 arguments: the NPC concerned and whether the NPC is aggressor (1) or victim (0). This function will return TRUE if struggle can start, FALSE otherwise. When a struggle start the player and the NPC will be immobilised and you should avoid doing anything with them, just let SexoutStruggle take over and let it play out to the end. When the wrestling is over, the isFinish flag will be raised to '1' to indicate that you can regain control. ref rStalker let rStalker := GSJoeCobbREF if eval (Call StruggleFctMAINstart rStalker 1) ; Struggle can start endif Or... ref rVictim let rVictim := SunnyREF if eval (Call StruggleFctMAINstart rVictim 0) ; Struggle can start endif StruggleFctAddActor (actor:ref IsAssailant:short) : This function allows another NPC to join the struggle. IsAssaillant = '1' means the actor will join the NPC camp (whether the NPC is a victim or aggressor). The struggle must be in progress to use this function, otherwise it will fail and return FALSE. ref rAnotherStalker let rAnotherStalker := EasyPeteREF if eval (Call StruggleFctAddActor rAnotherStalker 1) ; anotherStalker has been added and takes part in the struggle against the player endif Or... if eval (Call StruggleFctAddActor EasyPeteREF 0) ; EasyPete has been added and takes part in the struggle to help the player endif StruggleFctRemoveActor (actor:ref) : Function to remove an actor from the Struggle. ref rStalker let rStalker := GSJoeCobbREF if rStalker.GetDead if eval (Call StruggleFctRemoveActor rStalker) ; Joe Cobb was in Struggle and have been succefully removed else ; It means that Joe Cobb wasn't in struggle or you sent an invalid ref. In any case you can considere the ref you sent is not struggling. ; In case of doubt, you can check the list of current strugglers (ally/enemy) by using StruggleFctGetAlliesList / StruggleFctGetEnnemiesList endif endif StruggleFctMainStop : Orders SexoutStruggle to stop. This function absolutely must be executed after the end of the struggle to close it properly. It will reset many things, such as the isFinish and playerSuccess flags, release Player and NPCs, close StruggleHUD etc. When you check playerSuccess, it doesn't matter if the player was the aggressor or the victim, it's up to you what happens next and with whom. SexoutStruggle will simply tell you whether the player won or lost the struggle. if Struggle.isFinish if Struggle.playerSuccess ; Do what you want else ; Let your imagination run wild... endif Call StruggleFctMAINstop endif Struggle.isFinish : isFinish = '0' if Struggle is not finished. isFinish = '1' if Struggle ends normally, meaning that Player or NPC won. isFinish = '2' if Struggle ends cause all struggler enemies have been removed (by using the StruggleFctRemoveActor function). Struggle.playerSuccess : playerSuccess = '0' if player hasn't won yet. playerSuccess = '1' if player won (playerSuccess is also set to '1' if isFinish = '2'). Example of a simple script : 5) Debugging : A log file "StruggleLog.txt" is created at the root of the game when a struggle starts. To avoid this file being too large, it is deleted each time the game is restarted. If something goes wrong, please remember to post this file before quitting/restarting the game or it will be overwritten. This file is valuable to help debugging. 6) ToDoList : - (Minor) Developing the 'Struggle shaking effect' - (Minor) Developing an animation camera Minor : Needs to be fixed one day but can wait Average : Needs to be fixed reasonably quickly Major : Needs to be fixed very quickly 7) List of changes : Please ignore the spoiler below until SexoutAssault 2.0.0 is released. -
Version 2.5.5
80,991 downloads
What it is: This mod adds an additional playable character to XCL based on adult film actress Kayley Gunner. This includes around 265 outfits, 20 hairstyles, 100+ active/passive positions, and slightly more transactional positions, cumshot clips, workout, shower, and morning clips than the base characters (and bonus morning and gym scenes you can trigger if you're willing to seek them out). Most clips are considerably longer than those in the base game, however, all asset files have been optimized for the easiest download possible. Important: This mod has now only been tested on XCL [0.21.]. You no longer need to download the MCF given that it's been folded into the base game as of the 0.21 release. How To Use: Just drop "kayley 2.5.X" in your mods folder and run the mod loader and you should be golden. Disclaimer: I own literally none of the visual and audio media used in this mod, all assets were found on very public websites, and I don't have any intentions of profiting off their (re)use. BLACKED Update: Kayley is now compatible with Chloe's super yummy BLACKED mod! This update requires the most recent version of Chloe's mod and "kayley 2.5.X". This is an optional update, and as such is not required for Kayley to work by itself. This update includes 31 new positions and a couple dozen new transactional clips for black male NPCs. To install, you need both zip files. Huge thanks to Chloe for her generously providing such great resources for creating new modules, and super duper extra special thanks to Zihara for all their help troubleshooting and bug-fixing this update! They are both such helpful ppl! 🖤 All feedback, bug reports, and suggestions can be directed to the thread in the XCL Discord server. Special thanks need to go to Jirkislo, Sorrow, Chuck, and Lizzard for walking me through the whole process of making this mod from square one. Very special thanks to Sorrow for letting me use "littleblonde 3.0" as a template for the code and folders, Coriander and Chuck for generously providing additional code, and Chloe for helping with additional coding questions. Extra special thanks to Curio for contributing a bunch of fun new outfits that I wouldn't have been able to add myself, and for being a total sweetieface in general. And super duper special thanks to Sorrow, Chuck, and Coriander for their selfless and extensive playtesting, troubleshooting, and bug fixes! (This thing wouldn't exist if they hadn't made it work.)-
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Version 1.1
2,539 downloads
I'm abandoning all my mods. No further development will take place for the existing ones. Everyone, feel free to use and reupload as you see fit, no credit necessary. Are you also bothered by the fact that most jails in Skyrim have the bars so far apart that for most people could squeeze through without breaking a sweat? Well, then this is a mod for you. - You can either download just the model files and use them in your own mods (please note that you may have to change the texture paths in the nif files, or you can put the textures in textures/gargamel9 in your mod if you want to avoid this), - Or you can install the replacer via your favorite mod manager. Please note that this will replace all the "impjail" walls, door frames, and tops with my altered double bar density models. The original models won't be available until the mod is removed again. - The three modified Nord cage models are only included in the modders' resource pack Modders, please feel free to use the files in your public mods, share and distribute them, so long as credit is provided As always, great many thanks to philo221, for advice that was instrumental in making this work. -
View File [XCL] [0.21] Kayley - Player Character Mod (+ BLACKED) What it is: This mod adds an additional playable character to XCL based on adult film actress Kayley Gunner. This includes around 260 outfits, 20 hairstyles, 100+ active/passive positions, and slightly more transactional positions, cumshot clips, workout, shower, and morning clips than the base characters (and bonus morning and gym scenes you can trigger if you're willing to seek them out). Most clips are considerably longer than those in the base game, however, all asset files have been optimized for the easiest download possible. Important: This mod has now only been tested on XCL [0.21.]. You no longer need to download the MCF given that it's been folded into the base game as of the 0.21 release. How To Use: Just drop "kayley 2.5.X" in your mods folder and run the mod loader and you should be golden. Disclaimer: I own literally none of the visual and audio media used in this mod, all assets were found on very public websites, and I don't have any intentions of profiting off their (re)use. BLACKED Update: Kayley is now compatible with Chloe's super yummy BLACKED mod! This update requires the most recent version of Chloe's mod and "kayley 2.5.X". This is an optional update, and as such is not required for Kayley to work by itself. This update includes 31 new positions and a couple dozen new transactional clips for black male NPCs. To install, you need both zip files. Huge thanks to Chloe for her generously providing such great resources for creating new modules, and super duper extra special thanks to Zihara for all their help troubleshooting and bug-fixing this update! They are both such helpful ppl! 🖤 All feedback, bug reports, and suggestions can be directed to the thread in the XCL Discord server. Special thanks need to go to Jirkislo, Sorrow, Chuck, and Lizzard for walking me through the whole process of making this mod from square one. Very special thanks to Sorrow for letting me use "littleblonde 3.0" as a template for the code and folders, Coriander and Chuck for generously providing additional code, and Chloe for helping with additional coding questions. Extra special thanks to Curio for contributing a bunch of fun new outfits that I wouldn't have been able to add myself, and for being a total sweetieface in general. And super duper special thanks to Sorrow, Chuck, and Coriander for their selfless and extensive playtesting, troubleshooting, and bug fixes! (This thing wouldn't exist if they hadn't made it work.) Submitter Blue_Sparkle Submitted 05/23/2024 Category X-Change Life
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View File [XCL] [0.21] Lauren - Playable Character Mod + BLACKED Update What it is: This adds a new, busty redhead playable character to XCL based on Lauren Phillips. This mod is similar to scope to Blue_Sparkle's Kayley (an AMAZING mod that I based Lauren off of 💗). This mod adds 125 outfits, 14 hairstyles, 89 active passive positions, and a few more transactional positions than the base characters. Like Kayley, most of these clips/scenes are quite a bit longer than the base characters'. Requirements: This mod requires the most recent version of XCL (0.2.1). That's it! Installation: Add the zip file (don't extract) to your mods folder, run the mod loader, click add mod, and select the zip. Disclaimer: This mod is not for profit, and all video and audio media used in the creation of this mod belong to their creators. All of this content can be found legally and publicly on the internet. BLACKED UPDATE 1.0.2: Lauren is now compatible with Chloe's incredible BLACKED mod! This update requires the most recent version of Chloe's mod (0.3.4 as of right now) as well as 1.1.6 of Lauren. This is an optional update, and as such is not required for Lauren to work on her own. This update includes 50 new positions and 42 new transactional clips for black male NPCs. To install, you need both zip files. Huge thanks to Chloe for her help on this update, I can't stress enough that this never would have happened without her! 💗 If you encounter any bugs, please let me know on Lauren's thread on the XCL discord. I have not tested this as thoroughly as I would hope for, so be warned! There will likely be revisions posted so you may want to wait a day or two if you want a bug-free experience. I will do my best to update it asap! Special thanks to Blue_Sparkle, Sorrow, Chloe, Jirkislo, Chuck, and Katalin. Their contributions (even indirectly!) have made making new characters significantly easier! Also thanks to everyone in the XCL discord and Aphrodite for making XCL! The combined passion for this game is what motivates modders to add to this incredible project. Submitter Zitanna Submitted 08/04/2024 Category X-Change Life
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Version 1.0.3
976 downloads
Player Can Enslave Making a slavery mod on Kenshi is extremely difficult. I've been working on this mod for a year and a half now, and I've done my best to enhance the features while trying to stabilise the mod. You'll need to carefully read the guide below to understand how to use this mod. Mods list : Player Can Enslave EN.zip : The main mod in english Player Can Enslave FR.zip : The main mod translated in french PCE Viera.zip : This addon allows you to run this mod on Vieras 1°) DESCRIPTION : Player Can Enslave is a slavery mod inspired by "Players Slavery". Like all slave mods, you'll need to build a slave camp very close to a town/village/camp so that your slaves can work. Like all other mod authors before me, I've tried to find solutions to this problem and like all other mod authors before me, I've failed... I don't think there are any solutions to fix this, but I think I've managed to find a compensation system by setting up different phases to convert the slaves: 1°) Slave NPC 2°) Slave PLAYER not emancipated 3°) Slave PLAYER emancipated (and in conversion phase) 4°) Slave PLAYER converted = PLAYER character When you play this mod for the first time, it seems to have fewer options than others slavery mod, but what makes it different is that it has a very large number of settings and slave behaviours that will give the player a better slavery experience: - A new game start "The budding slavers". - Only 2 main functions "Work" or "Bodyguard" and 7 secondary functions. - You can capture slaves yourself or buy them from slaver's shop. - You can recapture escaped slaves. - You can change slavemaster (For both NPCs and unmancipated slaves who join your team). - Command only the slaves you own. - Break your slaves to force them to join you. - Emancipate slaves who have joined you (present advantages and disadvantages). - Slaves can rebel and refuse to obey, or even attack you (unfortunately only individually). - Slaves who have joined your team may still try to betray you (unfortunately only individually). - The player has no control over the length of time a slave obeys orders, this is managed randomly according to one or more time bands. - A slave who is stronger or weaker than her/him master/mistress will influence the duration of her/him obedience and his ability to rebel. - Slaves have a large number of dialogues to promote immersion. - Take care of your slaves can increase relation with their faction. - Customise your slaves with colourful outfits. - New building and research specific to PCE. - Most buildings (including walls and gates) can be built at your slave camp. - Some buildings have been improved for the slave camp to make management easier (farm and various machines can accommodate more items). - The more slaves you own, the more likely you are to be attacked by the anti-slavers. 2°) RESEARCH : *Cooking Chewsticks *Cooking Cooked Vegetables *Cooking Dried Meat *Cooking Dustwich *Cooking Foodcube *Cooking Gohan *Cooking Meatwrap *Cooking Ration Pack *Cooking Rice Bowl *Fashion slave *Fashion slave - Colour everywhere *Imprisonment I *Imprisonment II *Shackles I *Shackles II *Shackles III *Shackles IV *Slave Ore Mine I *Slave Ore Mine II 3°) BUILDINGS : Shackles Bench Craft your shackles here : - Light Prisonner shackles - Medium Prisonner shackles - Heavy Prisonner shackles The heavier the shackles, the greater the stats penalties. Shackles Key Bench Craft here your shackles Key. This key will enable you to emancipate your slaves and break their chains, which means : - They lose any slave status - They can run faster - Work faster - Fight better - They may also be tempted to take advantage of their liberation to run away and leave your team. Slave Ore Mine Ore mines with very low production rates. 4°) GUIDE : 4.1 Build your town in a suitable place Your outpost The enslavement of people necessarily requires the construction of "Shackles" and "Prisonner Cage". Shackles technology can be developed with a "Researh Bench II", and "Prisonner Cage" with a "Researh Bench III" as usual. Your first job is to build an outpost far enough away from another town and a slave camp enough close (but not too close) to that town (see the map for a better idea of the distances). I recommend that your outpost and slave camp are in the same zone as the town, as I've seen a few bugs (slave camp turning into outpost when these conditions weren't met). First build the walls/doors of your outpost before building those of the slave camp. Once your outpost contains several buildings as well as walls and gates, it will be established as your outpost for the zone, then the slave camp you build very close to the town will be easier to detect as belonging to the town. The slave camp /!\ Don't build a slave camp if you didn't have an outpost yet. /!\ Use only the buildings marked with an asterisk (*) to build the Slave camp. Start by building a few "*Small Shack", "*Well", "*Stone Mine", "*Ore Mine" etc. If you build these buildings too close to your outpost, they will be considered as belonging to your outpost and your slaves won't be able to work there. Keep a constant watch and make sure this doesn't happen! If you see "your outpost" in the bottom right-hand corner of the game and on the map, this means that your slave camp is considered an outpost and you won't be able to make your slaves work there. You can try deleting the last buildings created, but often this won't work and you'll have to reload your savegame, rebuild everything elsewhere or reimport your game without the buildings. Then build the "*Defensive wall" and the "*Defensive Gate" for your slave camp. Be careful, doors tend to create outposts easily, so it's best to build just one. Slave camp/outpost distance 4.2 Get ready to welcome your slaves Develop the "Shackle I" technology (you need a "Researh Bench II"). Then build a "Shackle Bench" and start to craft some "*Light Prisonner Shackle". Develop the "Imprisonment" technology (you need a "Researh Bench III") and build some "Prisonner Cage" inside a building in your outpost. Develop the "Imprisonment I" technology (you need a "Researh Bench III") and build some "*Prisonner Cage" inside a building in your slave camp. 4.3 Capture slaves As this mod uses dialogue, I haven't authorised the enslavement of NPCs who can't speak (like cannibals and fogman). You should be able to capture all the other NPCs from the original game (as well as those added by other mods, provided they inherit the dialogues from the vanilla game). I've created a very strict procedure for various reasons (mainly to avoid capturing or controlling slaves that you don't own). So to capture a slave you have to: - Not be ally with anti-slavers. - Make sure s/he injuries but not KO. - Lock her/him in a "Prisonner Cage" in your outpost (and inside a building). - Chains her/him with a "*Light Prisonner Shackle" (or higher shackle), then you can see your slave will got the "Escaped slave" status (the slave must have locked shackles). - Make sure your slave is conscious (not KO) and start healing her/him to start the capture dialog and make her/him your own (the character who heals her/him will be her/him "slavemaster"). - A "selling slave" windows popup. Just sell the slave for 1 cat (this means you'll earn 1 cat). - Now the slave is yours, s/he got the "Slave" status and when you mouse over the status you'll see the name of her/him master/mistress (except for some characters where the name display is buggy). - (Wait the end of the dialogue before capture another one). - Keep your slave in cage and talk to her/him (sometimes the bubble doesn't appear and you just have to pick up your slave and put her/him back in the cage). Select "Come on, let's start by getting you out of your cage". - After that, your will be able to give order to your slave. Here I recommend to immediatly give the command "Stop! Don't do anything!" to avoid a minor bug (see the "4.4 Player Order/Get out of your cage!" section for more details). Note: You can capture slaves from other factions if their shackles are still locked. Just follow the procedure above and ignore the chaining step as the slave is already chained. 4.4 Player order Capturing a slave does not mean that s/he will be docile and obey you without resistance. Slaves may refuse to obey at an order, then get stubborn or even rebel and attack you. When you give an order, a first rebellion test determines whether the slave refuses to obey. If it succeeds, a second test will determines whether the slave get stubborn, attacks the player or finally accept to obey you. What's more, if your slave loses her/him "Slave" status and becomes an "Escaped slave" or an "Old slave", s/he will stop obeying and you will no longer be able to give her/him orders (you will have to take her/him back to your outpost to recapture). Slaves will become "Escaped slave" if their master is too far away or knocked out. Below is the list of commands you can give your slave: 4.5 Taming phase If you want to convince your slaves to definitely join you, they'll have to go through several conversion phases before becoming full members of your team. Below are the different phases: Slave NPC The first stage is when the slave is still an NPC. S/he can't work in your town and you have to use the "Player order" to give her/him instructions. Changing master/mistress (only if your slave got the "SLAVE" status and have locked shackles) - Just put her/him in a cage inside a building (no need to be in player town) - Heal her/him - Sell the slave for 1 cat (Don't abuse this feature by repeating the process with the same slaves and the same masters, because sometimes the game crashes. I've never understood why). Recapture process (only if your slave got the "ESCAPED SLAVE" or the "OLD SLAVE" status and have locked shackles) - Just take her/him back in your town, in a cage inside a building - Your slave must not be KO - Heal the slave - Sell the slave for 1 cat Slave PLAYER not emancipated A "Slave PLAYER not emancipated" is a slave who is a player character but still has slave status (must keep her/him shackles). This second stage is reached when the slave agrees to join you. The slave will be able to work in your town and you will be able to manage her/him like any other of your characters. S/he'll be completely docile and won't be able to betray you. Warning: This behaviour will remain true as long as s/he keep the "Slave status". "Escaped Slave" and "Old Slave" may be tempted to betray you. Like all slaves, as soon as s/he is too far from her/him master/mistress, s/he becomes an "Escaped slave". To reassign the slave status or assign them another master/mistress, put them in a cage and heal them (no need to be in player town). This will have the advantage of giving them the "Slave obedient" task (which doesn't do anything special, but is more immersive in terms of roleplay). Slave PLAYER emancipated This third stage occurs when you want to show your slave that you are beginning to trust her/him enough to remove the shackles. You can do it in two different ways: - Cut them off (has disadvantages but does not require any special research) - Using the shackles key (The best option but requires a "Research Bench IV") /!\ Unlike the previous stage, once freed from their chains, emancipated slaves may be tempted to betray you. In monologue, you'll be able to hear their thoughts at different times, allowing you to gauge the progress of the breaking process. There's absolutely nothing you can do to influence their reaction. Eventually, they'll run away or resign themselves to accepting their new life with you. Note: To progress in this phase, you'll need to take them with you into the outside world to test their willingness to join you. Cut off shackles If you cut off the shackles, the status of your slave will change over time from "Slave" to "Escaped slave" to "Old slave" and finally disappear. /!\ If you use this method, the 'escaped slaves' won't be able to progress to the conversion phase, the only thing they can do is betray you (so keep them away from other NPCs until they at least achieve 'Old slaves status'). Shackles key The shackle key can be made at the "Shackle Key Bench" (requiert the "Shackle III" technology, available with a "Research Bench IV"). To use the shackles key, you need to : - Be in a player town - Put the "Shackle Key" in the inventory of the slave you wish to emancipate (because I can't make it work in the opposite direction). - Your slave must not be KO - Heal the slave (Note that the healer must not be a slave, otherwise this behavior would be stupid...) Slave PLAYER converted Converted slaves are identical to player characters, except that will occasionally display monologues over their heads that leave no doubt that they are completely loyal to you. Of course, these monologues will end up being deactivated. However, if you like them, you can reactivate them, simply by : - Being in a player town - Put the "Shackle Key" on a wounded player character - Heal this character with your "converted slave". Then you should see the following message appear: "Let me see that terrible wound...". If you don't, it just means that the messages for fully converted slaves are still activated, or that your slave is not yet fully converted to your cause. 4.6 Improving relation with slave faction You have to know that every time you capture/recapture/change slavemaster, you lose 4 relation points with the slave faction. I don't like this because the slave faction shouldn't know you've captured someone and changing slave masters shouldn't have any effect on relation points. I'd like to re-credit you those relation points just after losing them but I have no way of doing it properly. So, I've added a new feature that will give you 4 relation points if you heal your slave. Conditions: - Heal your slave (outside a cage) - Your slave must not be starving (hunger > 200) - You're still neutral with her/his faction -30 < your faction relation < 30 - You didn't use this feature since 48h (cooldown 48h) 4.7 Buy slaves from the slave trader This feature is not designed for buying several slaves at once (you can get away with it if you use the pause button at the right time, but I wouldn't recommend it). Make a slave your own: - Talk to the slave trader with the first member of your team and buy a slave. - Wait for the slave to come and talk to you. - When the sell window appears, sell the slave for 1 cat. - Replace his unlocked shackle with a locked one. /!\ If you close the windows instead of selling the slave, you will no longer be able to enslave him and you will have to start again by selling him back to the slave trader (by carrying your slave on your back) or taking him to your base to capture him in the usual way. As long as your slave keeps unlocked shackles, you'll only have access to limited player commands. I force that the slaves have locked shackles in order to keep the mod running properly. 4.8 The budding slavers PCE contains a new GameStart "The budding slavers", where you start with a squad of 6 people, 1 slave (the master will be the 1st member of the group), 5000 cats and bags full of resources. This GameStart is designed to help you get to grips with the mod. Starts by talking to your slave and getting him to follow his master (this will prevent him from becoming an 'ESCAPED SLAVE' stupidly). You can see that there's a slave camp dedicated to you, but don't build your slave buildings next to the town (remember that you have to build them very close, but not too close). As explained in section 2.1, you should start by building your outpost first. Go quite a long way from the slave camp where you are and build a 'SmallShack', then go back quite close to the slave camp and build a '*SmallShack' (with the asterix). If the distances are correct, the *smallshack will be attached to the slave camp and won't create a player town, then build a '*well' and try to get your slave to work there (remember that slaves only work between 5am and 11pm). Below is where I built my slave camp and my outpost: (Map with max zoom, you can see my slave camp is not in Player's slave camp) The *SmallShack The *Well The slave is working well... 5°) INSTALLATION : Just unzip the content of the main file (Player Can Enslave EN or Player Can Enslave FR) and copy/paste the 'Player Can Enslave' folder in Kenshi\mods So you should get Kenshi\mods\Player Can Enslave Optionally, you may want to use the PCE Viera addon 6°) COMPATIBILITY : Regarding compatibility with other mods, Player Can Enslave is : - Completely incompatible with other mods that add dialogue to NPCs that are slaves to the player (all complex slavery mods). - Possibly incompatible with mods that modify vanilla game research. Details: 7°) CREDITS Thanks to : - Ears (Designed Slave collar and rag skirt/rag skirt short outfits and allowed me to add them in my mod). 8°) KNOWN PROBLEMS -
View File [Kenshi] Player Can Enslave Player Can Enslave Making a slavery mod on Kenshi is extremely difficult. I've been working on this mod for a year and a half now, and I've done my best to enhance the features while trying to stabilise the mod. You'll need to carefully read the guide below to understand how to use this mod. Mods list : Player Can Enslave EN.zip : The main mod in english Player Can Enslave FR.zip : The main mod translated in french PCE Viera.zip : This addon allows you to run this mod on Vieras 1°) DESCRIPTION : Player Can Enslave is a slavery mod inspired by "Players Slavery". Like all slave mods, you'll need to build a slave camp very close to a town/village/camp so that your slaves can work. Like all other mod authors before me, I've tried to find solutions to this problem and like all other mod authors before me, I've failed... I don't think there are any solutions to fix this, but I think I've managed to find a compensation system by setting up different phases to convert the slaves: 1°) Slave NPC 2°) Slave PLAYER not emancipated 3°) Slave PLAYER emancipated (and in conversion phase) 4°) Slave PLAYER converted = PLAYER character When you play this mod for the first time, it seems to have fewer options than others slavery mod, but what makes it different is that it has a very large number of settings and slave behaviours that will give the player a better slavery experience: - A new game start "The budding slavers". - Only 2 main functions "Work" or "Bodyguard" and 7 secondary functions. - You can capture slaves yourself or buy them from slaver's shop. - You can recapture escaped slaves. - You can change slavemaster (For both NPCs and unmancipated slaves who join your team). - Command only the slaves you own. - Break your slaves to force them to join you. - Emancipate slaves who have joined you (present advantages and disadvantages). - Slaves can rebel and refuse to obey, or even attack you (unfortunately only individually). - Slaves who have joined your team may still try to betray you (unfortunately only individually). - The player has no control over the length of time a slave obeys orders, this is managed randomly according to one or more time bands. - A slave who is stronger or weaker than her/him master/mistress will influence the duration of her/him obedience and his ability to rebel. - Slaves have a large number of dialogues to promote immersion. - Take care of your slaves can increase relation with their faction. - Customise your slaves with colourful outfits. - New building and research specific to PCE. - Most buildings (including walls and gates) can be built at your slave camp. - Some buildings have been improved for the slave camp to make management easier (farm and various machines can accommodate more items). - The more slaves you own, the more likely you are to be attacked by the anti-slavers. 2°) RESEARCH : *Cooking Chewsticks *Cooking Cooked Vegetables *Cooking Dried Meat *Cooking Dustwich *Cooking Foodcube *Cooking Gohan *Cooking Meatwrap *Cooking Ration Pack *Cooking Rice Bowl *Fashion slave *Fashion slave - Colour everywhere *Imprisonment I *Imprisonment II *Shackles I *Shackles II *Shackles III *Shackles IV *Slave Ore Mine I *Slave Ore Mine II 3°) BUILDINGS : Shackles Bench Craft your shackles here : - Light Prisonner shackles - Medium Prisonner shackles - Heavy Prisonner shackles The heavier the shackles, the greater the stats penalties. Shackles Key Bench Craft here your shackles Key. This key will enable you to emancipate your slaves and break their chains, which means : - They lose any slave status - They can run faster - Work faster - Fight better - They may also be tempted to take advantage of their liberation to run away and leave your team. Slave Ore Mine Ore mines with very low production rates. 4°) GUIDE : 4.1 Build your town in a suitable place Your outpost The enslavement of people necessarily requires the construction of "Shackles" and "Prisonner Cage". Shackles technology can be developed with a "Researh Bench II", and "Prisonner Cage" with a "Researh Bench III" as usual. Your first job is to build an outpost far enough away from another town and a slave camp enough close (but not too close) to that town (see the map for a better idea of the distances). I recommend that your outpost and slave camp are in the same zone as the town, as I've seen a few bugs (slave camp turning into outpost when these conditions weren't met). First build the walls/doors of your outpost before building those of the slave camp. Once your outpost contains several buildings as well as walls and gates, it will be established as your outpost for the zone, then the slave camp you build very close to the town will be easier to detect as belonging to the town. The slave camp /!\ Don't build a slave camp if you didn't have an outpost yet. /!\ Use only the buildings marked with an asterisk (*) to build the Slave camp. Start by building a few "*Small Shack", "*Well", "*Stone Mine", "*Ore Mine" etc. If you build these buildings too close to your outpost, they will be considered as belonging to your outpost and your slaves won't be able to work there. Keep a constant watch and make sure this doesn't happen! If you see "your outpost" in the bottom right-hand corner of the game and on the map, this means that your slave camp is considered an outpost and you won't be able to make your slaves work there. You can try deleting the last buildings created, but often this won't work and you'll have to reload your savegame, rebuild everything elsewhere or reimport your game without the buildings. Then build the "*Defensive wall" and the "*Defensive Gate" for your slave camp. Be careful, doors tend to create outposts easily, so it's best to build just one. Slave camp/outpost distance 4.2 Get ready to welcome your slaves Develop the "Shackle I" technology (you need a "Researh Bench II"). Then build a "Shackle Bench" and start to craft some "*Light Prisonner Shackle". Develop the "Imprisonment" technology (you need a "Researh Bench III") and build some "Prisonner Cage" inside a building in your outpost. Develop the "Imprisonment I" technology (you need a "Researh Bench III") and build some "*Prisonner Cage" inside a building in your slave camp. 4.3 Capture slaves As this mod uses dialogue, I haven't authorised the enslavement of NPCs who can't speak (like cannibals and fogman). You should be able to capture all the other NPCs from the original game (as well as those added by other mods, provided they inherit the dialogues from the vanilla game). I've created a very strict procedure for various reasons (mainly to avoid capturing or controlling slaves that you don't own). So to capture a slave you have to: - Not be ally with anti-slavers. - Make sure s/he injuries but not KO. - Lock her/him in a "Prisonner Cage" in your outpost (and inside a building). - Chains her/him with a "*Light Prisonner Shackle" (or higher shackle), then you can see your slave will got the "Escaped slave" status (the slave must have locked shackles). - Make sure your slave is conscious (not KO) and start healing her/him to start the capture dialog and make her/him your own (the character who heals her/him will be her/him "slavemaster"). - A "selling slave" windows popup. Just sell the slave for 1 cat (this means you'll earn 1 cat). - Now the slave is yours, s/he got the "Slave" status and when you mouse over the status you'll see the name of her/him master/mistress (except for some characters where the name display is buggy). - (Wait the end of the dialogue before capture another one). - Keep your slave in cage and talk to her/him (sometimes the bubble doesn't appear and you just have to pick up your slave and put her/him back in the cage). Select "Come on, let's start by getting you out of your cage". - After that, your will be able to give order to your slave. Here I recommend to immediatly give the command "Stop! Don't do anything!" to avoid a minor bug (see the "4.4 Player Order/Get out of your cage!" section for more details). Note: You can capture slaves from other factions if their shackles are still locked. Just follow the procedure above and ignore the chaining step as the slave is already chained. 4.4 Player order Capturing a slave does not mean that s/he will be docile and obey you without resistance. Slaves may refuse to obey at an order, then get stubborn or even rebel and attack you. When you give an order, a first rebellion test determines whether the slave refuses to obey. If it succeeds, a second test will determines whether the slave get stubborn, attacks the player or finally accept to obey you. What's more, if your slave loses her/him "Slave" status and becomes an "Escaped slave" or an "Old slave", s/he will stop obeying and you will no longer be able to give her/him orders (you will have to take her/him back to your outpost to recapture). Slaves will become "Escaped slave" if their master is too far away or knocked out. Below is the list of commands you can give your slave: 4.5 Taming phase If you want to convince your slaves to definitely join you, they'll have to go through several conversion phases before becoming full members of your team. Below are the different phases: Slave NPC The first stage is when the slave is still an NPC. S/he can't work in your town and you have to use the "Player order" to give her/him instructions. Changing master/mistress (only if your slave got the "SLAVE" status and have locked shackles) - Just put her/him in a cage inside a building (no need to be in player town) - Heal her/him - Sell the slave for 1 cat (Don't abuse this feature by repeating the process with the same slaves and the same masters, because sometimes the game crashes. I've never understood why). Recapture process (only if your slave got the "ESCAPED SLAVE" or the "OLD SLAVE" status and have locked shackles) - Just take her/him back in your town, in a cage inside a building - Your slave must not be KO - Heal the slave - Sell the slave for 1 cat Slave PLAYER not emancipated A "Slave PLAYER not emancipated" is a slave who is a player character but still has slave status (must keep her/him shackles). This second stage is reached when the slave agrees to join you. The slave will be able to work in your town and you will be able to manage her/him like any other of your characters. S/he'll be completely docile and won't be able to betray you. Warning: This behaviour will remain true as long as s/he keep the "Slave status". "Escaped Slave" and "Old Slave" may be tempted to betray you. Like all slaves, as soon as s/he is too far from her/him master/mistress, s/he becomes an "Escaped slave". To reassign the slave status or assign them another master/mistress, put them in a cage and heal them (no need to be in player town). This will have the advantage of giving them the "Slave obedient" task (which doesn't do anything special, but is more immersive in terms of roleplay). Slave PLAYER emancipated This third stage occurs when you want to show your slave that you are beginning to trust her/him enough to remove the shackles. You can do it in two different ways: - Cut them off (has disadvantages but does not require any special research) - Using the shackles key (The best option but requires a "Research Bench IV") /!\ Unlike the previous stage, once freed from their chains, emancipated slaves may be tempted to betray you. In monologue, you'll be able to hear their thoughts at different times, allowing you to gauge the progress of the breaking process. There's absolutely nothing you can do to influence their reaction. Eventually, they'll run away or resign themselves to accepting their new life with you. Note: To progress in this phase, you'll need to take them with you into the outside world to test their willingness to join you. Cut off shackles If you cut off the shackles, the status of your slave will change over time from "Slave" to "Escaped slave" to "Old slave" and finally disappear. /!\ If you use this method, the 'escaped slaves' won't be able to progress to the conversion phase, the only thing they can do is betray you (so keep them away from other NPCs until they at least achieve 'Old slaves status'). Shackles key The shackle key can be made at the "Shackle Key Bench" (requiert the "Shackle III" technology, available with a "Research Bench IV"). To use the shackles key, you need to : - Be in a player town - Put the "Shackle Key" in the inventory of the slave you wish to emancipate (because I can't make it work in the opposite direction). - Your slave must not be KO - Heal the slave (Note that the healer must not be a slave, otherwise this behavior would be stupid...) Slave PLAYER converted Converted slaves are identical to player characters, except that will occasionally display monologues over their heads that leave no doubt that they are completely loyal to you. Of course, these monologues will end up being deactivated. However, if you like them, you can reactivate them, simply by : - Being in a player town - Put the "Shackle Key" on a wounded player character - Heal this character with your "converted slave". Then you should see the following message appear: "Let me see that terrible wound...". If you don't, it just means that the messages for fully converted slaves are still activated, or that your slave is not yet fully converted to your cause. 4.6 Improving relation with slave faction You have to know that every time you capture/recapture/change slavemaster, you lose 4 relation points with the slave faction. I don't like this because the slave faction shouldn't know you've captured someone and changing slave masters shouldn't have any effect on relation points. I'd like to re-credit you those relation points just after losing them but I have no way of doing it properly. So, I've added a new feature that will give you 4 relation points if you heal your slave. Conditions: - Heal your slave (outside a cage) - Your slave must not be starving (hunger > 200) - You're still neutral with her/his faction -30 < your faction relation < 30 - You didn't use this feature since 48h (cooldown 48h) 4.7 Buy slaves from the slave trader This feature is not designed for buying several slaves at once (you can get away with it if you use the pause button at the right time, but I wouldn't recommend it). Make a slave your own: - Talk to the slave trader with the first member of your team and buy a slave. - Wait for the slave to come and talk to you. - When the sell window appears, sell the slave for 1 cat. - Replace his unlocked shackle with a locked one. /!\ If you close the windows instead of selling the slave, you will no longer be able to enslave him and you will have to start again by selling him back to the slave trader (by carrying your slave on your back) or taking him to your base to capture him in the usual way. As long as your slave keeps unlocked shackles, you'll only have access to limited player commands. I force that the slaves have locked shackles in order to keep the mod running properly. 4.8 The budding slavers PCE contains a new GameStart "The budding slavers", where you start with a squad of 6 people, 1 slave (the master will be the 1st member of the group), 5000 cats and bags full of resources. This GameStart is designed to help you get to grips with the mod. Starts by talking to your slave and getting him to follow his master (this will prevent him from becoming an 'ESCAPED SLAVE' stupidly). You can see that there's a slave camp dedicated to you, but don't build your slave buildings next to the town (remember that you have to build them very close, but not too close). As explained in section 2.1, you should start by building your outpost first. Go quite a long way from the slave camp where you are and build a 'SmallShack', then go back quite close to the slave camp and build a '*SmallShack' (with the asterix). If the distances are correct, the *smallshack will be attached to the slave camp and won't create a player town, then build a '*well' and try to get your slave to work there (remember that slaves only work between 5am and 11pm). Below is where I built my slave camp and my outpost: (Map with max zoom, you can see my slave camp is not in Player's slave camp) The *SmallShack The *Well The slave is working well... 5°) INSTALLATION : Just unzip the content of the main file (Player Can Enslave EN or Player Can Enslave FR) and copy/paste the 'Player Can Enslave' folder in Kenshi\mods So you should get Kenshi\mods\Player Can Enslave Optionally, you may want to use the PCE Viera addon 6°) COMPATIBILITY : Regarding compatibility with other mods, Player Can Enslave is : - Completely incompatible with other mods that add dialogue to NPCs that are slaves to the player (all complex slavery mods). - Possibly incompatible with mods that modify vanilla game research. Details: 7°) CREDITS Thanks to : - Ears (Designed Slave collar and rag skirt/rag skirt short outfits and allowed me to add them in my mod). 8°) KNOWN PROBLEMS Submitter Machiavelique Submitted 01/07/2024 Category Misc Adult Mods Requirements
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Version 1.2.0
2,971 downloads
When the player is wearing DD or toy bindings, prevent the Immersive Interactions animation from playing during operation. This is Immersive Interactions patches for "Devious Devices" and "Toys and Love" (just add checks in SendanimationEvent or PlayIdle in the script) If Game.GetModByName("Devious Devices - Integration.esm") !=255 || Game.GetModByName("Toys.esm") !=255 If !akActor.WornHasKeyword(Game.GetFormFromFile(0x05226C, "Devious Devices - Integration.esm") as Keyword) && !akActor.WornHasKeyword(Game.GetFormFromFile(0x000008C1, "Toys.esm") as Keyword) && !akActor.WornHasKeyword(Game.GetFormFromFile(0x000008F3, "Toys.esm") as Keyword) debug.SendanimationEvent(PlayerREF as ObjectReference, "idlewoodpickupenter") utility.wait(6.00000) Else Debug.Notification("You make efforts to move while being bound.") ;Return EndIf EndIf Requires: Immersive Interactions - Animated Actions 1.74 Immersive Interactions - Integration Patch 2.2 Devious Devices 5.2 (option) Toys and Love 2.62-
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Version 1.1.7
43,420 downloads
What it is: This adds a new, busty redhead playable character to XCL based on Lauren Phillips. This mod is similar to scope to Blue_Sparkle's Kayley (an AMAZING mod that I based Lauren off of 💗). This mod adds 125 outfits, 14 hairstyles, 89 active passive positions, and a few more transactional positions than the base characters. Like Kayley, most of these clips/scenes are quite a bit longer than the base characters'. Requirements: This mod requires the most recent version of XCL as well as the Multiple Characters mod. Installation: Add the zip file (don't extract) to your mods folder, run the mod loader, click add mod, and select the zip. The twee file is there only if you have an older version of Lauren and don't want to redownload the zip again. Everything needed for the mod is in the zip files! Disclaimer: This mod is not for profit, and all video and audio media used in the creation of this mod belong to their creators. All of this content can be found legally and publicly on the internet. NEW BLACKED UPDATE 1.1.0: Lauren is now compatible with Chloe's incredible BLACKED mod! This update requires the most recent version of Chloe's mod (0.1.6 as of right now) as well as the Multiple Characters mod (above) and 1.1.0 of Lauren. This is an optional update, and as such is not required for Lauren to work on her own. This update includes 50 new positions and 42 new transactional clips for black male NPCs. Huge thanks to Chloe for her help on this update, I can't stress enough that this never would have happened without her! 💗 If you encounter any bugs, please let me know on Lauren's thread on the XCL discord. I have not tested this as thoroughly as I would hope for, so be warned! There will likely be revisions posted so you may want to wait a day or two if you want a bug-free experience. I will do my best to update it asap! Special thanks to Blue_Sparkle, Sorrow, Chloe, Jirkislo, Chuck, and Katalin. Their contributions (even indirectly!) have made making new characters significantly easier! Also thanks to everyone in the XCL discord and Aphrodite for making XCL! The combined passion for this game is what motivates modders to add to this incredible project.-
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- new character
- immersive
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[AAF] M.C.G. (Extended Social Interactions) View File Magno CUM Gaudio 2.12.50 (Extended Social Interactions) A modification that covers all the basics to properly sexualize your Fallout 4. Check it also for Skyrim Legendary Edition, HERE. MOD GUIDE: HERE! MOD FAQs: HERE! FOR MODDERS: HERE! WHAT IS THIS MOD? This is a jack of all trades mod regarding sex features. Its purpose is to cover all the basics features a reasonable man or woman would want regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, 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 almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors... because as you surely have noticed, Fallout 4 doesn't have many non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, recruit who you want as companion, stop in bars, play and flirt with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: All these requirements are mandatory ALL FALLOUT 4 ORIGINAL DLCS; F4SE: HERE MCM: HERE LOOKSMENU: HERE (already a requirement for AAF) AAF: HERE. AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE. SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but you can expand MCG features if you install them: HUD FRAMEWORK: HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE. MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE. Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF). MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE. MCG player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslaved npcs using these amazing animations. And in addition, if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activated to have sex on them with MCG. POLISTIRO'S PATCHES: HERE. AND AAF OVERLAY PATCHES: HERE. Only CumNWealth_Patches_Base.rar should be installed of AAF Overlay Patches; MCG can apply cum effects if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two mods from the actors when the magic effect finish, in case AAF or LM fail. This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. INSTALLATION: (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure all the requirements are installed correctly with all their dependencie, especially AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50. Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and install MCG Compatibility Patches v2.12.50 to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like the changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files. Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system" need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: FULL DIALOGUE INTERFACE: HERE. It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt", but both are compatible with MCG; CWSS: HERE. Optional patch available in the download section of MCG change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE. Optional patch available in the download section of MCG limit the hud widgets to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show and refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button; LIGHT EM UP 2.0: HERE. Optional patch available in the download section of MCG reduce the duration of nicotine effects and the quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions: Custom immersive animation for when using cigarettes with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE. It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay. It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. LOAD ORDER: Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; INCOMPATIBLE MODS LIST: HERE! KNOW BUGS LIST: HERE! HOW TO UPDATE THE MOD: If you are updating a save to version 2.12.50 from version down to 2.7.30 you must unistall the previous version with a mod manager. Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you use them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required. MOD STATUS: The mod is officially finished feature wise. Support for bug fixing will continue if needed. 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 Fallout 4 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. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF F4SE; Because some mods will just be impossible to code without it; DOC CLOX, VINFAMY AND CHOSEN CLUE; Because they started everything about sex in Fallout 4... ASHAL: Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4; CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations! DAGOBAKING: Because of the AAF. HALSTROM: for AAF THEMES! FLASHY(JOE-R): For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system! IGNOTUM_VIRUM: for letting me check his code for inspiration! LAZY GIRL and KENTINGTON: for inspiration in the cloning code; nKALEX: for sexout unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! GRAYUSER: for AAF Bad End Animations mod! EXPIRED6978: for LooksMenu! POLISTRO AND RIOT_PUNCH: for human and mutant looksmenu cum overlays! KENNEDYMADEIT: for AAF XMLs Extended! VIOXIS: for "Strap-on's of Fallout 4". PRA: for "Grave Digger". LEGAL: Downloading or any form of distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topic from me and give it to any maintaner(s) of good will. 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 "Fallout 4" which modifies. The file here presented is allowed to be 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 04/13/2019 Category Misc Sex Requires READING CAREFULLY THE INSTRUCTIONS;
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- lust
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- harassment
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- stats
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- threesome
- stds
- widgets
- prostitution
- bestiality
- hire
- followers
- marriage
- spouses
- solutions
- taming
- immersive
- fair and balanced
- recruit
- respawn
- death alternative
- hud
- surrender
- combat
- random sex
- autonomy
- tools
- utility
- masturbation
- sex
- fpe
- perks
- submissive
- dominant
- gameplay
- roleplay
- dialogue
- heterosexual
- homosexual
- settlers
- pimping
- solicit
- dating
- flirt
- vanilla
- npc-npc
- casual
- aaf
- spectators
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SL Dirty Deeds Missives View File Adds 15 repeatable quests involving performing casual sex for gold. Find them at Missives boards! Each has four lines of Synthetic Voiced dialogue, and a letter written in the style of that character or faction. It's casual, flavourful, and about as "lore friendly" as a SexLab mod can be. Requirements Core Mods Missives (Download) - Of course, you'll need Missives to get the actual Missive Boards used to find the Deeds in this mod. SexLab Framework (Download) - Also has its own requirements. In the in-game MCM for SexLab, there are some very useful Debug features. Make use of them! This will help you figure out what is going on. Once you've enabled Debug, Press '~' to open the console. Replacing Boards for Missives (Download) - Changes Missives boards to a 'porn' styled one. Also adds several new locations, like Ivarstead, Rorikstead, Kynesgrove, etc. New to SexLab? Mods you may Need Rewards: Gold, Dragon Souls, Items You can earn both gold and Dragon Souls and some items by completing 'Dirty Deeds'. Gold is determined by the Deed, as well as by your Sex Skills and Speechcraft. Dragon Souls are awarded based on the overview quest, which tracks one-time completion of all Deeds. Some Deeds give you items instead of gold. (Such as Falmer, who reward you with a Black Soul Gem.) Dirty Deeds Creature Deeds Expansion 1 (More Deeds) Expansion 2 (Followers) *Last Updated February 2024 - Patron Only* Gold Calculation Compatibility Allow other mods to overwrite this one. I edited some Races to turn on 'Dialogue with Player', such as WolfRace, GiantRace, TrollRace, FalmerRace. This will not conflict with mods that change the meshes of those NPCs, since Race is a different record from Actor. Any new creatures which uses those same Races will also get the dialogues and be available for the Creature Deeds. I've made a few, non-essential changes to NPCs to allow them to partake in Dirty Deeds. This includes adding Factions to NPCs who should have that faction, and changing AI Packages to make an NPC (Stands-In-Shallows) available at night. These are very few in number, and there shouldn't be much that conflicts. It's possible that if you use a different Temple of Kynareth overhaul than JK's, you may have trouble getting to the cabinet with the Dirty Deeds. I'd recommend using 'tcl' in console to move through the floor, then take out whatever letters you want. For those who don't use Missives (Version 1.2.0) Recommended Animations Recommended Other Mods Tips & Support I've created a Patreon at https://www.patreon.com/questwave where you can tip or support me! I'm hugely appreciative of any support as I'm just beginning my work on SexLab. Submitter QuestWave Submitted 08/26/2022 Category Quests Requires SexLab Framework; Missives Regular Edition Compatible
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View File A Word: As always: my englsh knowlge is limited, so this description and also the mod could contain some language mistakes, I'll make some fixes in the next few days, let me know if something is unclear etc. Due my particular inattitude to the English I'll make a lot of Examples to better explain what I mean, for this examples I could use other mods names, this doesn't mean that there's an actual Plugin/Relation from the SLSF and those Mods and neither is a masked request for that, it's only an example. Also: this mod is in pre-Final, but tecnically is ok, I just want to wait for some other feedbacks, basic calibrations etc. Note 25/03/2016: The mod is actually in Pre-Final state, it means that the betatest is almost over and the framework is ready to be used. The Pre Final version REQUIRES A CLEAN SAVE or A NEW GAME, use a Save Tool or it won't work well. The 0.99 is tecnically a Rollback, due the fact that I've abandoned the planned updated (interaction systems, etc.) for various reasons (time and better systems already created from other modders). The documentation about the mod is on the script SLSF_CompatibilityScript.psc. Note for Modders: This Framework will grant access to a good number of new data such Fame Levels for the Pc, Fame level of Npc, Equip Status (with auto-access without dependancies to datas from SlaveTats & Devious Devices), feel free to ask if you're searching for something in specific that could be done or not with this mod. Index: Description Features List Possible Uses Requiments Mods using This How it Works Reference Charts >>>How to Do (API, Tutorials)<<< Next Version Permission About Donations 1.Mod Description: This Mod is essentially a 'Framework' used to provide a Sexual Fame management to Skyrim for the Player Character (PC from now on), by itself it's a passive system, It doesn't have effect on game, NOT provide comment line about fame, it doesn't trigger any scene / ineraction / etc. It's purpose is only to collect and manage data about fame for OTHER MOD to use (With or Without Hard Dependancies). So it could be used for various things, like a base system for other mods or to support Comment Plugins, Extensions, etc. See the section "Possible Uses" if interested. 2.Features list: Fame System: Equip System: NPC Extras: Other: 3.Possible Uses: The possible uses of this mod is various and variable, it's nature is about Collecting Datas to share between mods to better/easily achieve what those mods want to do. Some Example: 4.Requiments: SkyUi, (Really, there's someone that doesn't use it?) For the MCM Configurations UiExtensions, for the In-Game menu Fuz Ro D-oh, for read the comment provided from other Plugins SexLab, ...Ok that was easy... 1.61+ ZazAnimationPack, Various Resources, 6.1 SexLab Aroused (I suggest the Redux Version, because is Updated) 5.Mods Using This: Note: Those aren't required, install which you want -Slaverun Reloaded by Kenjoka (Comment Plugin, 0.95b+) 6.HOW IT WORKS: First of all, If you're interested to use this LET ME KNOW. Obviously I have a better knowlege of the SLSF and I could suggest the best way to do things with it. Use the support topic or the PM. Fame System: Fame Contage: Equip Status: Npc RoleTypes: Npc Reactions: 7.REFERENCE CHARTS: Here The Quick References, in case of need. You could also find that in the SLSF_CompatibilityScript.psc & in the SLSF_FunctionAccess.psc. 8.HOW TO DO: Tutorial Moved to the Second Repley of the Support Topic >>>API For Modder<<< You'll find all the Documentations, Functions and Examples on the SLSF_CompatibilityScript.psc (Soft and 0-Dependancy) and on the SLSF_FunctionAccess.psc (Hard Dependancy), for a brief look check the Second Replay of the Support Topic. If you don't find the function that you're looking for, need assistance or info about the system, feel free to PM me or use the Support Topic. For the Tutorials check the Second Replay of the Support Topic for those available, if you have some other request about, let me know. 9.NEXT VERSION: 1.0 will contain: Hopefully nothing else 10.PERMISSION: This mod is ONLY for LoversLab website. You may not repack, re-publish, etc., any of my work. Translations of this mod are allowed, just contact me first, in case someone else already doing that. Obviously you can freely make plugin about this mod , I just ask to know about. I do not take any responsibility for save corruption, game problems, etc. 11. ABOUT DONATIONS: I DON'T want any donation, this Mods is my personal contribute to the Lovers Lab Comunity, if you want donate something Submitter Versh Submitted 12/06/2015 Category Framework & Resources Requires SexLab 1.61, ZazAnimationPack 6.1, SexLab Aroused (Also Redux), Fuz Ro D-oh, UiExtensions, SkyUi Special Edition Compatible
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View File [XCL] [0.20] LittleBlonde What it is: This is an update for littleblondebigcity, including many redone, resized, and reformatted pics, standardized file sizes, and standardized backgrounds for pics missing rose or grey backgrounds, as well as many new pics, and a new outfit or two. Also included, missing video for ecstasy sinking in, and code fixes to update littleblonde to 0.19. Now more than 6 times the transactional positions of most base characters. 3 times as many blowjob transactionals. Over 100 bedroom positions, roughly 4x more than the base characters, and longer as well. More everything. By a lot. Except size. Everything super compressed for your downloading pleasure. Drop littleblonde 3.1 in your mods folder, make sure you have Multiple Characters and hit mod loader. HUGE thanks to Curio for the incredible outfits! A gigantic thank you to Jirkislo, who went out and got the miles and miles of video footage. Without him, we'd still be waiting for me to go out and find it! A gigantic thank you to Apologetic for helping me bugfix everything. You rock! Also big thanks to Limdood for helping test, and laurentb for lots of the new outfits, and some still to come! Submitter SorrowXCL Submitted 01/13/2024 Category X-Change Life
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TSEX and TSEX Hardship Alpha (Modders resource) View File These unfinished mods are presented as-is for playing and as a modders resource. Anyone who wants to continue developing them has the permission of the authors (@Tentacus and @requiredname65) We are not in any way responsible for the content of any derivitive works. DESCRIPTION: TSEX: The Master mod. Originally meant to hold content that could be used in more mods than just Hardship, this can still be used as such by whoever wants to make it a requirement. It contains numerous global variables, keywords, sounds, and functions This Master also provides a framework of sorts containing numerous new systems, such as a sex drive and trauma system, as well as offering new solo actions like Masturbation and dancing. TSEX Hardship (Requires TSEX): The continuation of the Hardship: Beggar Whore mod (See original mod page for more information). Implementing the new features of TSEX as well as adding some new features. such as Threesomes. This is being posted on a new page because The original "Finished" version of Hardship 1.5 will remain it's own thing. WHAT'S IN THERE (as far as we can remember): - Massively improved MCM - Control your character's expressions/demeanor - Pregnancy system integration with FPE keeping in mind TSEX scene context. - Threesomes for raider rapes. - Cum overlays for both genders and reactions. - Character attributes and histories are expanded. - More character attribute aware content. - Torture mechanics from masters and doms. (slavery system not implemented, but hooks are in there) - Bondage equipment - Sex skills and perks. - Sex Achievments (Though this is dumb and pointless) - Carnal needs and trauma system. - Dancing, suggestive posing that may attract lustful actors. - Injury by beatings will leave bruise overlays on player. - Animated beating scenes interweaved with text boxes. - Branding system for females (no male sets available). - Relationship system for other mods. (Omoshiroi) - Hack some robots and discover a prewar pleasure subroutine. (Really? This sounds neat) - Threesomes for Codmann couple when both are invited to home plate party, requires BP70 animation pack. (I approve of this as I had the same idea) - 'Pillow talk' scene after hanky panky. - Menacing raider might be willing to let character go with a chem bribe. (Cool idea!) - Velma mode. Raiders may steal your glasses. THINGS WE DIDN'T GET TO: - Male dom NPC. Sorry. - Characters to teach the player to dance - Player slavery system (Though lots of elements of it are in there and ready to be utilized if someone takes up the mod) - Improved Isabel dialogue using new BDSM training hooks (Again, it wouldn't be too hard for someone to pick up these threads.) IN CLOSING: While playable, these mods are in an alpha state, and have bugs, some of which may be serious. Some originally planned features are incomplete, or excluded altogether I will provide no support for this mod. frankly I wouldn't know how as requiredname65 has added a lot in recent builds (as you might have guessed from my comments above ). However I am willing to answer questions for anyone wanting to take up the mod or help requiredname65 with their own efforts to continue. requiredname65, may or may not pop in to the forum if they so desire. It's my sincere wish that someone take this and run with it, I only regret that I let it get so out of hand and wasn't able to accomplish all my big ideas, and also that I didn't drop it a lot sooner and unintentionally lead some of you on. Big thanks to all the help and support requiredname65 has given. Without them this wouldn't be as complete as it is. See main Hardship thread for legacy thanks. Requirements: It requires everything Hardship does, so o look there for the detailed info. EXCEPTIONS include Rufgt's old animations, which aren't needed any more, and maybe Staged Leito Plus... This will probably work fine with just UAP's XMLs. instead. In addition to those requirements this needs: Vanilla DLCs May not need them all but I can't be arsed to figure out which it does at this point Atomic Lust Hard requirement. Savage Cabbage Hard requirement for raider threesomes... Maybe something else? ?♂️ BP70 needed for Codman scene. FPE Optional, for pregnancy support. FAQ: Q: Who is this for? A: Tinkerers who want to check out the new features and get a taste for what might have been or modders who wish to take up the challenge for finishing this project. Q: Who is this NOT for: A: Those new to modding, or AAF, or anyone wanting a polished smooth experience. Play Hardship Beggar Whore instead. Q: How do I _______? A: Nope... I am deadly serious about not providing support. Sorry. Please do help eachother though as you always have in the main Hardship thread. Credits: @Rufgt cunnilingus anim. @Gray User Various animations @kziitd facial @JB. bruise overlays @requiredname65bruise overlays, pregnancy system, making the messge windows not blinding and a ton of other shit. @DixiePig slave collar. @Polistiro cum overlays Ascendia for blindfold mesh Ender Guney for tiny snippet of royalty free track I used for Hardship disable sound. If I missed anything do let me know. It's been a long couple of years. Submitter Tentacus Submitted 05/23/2022 Category Framework & Resources Requires DLCs,Savage Cabbage, Atomic Lust,BP70,AAF, FO4 Animations by Leito, AAF Themes, Real Handcuffs
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In this threat I want to present the concept of a gameplay and story focused slavery mod I plan to write, discuss the features and ask for feedback in general. The main idea is when the PC is defeated in combat, they’re enslaved by the respective group of enemies. There could also be a mechanic that a broke PC has to sell themselves into slavery to pay a bounty instead of going to jail. Also, the mod is planned to be gender agnostic and work with male and female players. You’ll be able to simply toggle the genders that can engage sexually with the PC after your liking. In the following I’ll use the term “bandits” synonymously for all humanoid enemy factions. The new take at slavery I’ve in mind is to take a step back from pure sex-slavery and focus on quest-like content to keep the player engaged and make the sex scenes more rewarding. Introducing Tasks: While enslaved, the player is put to work and gets tasks to complete. Those are simple works, like collect trash, craft items, remove corpses (probably from the fight the PC originally lost), and so on. Tasks have to be completed within a time limit and at the enslavement location. In between, the bandits can come along and either convince/ coerce the PC to have sex or rape them instead. I’m thinking about that every captor could have its own disposition rating towards the PC and doing favors for them or having sex improves it. NPC that like the player that are nice on them. Once the disposition is high enough, they might help the PC to escape or even fall in love and escape together. It could be interesting to have to decide whether to give in to sex with a bandit, but fail a task and risk punishment or finish in time and rise in the eyes of the boss. During the enslavement I want to go without a hard leash-mechanic that prevents the player from moving around freely. The PC can always try to run away, but once they leave the location enemies are spawned in to catch and bring them back. When the PC manages to flee, hunter teams might appear outside of cities for the next three days or so to get them back. The hunter parties get larger and wait for longer the more trusted the PC was as a slave. After some time doing tasks, the player earns more trust and gets assigned Missions. Those are larger and more independent orders. Missions have a significantly longer time limit and happen outside of the enslavement location (and are therefore a good opportunity to escape). They are complex things like: distract the gate guards so a raid party can enter a city, during a deal with another bandit group: the bosses are negotiating and the men of both sides wait around and start provoking each other. The PC has to calm the men so they won’t start fighting (dances, sex, masturbation shows, etc.) be whored out to other bandit camps or towns and pickpocket the clients or collect intel from a rival bandit camp With missions the player is encouraged to commit crimes and amount a bounty in the current hold, to make it feel like changing sides and becoming a part of the outlaws. Once completed enough missions, the PC becomes an acknowledged member of the enslaving faction, but still at the lowest official rank. This means effectively the end of the enslavement scenario. The PC can now leave their owner and return at will and repeatedly do missions without a time limit. This is than basically bandit gameplay in which you still can play the vanilla questlines. If not completing tasks the player gets punished through rape, being thrown in a cell with skeever or dogs (that rape them), is whored out to lowlifes publicly, or simply tortured by beatings or magic electro shocks. If the Player stays disobedient, they are eventually sold to a mine or a farm. This idea is relatively new for me so I’ve not a lot of things in my mind that could happen there. My initial ideas are like: bring crops and ore to a vendor to sell, pleasure the workers, mine or farm, deliver orders to a smith, cook for the owner, etc. If anybody has more ideal, I’d like to hear them. Now, since I’m personally not into hard BDSM, devious devices, torture or other extreme fetishes, I don’t plan to incorporate those into the mod. But I want to provide the code to make it easy for plugin mods to add that kind of content. For this I could need some help from other modders, because I have no idea how to go about this. That are my ideas so far. If you have any ideas, advice, inspiration or just want to encourage me to pull this though, feel free to post them :]
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Anyone has this mod for LE? It was set hidden on Nexus. Thank you!
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I'm looking for a mod sort of like The Secret Lives of Skyrim NPCs but for unnamed NPCs like bandits, hunters, maybe soldiers, etc. to have sex with each other. I have tried Romance of NPCs, but that mod is pretty poorly made. I couldn't get the enemy scenes to work no matter what I tried; plus, they're completely random. It also depends on Immersive Wenches for some reason, which is another mod that I don't want. I would like it if bandits in a camp have a chance to have sex if they are near a bed, or a valid idle in their hideout, or soldiers might have sex in their tent at night, or maybe hunters will fuck in the bushes if they come across each other. I thought about doing this myself, but I don't have much experience modding beyond patching. I wanted to know if anything like this exists, because I cannot find it.
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request Back Packs of Skyrim SE? NPCs
Jessie907g posted a topic in Request & Find - Skyrim Non Adult Mods
Are there any Backpack mods like? Elsopa - Big Backpack HD https://www.nexusmods.com/skyrimspecialedition/mods/36445?tab=files Mage Backpack SSE https://www.nexusmods.com/skyrimspecialedition/mods/6534 Simple Leather Backpack https://www.nexusmods.com/skyrimspecialedition/mods/42455 That would distribute the bags to NPCs as well? I'm so sick of Player/follower exclusive content. I really feel like a carry weight system like that would make my game so much more immersive. No more infinite inventory pocket. -
So I got IFPV for Oldrim & only wanted to use it for animations here. My initial thread back then led me to Srende's IFPV mod here. That plus one of my responders edits made it work right out the gate & now that im on SE, im at the point to try & get IFPV working there too. Problem is IFPV has changed alot from Oldrim's version. New one has a different looking config with different settings, is in NetScriptFramework instead of SKSE's plugin location, etc. My attempts at mimicking the old IFPV's settings in the new version havent worked. IFPV so far replaces my 3rd person view when toggled on, still allows combat, & is incompatible with SexLab animations. If someone here knows how to get the new IFPV working with SexLab animations & maybe get it to do things the Oldrim version could do like toggle itself off when weapons/spells are drawn, I'd love the help. I tried porting Srende's mod myself incase it might do something with the new one but it didnt work.
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this mod only goes as far as {excuse me dear may I have a word?} then { I was hoping we could get to know each other intimately} then the conversation stops and they walk away. Did I miss something? maybe another mode that makes this work as intended? mode I am trying to use
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Hello, I played Skyrim probably about 3000 hours and never yet found good enough mod combination to play vulnerable PC. Many mods debuff the player but do not give any helpers how to survive. Also all the mods use "cock sleeve" or "sex slave" or "slave" to describe sex crazed behaviour. Many of these mods also have bad written lines like SLEN because creator made the mod originally for lesbian sex and you get to there for call men "beautiful". Title image. Thanks to wendysuckcandy. (Outfit in the image is https://www.rektasmarket.com/post/h2135-s-pirate-series-2) Development information has moved to https://github.com/hoppaman/MindOfAHarlot/wiki Development repository https://github.com/hoppaman/MindOfAHarlot TODO: Thanks Sextoys
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SexLab Shrines Survival Mode Fix View File I always found SexLab Shrines a great way to immersively reduce your sexlab perversion stats, but because survival mode alters the shrines, it will no longer work. I don't know how to elegantly insert the Shrines script into the new survival mode shrine's scripts, so instead I made a workaround. This mod effectively reverts the shrines to the standard shrines as if survival mode wasn't enabled. Submitter hyperk2 Submitted 03/29/2023 Category Other Requires SexLab Shrines, Survival Mode Regular Edition Compatible
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Macrosoft View File There's a strange new disease plaguing the Commonwealth. People become crazy and violent for no reason, wearing mouth coverings and gas masks seems to be the only protection. Could this fear for an invisible enemy be worse than rad poisoning? Doctor Bill from the institute is working on a safe and effective stimpak to cure them all. However some people believe his syringe contains something else and some rebels believe there's a dark agenda behind it. Everyone must pay bottlecaps as contribution to finance his research, meanwhile his company Macrosoft is taking over everything. His cult followers will kill you on sight if you cough or sneeze, refusing his stimpak is not an option. Always wear mouth coverings, stay inside or become feral at your own peril. Macrosoft was a pre-War computing company, producing a vast range of software and operating systems like: Fenestra '98 Macrosoft spreadsheets Winblows 57 Wyndoze 99 Still a work in progress... only texture replacers at the moment for immersion. This mod was banned by the Nexus Nazis, so this will be a Lovers Lab exclusive! Don't upload anywhere else and wash your hands after playing. Recommended Mods Windows Terminal Syringer Overhaul Paint it Vax! Updates coming soon, stay safe! Submitter HornyViking Submitted 09/27/2020 Category WIP / Beta Requires Windows, Game Pass, Mask and Hand Sanitizer
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YPS Growing Pubic Hair texture replacement View File About This File This mod replaces the pubic hair textures for "Immersive Hair Growth and Styling (YPS Devious & Immersive Fashion" to give it that more realistic look. Some of these are reused textures from other mods with a few edits by me required mods Immersive Hair Growth and Styling (YPS Devious & Immersive Fashion) make sure you install the any of the requirements for this mod, including the YPS Sound And Texture Pack(which contain the pubic hair textures that you will be replacing) to install Save your game first before you try this mod, so you can go back to a clean state if you end up not liking it! Then use your favorite mod manager to install it I recommend Mod Organizer Submitter warfare56 Submitted 07/06/2019 Category Other Requires Special Edition Compatible Yes
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- pubic hair
- immersion
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