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Found 13 results

  1. Paradise Halls Enhanced (pahe) Special Edition with the customary addons View File this is skyrim special edition conversion for : Requirements: Skyrim SE 1.5.39 SKSE SE v2.0.7 SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 or 8 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod pahe-DeviousDevices-addon-DDx-patch requires Devious Devices expansion 4.1 for sse,(newer versions now have their own patches, please be sure to use the ddx patch that matches your version) (DDX file is hidden download button at the bottom of the download list for the dd for sse download) Run FNIS SE after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included dwarven suits patch requires Devious Devices expansion 4.1 for sse creature framework conflict appears to be removed from 7.x versions thanks to fred200 and Pfiffy for their conversion efforts based on this mod here: https://www.nexusmods.com/skyrim/mods/29886/? with additional features of this mod here: Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developed as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. as this is sse, those mods are all waiting for this to be released so we won't go into that at this time.... Currently Compatible with version7.2.4 of oldrim(waiting to be converted to sse): home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be converted anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort): Dres Trade by RET45Paradise Halls Merchant add-on by lucen15 Paradise Halls Merchant add-on by lucen15 These mods are obsolete, won't be updated and should not be used in current or future releases: Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex What you can do now * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) * Sell slaves to Master Jerrek in the Fellglow Slave Camp camp not yet converted to sse alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch adds more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 72+(100+ maybe) slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc * Enslave any 'scripted' npcs. easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords Instructions Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. hmm, not so sure if that's true or not Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. slaves are now precious collectors items to be mounted in every room Installation * This mod requires SKSE * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. Use NMM or unpack into data folder. Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. Troubleshooting If you're experiencing weirdness, here are some troubleshooting tips: -Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them. additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework - Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version. - Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console: >help reboot >player.addspell <the id of the reboot spell> Then cast that spell. that spell has been removed and replaced with an auto-start mcm option also exists, but that's due for repairs soon - Rebooting as above can solve a lot of weirdness. - You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. look for sse versions of these mods, recommended but not required: PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft addition thanks to: EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors Submitter CliftonJD Submitted 07/03/2018 Category Quests Requires Skyrim SE 1.5.39 SKSE SE v2.0.7 SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod, pahe-DeviousDevices-addon-DDx-patch requires Devious Devices expansion 4.1 Regular Edition Compatible No
  2. Version 7.4.7 wip

    225,118 downloads

    This mod is for oldrim classic skyrim, see here for sse version: this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included): based on the work of blabla from paradise halls sexlab extension - original thread here: 7.4.7 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!) clean save no longer required to upgrade old saves (aside from "friendly bandits bug") slave camps and addons are now separate - choose those from the download page 7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs 7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes) Requirements: SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11(version 7 will also work and version 8 should work) basic install pack only has the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod devious devices addon removed(further info below) Pahe_Dwarven_Devious_suits requires Devious Devices expansion Run FNIS after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3 creature framework conflict appears to be removed from 7.x versions Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developped as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. Currently Compatible with version7.4.1: home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be fixed anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible with version 0.7. Using them will result in extreme weirdness (not the good sort). Paradise Halls Merchant add-on by lucen15: http://skyrim.nexusmods.com/mods/31907 Dres Trade by RET45: http://skyrim.nexusmods.com/mods/30297 These mods are obsolete, won't be updated and should not be used in current or future releases: Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex: http://skyrim.nexusmods.com/mods/31307 Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex: http://skyrim.nexusmods.com/mods/31160 chinese translation seems a bit old, but recent french translation is available What you can do now: * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) Sell slaves to Master Jerrek in the Fellglow Slave Camp camp differences info of the update versus the original version from layam: alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch functions have been integrated into the scripts adding more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 128 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm release dialogs added as well as additional release option from mcm What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc Instructions Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. hmm, not so sure if that's true or not Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves, iron being the most difficult to escape To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods: home sweet home aygas(and you get a slave) Installation * This mod requires SKSE * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. Use NMM or unpack into data folder. (mod organizer and vortex seem to work better than nmm) Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (not aft users or eff users)(thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. Recommended mods(useful, but not required): PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft addition thanks to: EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors
  3. Paradise Halls Enhanced (pahe) repacked with the customary addons View File This mod is for oldrim classic skyrim, see here for sse version: this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included): based on the work of blabla from paradise halls sexlab extension - original thread here: 7.4.7 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!) clean save no longer required to upgrade old saves (aside from "friendly bandits bug") slave camps and addons are now separate - choose those from the download page 7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs 7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes) Requirements: SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11(version 7 will also work and version 8 should work) basic install pack only has the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod devious devices addon removed(further info below) Pahe_Dwarven_Devious_suits requires Devious Devices expansion Run FNIS after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3 creature framework conflict appears to be removed from 7.x versions Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developped as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. Currently Compatible with version7.4.1: home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be fixed anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible with version 0.7. Using them will result in extreme weirdness (not the good sort). Paradise Halls Merchant add-on by lucen15: http://skyrim.nexusmods.com/mods/31907 Dres Trade by RET45: http://skyrim.nexusmods.com/mods/30297 These mods are obsolete, won't be updated and should not be used in current or future releases: Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex: http://skyrim.nexusmods.com/mods/31307 Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex: http://skyrim.nexusmods.com/mods/31160 chinese translation seems a bit old, but recent french translation is available What you can do now: * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) Sell slaves to Master Jerrek in the Fellglow Slave Camp camp differences info of the update versus the original version from layam: alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch functions have been integrated into the scripts adding more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 128 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm release dialogs added as well as additional release option from mcm What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc Instructions Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. hmm, not so sure if that's true or not Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves, iron being the most difficult to escape To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods: home sweet home aygas(and you get a slave) Installation * This mod requires SKSE * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. Use NMM or unpack into data folder. (mod organizer and vortex seem to work better than nmm) Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (not aft users or eff users)(thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. Recommended mods(useful, but not required): PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft addition thanks to: EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors Submitter CliftonJD Submitted 05/02/2016 Category Quest Requires Skyrim, Sexlab, SkyUI, skse, ZazAnimationPack!, FNIS, as well as all requirements for the above mods Special Edition Compatible No
  4. Version 7.4.7 wip

    64,222 downloads

    this is skyrim special edition conversion for : Requirements: Skyrim SE 1.5.39 SKSE SE v2.0.7 SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 or 8 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod pahe-DeviousDevices-addon-DDx-patch requires Devious Devices expansion 4.1 for sse,(newer versions now have their own patches, please be sure to use the ddx patch that matches your version) (DDX file is hidden download button at the bottom of the download list for the dd for sse download) Run FNIS SE after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included dwarven suits patch requires Devious Devices expansion 4.1 for sse creature framework conflict appears to be removed from 7.x versions thanks to fred200 and Pfiffy for their conversion efforts based on this mod here: https://www.nexusmods.com/skyrim/mods/29886/? with additional features of this mod here: Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developed as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. as this is sse, those mods are all waiting for this to be released so we won't go into that at this time.... Currently Compatible with version7.2.4 of oldrim(waiting to be converted to sse): home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be converted anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort): Dres Trade by RET45Paradise Halls Merchant add-on by lucen15 Paradise Halls Merchant add-on by lucen15 These mods are obsolete, won't be updated and should not be used in current or future releases: Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex What you can do now * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) * Sell slaves to Master Jerrek in the Fellglow Slave Camp camp not yet converted to sse alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch adds more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 72+(100+ maybe) slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc * Enslave any 'scripted' npcs. easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords Instructions Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. hmm, not so sure if that's true or not Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. slaves are now precious collectors items to be mounted in every room Installation * This mod requires SKSE * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. Use NMM or unpack into data folder. Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. Troubleshooting If you're experiencing weirdness, here are some troubleshooting tips: -Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them. additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework - Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version. - Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console: >help reboot >player.addspell <the id of the reboot spell> Then cast that spell. that spell has been removed and replaced with an auto-start mcm option also exists, but that's due for repairs soon - Rebooting as above can solve a lot of weirdness. - You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. look for sse versions of these mods, recommended but not required: PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft addition thanks to: EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors
  5. Interactive BDSM View File Interactive Torture (BDSM) There are a lot of wonderful bondage devices available in ZAP, but don't you wish you could do a bit more with them? This mod offers some interactive BDSM fun around these devices. What this mod does is create a BDSM session whenever a ZAP 8 furniture is used, whether scripted, through sandboxing, or ordered by the player: If you sit in a BDSM device, a nearby NPC will lock you in it and start playing with you. If an NPC sits in a device and another NPC is nearby, the other NPC will start torturing the one in the device If you order a follower into a device while standing nearby, they are locked in and you get to play with them yourself through dialogue. Play can range from sensual, sexual, teasing to painful. The current version only has one set of animations: kissing. More to be added soon! There is an MCM menu to give you some control over which NPCs take part as victims or torturers, how long the player will be kept in the furniture, etc. The mod is already compatible with PAHE and HSH. In HSH there is an option to let ITF handle the torture if a torture device is involved (in play or during training) Limitations: Works only with furniture provided in ZAP 8... but modders can register their own furniture as BDSM equipment. Not all furniture in ZAP 8 is suitable for the included BDSM animations; in this case the torturer will resort to a default beating animation. There are a lot of ways a victim can be bound: standing, sitting, upside down, hanging, etc, and matching BDSM animations have to be made for each. This means that in some cases there is no appropriate animation (yet) The animations are not paired, i.e. the victim's action isn't matched to the torturer's, and things won't be perfectly lined up. This may change in the future as soon as I find out how to properly override the furniture animations. The animations still need a bit of polish! My first priority was to create basic versions of each animation, since there are quite a few of them If a furniture provides its own activator (like the wheels on the garotte or rack), the animations won;t be used and the torturer uses the activator instead. The mod only detects a limited amount of BDSM devices in any location (currently up to 25). If you have more (like in the zap test cell), only some of them will start a BDSM session if an NPC sits in them. This does not affect sessions where the player sits in the device. This is in beta! It has been tested on a limited nr of configuration and there may still be issues with performance, script lag etc. Let me know! Modders, you can: Register your own furniture to be used by this mod * If your mod uses ZAP furniture, you can set the parameters for that furniture: who uses it, for how long, etc. * For example in a location where the player is to be tortured as part of a quest, you can specify that devices are to be ignored by sandboxing NPCs. Your mod can provide its own flow for custom BDSM sessions. For example: an NPC lowers a cage with the player in it into a well, and brings it back up just before the player drowns. The player is then dunked again or let go, depending on choices made in a dialogue. Or the torturer could taunt the player, question him as part of a quest, etc. Your mod can also initiate a BSDM session through scripting: specify victim, device, (optionally) torturer and (optionally) activator to be used. The role of the activator is to position the torturer, and have them do something (whip, play an animation, say something) every few seconds during the session. If you don't supply an activator, the mod will place the default one. If you don't supply a torturer, the mod will recruit a nearby eligible NPC. *) Can be done without creating a hard dependency on this mod. Troubleshooting If you sit in a furniture and you are not locked in (controls remain enabled): check that the option to lock player into furniture is enabled. Also check that you are not wearing any ZaZ items. If you are bound in a furniture with disabled controls, you can still hit Num Pad 3 to enable free camera and use the arrow keys to move the camera around Installation Install the file to your Data folder, or use a mod manager Then run FNIS Prerequisites Zaz Animation pack 8.0 FNIS SKSE Submitter Musje Submitted 12/16/2017 Category Animation Requires Zaz Animation Pack 8.0, SKSE Special Edition Compatible No  
  6. Hello everyone! So I am starting up a playthrough as a Slaver (not as a slave) and I was wondering if anyone can recommend any mods that would improve my experience? I have already decided to use Paradise Halls and all of it's addons, but I was hoping if there was any other mods, more preferably ones where I can leave branding's or tats on my slaves? But really i'm opened to anything. Would be awesome, thanks for reading everyone!
  7. Paradise halls enchanted Hi there. I had a problem for a long time with my magicmenu. When i open my magicmenu it hang for about 2 minutes, and for every magic spell i activated or add to favorite the same. It would probably crash to desktop if i didn't use CDT fix from nexus, that allows you to continue without crash. Today i notice that when you browse it always hangs on "bootup" for 2 minutes. Then i figured out maybe its a bug there, and it was. Removed the spell and my magicmenu was back to normal. To fix this i did as follows. type help bootup 0 in console identify SPEL nr 23008e05 player.removespell 23008e05 comfimed that spell "bootup" removed from ......... Hope this can help others that have the same problem and he/she who is working on the mod can make a fix in the future
  8. Bonjour, j'utilise les mods PAHE Live + PAH HomeSweetHome + PAH AndYouGetASlave Lorsque je forme un esclave augmenter les compétences "Soumission", "Combat" et "Sexe" à 100 ne pose pas de difficulté mais pour "Pose" et "Respect" je n'y arrive pas sans "tricher". Pour la compétence "Respect" j'asservis plusieurs esclaves jusqu'au moment ou l'un d'eux a un bug du dialogue "Je t'avais demandé de me parler correctement" après je n'ai plus qu'a cliquer sur ce dialogue jusqu’ à que la compétence soit à 100. Pour la compétence "Pose", je punis un esclave en l'attachant et j'ouvre la console pour accélérer le temps "set timescale to 1440". J'aimerais bien savoir comment augmenter ces compétences à 100 sans tricher. J'aimerais aussi savoir comment faire baisser la "colère" et la "peur" ainsi que changer l'humeur. Merci d'avance pour vos réponses.
  9. yo, Im trying to find the general cause of this CTD, My game is fairly stable, however some doors, like the Rat way, or Understone keep, crash me. I only have one mod that Effects those cells, and cant figure out why its crashing. heres the weird part, It only crashes when using that specific door...... so when taking the back entrance, or using COC commands I don't crash. Its just that door specifically..... Im looking for Sage advice, not basic advice. I know the Basics, Loot, Fix load order, ENB, Memory patch.... the werks.... Im looking for suggestions on diagnosing, not nessisisarily fixing. Honestly I dont mind Teleporting or using the back door. But i do want to know what could be happening. Maybe i am still having memory issues? Maybe its a haywire script? maybe you know of some eldritch skse plugin that prevents it, Maybe, just maybe its Mabelene Anywhozzle, I digress. The only thing that understone keep, and The ratway have in common, is the fact both have a special event (NPC DIALOGS) that happen when you cross the threshold. maybe my script heavy set up is causing issues with that, maybe my buxom Immersive wench mod, has something to do with it, as it is the only mod that touches those cells as well..... A MIGHTY HMMMMMMMMMMMMMMM No big deal if this remains a mystery, imma go teleport to turn in this quest, ill check in to see if yall have any ideas on what could cause a crash on a specific door, but not nessisarily the cell itself.... peace, and thank you!!!!
  10. Version 0.3

    37,523 downloads

    Interactive Torture (BDSM) There are a lot of wonderful bondage devices available in ZAP, but don't you wish you could do a bit more with them? This mod offers some interactive BDSM fun around these devices. What this mod does is create a BDSM session whenever a ZAP 8 furniture is used, whether scripted, through sandboxing, or ordered by the player: If you sit in a BDSM device, a nearby NPC will lock you in it and start playing with you. If an NPC sits in a device and another NPC is nearby, the other NPC will start torturing the one in the device If you order a follower into a device while standing nearby, they are locked in and you get to play with them yourself through dialogue. Play can range from sensual, sexual, teasing to painful. The current version only has one set of animations: kissing. More to be added soon! There is an MCM menu to give you some control over which NPCs take part as victims or torturers, how long the player will be kept in the furniture, etc. The mod is already compatible with PAHE and HSH. In HSH there is an option to let ITF handle the torture if a torture device is involved (in play or during training) Limitations: Works only with furniture provided in ZAP 8... but modders can register their own furniture as BDSM equipment. Not all furniture in ZAP 8 is suitable for the included BDSM animations; in this case the torturer will resort to a default beating animation. There are a lot of ways a victim can be bound: standing, sitting, upside down, hanging, etc, and matching BDSM animations have to be made for each. This means that in some cases there is no appropriate animation (yet) The animations are not paired, i.e. the victim's action isn't matched to the torturer's, and things won't be perfectly lined up. This may change in the future as soon as I find out how to properly override the furniture animations. The animations still need a bit of polish! My first priority was to create basic versions of each animation, since there are quite a few of them If a furniture provides its own activator (like the wheels on the garotte or rack), the animations won;t be used and the torturer uses the activator instead. The mod only detects a limited amount of BDSM devices in any location (currently up to 25). If you have more (like in the zap test cell), only some of them will start a BDSM session if an NPC sits in them. This does not affect sessions where the player sits in the device. This is in beta! It has been tested on a limited nr of configuration and there may still be issues with performance, script lag etc. Let me know! Modders, you can: Register your own furniture to be used by this mod * If your mod uses ZAP furniture, you can set the parameters for that furniture: who uses it, for how long, etc. * For example in a location where the player is to be tortured as part of a quest, you can specify that devices are to be ignored by sandboxing NPCs. Your mod can provide its own flow for custom BDSM sessions. For example: an NPC lowers a cage with the player in it into a well, and brings it back up just before the player drowns. The player is then dunked again or let go, depending on choices made in a dialogue. Or the torturer could taunt the player, question him as part of a quest, etc. Your mod can also initiate a BSDM session through scripting: specify victim, device, (optionally) torturer and (optionally) activator to be used. The role of the activator is to position the torturer, and have them do something (whip, play an animation, say something) every few seconds during the session. If you don't supply an activator, the mod will place the default one. If you don't supply a torturer, the mod will recruit a nearby eligible NPC. *) Can be done without creating a hard dependency on this mod. Troubleshooting If you sit in a furniture and you are not locked in (controls remain enabled): check that the option to lock player into furniture is enabled. Also check that you are not wearing any ZaZ items. If you are bound in a furniture with disabled controls, you can still hit Num Pad 3 to enable free camera and use the arrow keys to move the camera around Installation Install the file to your Data folder, or use a mod manager Then run FNIS Prerequisites Zaz Animation pack 8.0 FNIS SKSE
  11. this is skyrim special edition conversion for : Requirements: Skyrim SE 1.5.39 SKSE SE v2.0.7 SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod pahe-DeviousDevices-addon-DDx-patch requires https://www.loverslab.com/files/file/1305-devious-devices-expansion/ ,(newer versions now have their own patches, please be sure to use the ddx patch that matches your version) Run FNIS SE after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included ddx patch requires Devious Devices expansion 4.1 creature framework conflict appears to be removed from 7.x versions thanks to Vykroft and Pfiffy for their conversion efforts based on this mod here: https://www.nexusmods.com/skyrim/mods/29886/? with additional features of this mod here: Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developed as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. as this is sse, those mods are all waiting for this to be released so we won't go into that at this time.... Currently Compatible with version7.2.4 of oldrim(waiting to be converted to sse): home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be converted anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort). Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex Dres Trade by RET45 Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex Paradise Halls Merchant add-on by lucen15 What you can do now * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) * Sell slaves to Master Jerrek in the Fellglow Slave Camp camp not yet converted to sse alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc Instructions Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobbey. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. slaves are now precious collectors items to be mounted in every room Installation * This mod requires SKSE * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. Use NMM or unpack into data folder. Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. Troubleshooting If you're experiencing weirdness, here are some troubleshooting tips: - None of the add-ons are compatible with 0.7 yet. Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them. additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework - Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version. - Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console: >help reboot >player.addspell <the id of the reboot spell> Then cast that spell. that spell has been removed and replaced with an auto-start mcm option also exists, but that's due for repairs soon - Rebooting as above can solve a lot of weirdness. - You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1.
  12. Right now, it seems that PAH slaves are just for looks or amusement (if you know what I mean ( ͡° ͜ʖ ͡°) ) It would be neat if we could force them to work mining and give raw resources for Heartfires house building and crafting, would be immersive and another incentive to keep up with their bullshit. Something like Fallout 4 does but a lot less complex... (no workshop inventory, using slave inventory instead, placeable quarries using Cell Builder, or other simillar mod.... Anyways, that's an idea ^^
  13. Does anyone here have experience playing with both Defeat and Pahe? (not in the same game of course) I am having trouble trying out various mods as they are all script heavy and to change even one mod I have to revert back to very old save game and start all over again. I have spent a whole week trying to do just this and it seems a very had ask. Especially when it is: 1. install a mod 2 start game 3 CTD 4 Find a solution 5 play - not quite right 4 Find a solution 5 play - seems ok 6 install another mod 7 goto step 2. After all that you end up with a mish mash of mods that don't do what you thought it would do because there is no proper manual for mods you want to use. In short I need to achieve a method of enslavement as well as to be able to train the slaves and somewhere to sell the slaves and if I wish to keep the slave then I have an area to keep the slave locked up/ chained up/ punished/ etc with working Devious devices. To achieve an overall good enslavement experience. 1. What other slave mods could be used with Pahe? 2. What other slave mods could be used with Defeat?
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