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  1. Version 1.5.1

    10,085 downloads

    This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. ESL flagged. Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training. There are currently 4 unique npc's that can be bought directly, and 10 that are connected to 4 separate quests. There is 1 unique item that can be found. The quests are independent from each other. Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest. For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in Whiterun, Markarth, and Riften. And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods. This feature can be turned off through dialogue ingame. Hard requirements: Paradise halls extended, with Sexlab addon Fuz Roh D-oh, for the silent dialogues And all their requirements, of these SKSE, PapyrusUtil, Jcontainers, and Sexlab are used in Enthralled. Soft requirements: optional, the mod will function fine without, but they add content. Diary of Mine (version 7 requires a patch, versions 5 and 6 do not) Appearance change patches: optional, these patches will change the appearance of the NPCs Patch for KS hairdo's and High Poly head Patch for Botox For Skyrim (incompatible with the High Poly Head and KSHairdos patch) Patches for other mod integration: Missives: The repeatable quests will be placed on the missive boards instead of the info brokers Supported mods without patches Real Names - Extended: If RNE is detected, the automatic renamer from the jail and repeatable quests will be turned off in favor of RNE's system Voicepack @Velessir has been so kind to make a voice pack for this mod: (made for version 1.5.1) And their requirements. Detailed overview Simple Unique Slaves These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours. Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training. They work as generic prostitutes before you buy them. Bunny, Breton: in the BraidWood Inn Tilu, Dunmer: New Gnisis Cornerclub There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters. Astia, Imperial: in the Riften Jail Yatava, Orc: Dawnstar jail A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself. Quests: Riften Beggars and Nobles This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with. A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort. She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs. First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking. Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge. First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them. The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them. Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill him and Esmee is yours. Unwilling Bride In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape. If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them. For the location, click the spoiler. Once the way is clear, you can take Silvia with you. The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens. After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed. Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia. After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends. Thalmor Assets This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls. As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently. First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location. Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact. If the NPC's are loaded in DOM, it will require Resignation instead of Submission. Sisters of the North This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console: Sister of Battle The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you. There are multiple paths to complete this quest, though it will end the same for her: Once that Fjora is enslaved. The other two quest become available. Sister in Chains Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start. You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead. There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim. Once you find Soin, you need to get some answers from him. There are again multiple paths. Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats. This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well. If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes. As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved. Completing the quest will also result in a significant training boost for Fjora. Sister of the hunt This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera. You will need Fjora's help to progress on this quest. This will require: Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp. In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route. Jail market There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 randomly generated convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Once bought, they will receive a name from the Pahe name list. These prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training. The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture. Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine. The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets. If you want, you can turn this feature off. Speak to a guard in one of the three prisons, ask about the prisoners, and tell him that you don't want to see them again. Once the prisoners reset, they won't be replaced. To enable the feature back, speak to Belethor, or Ysolda if he's dead. Or use the console to turn it off: SetValue PqJailEnabledGlobal 0 and back on: SetValue PqJailEnabledGlobal 1 More details in the spoiler. Repeatable quests Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them. They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, and Garvey from the Markarth Warrans. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends. Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers. There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates. Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr. If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards. Collect ingredients Common 3 separate quests, 1 for each information broker An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons. When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it. possible ingredients: Collect bonds Common 3 separate quests, 1 for each information broker A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold. Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl. possible items: Wealthy Bandits uncommon 3 separate quests, 1 for each information broker The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich. This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest. Rescue The rescue quests are divided in subtypes, depending on the location it will send you to. You'll be asked to rescue a missing person from a dungeon. The captive is generated from your leveled lists, currently they are all female. The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well. All dungeons are in Skyrim, you will not be send to Solsteim. If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it. The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor. If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system. All captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc. There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments. Rescue from Bandits uncommon 3 separate quests, 1 for each information broker Locations: Bandit or Forsworn Reward for rescue: 500 gold Number of backstory dialogues: 11 Rescue from Mages rare 1 quest, can be obtained from each information broker Locations: Warlock or Hagraven Reward for rescue: 600 gold Number of backstory dialogues: 6 Rescue from a dangerous cave rare 1 quest, can be obtained from each information broker Locations: Vampire or Falmer or Draugr Reward for rescue: 650 gold Number of backstory dialogues: 8 Full list of all vanilla dungeons with the CaptiveMarker and their type: Sell Worker uncommon 3 separate quests, 1 for each information broker With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done. A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity. The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each. You'll be payed well, the price has a minimum of 800 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the DOM price. Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions. If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option. Once you've selected your slave, speak to the questgiver, and sell your slave. After selling, the quest ends and the sold slave is removed. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Sell a Custom Order rare 3 separate quests, 1 for each information broker If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices. You get a request for a slave with a specific type of training and possibly other characteristics. Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 1500 septims, and the price can go much higher. It is always more than the worth DOM shows. The base price is always multiplied by 1.5, so the price is at minimum 50% higher. There are always 5 conditions, these can be: *A specific race (60% chance) The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls) It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture. If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase. *Virgin (10% chance) (DOM only) The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality". If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins. If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price. *one or two major traits For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price. The requested training level ranges from 70 to 80 *minor traits (1 to 3) The rest of the conditions will be filled out with minor traits until there are 5 conditions. Minor traits in Pah are: Anger, Fear, Pose, Combat, Sex Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex (Note that if virginity is asked, none of the sex trainings will be asked) Training levels range from 65 to 80 For both minor and major traits, you'll get a bonus the more the requested training level is above 65. Exceeding the training level will raise the base price, and thus also the price that you'll get. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Reputation The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you. Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet. There are no negative consequences to a high reputation. Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it. If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests. The jail system will also count as +1 each time you buy them. General tips Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function. Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days. Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement. Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while. There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime. Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised. Diary of Mine If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework. If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette. NPC's that are loaded in Pahe will still require Submission, even if DOM is installed. Version 7 requires the Enthralled DOM7 Patch in the downloads. Earlier versions do not. The patch is esl flagged. In the comments, you'll find main files that are not dependant on PAH, these are experimental. More details on DOM versions: NPC appearance This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I use for my game. Different replacers will result in a different appearance. Body: 3BA with OBody NG Skin: Bnp with Racial Skin Variance -SPID Vanilla eyes: Improved Eyes Skyrim WIP This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback. Future changes and ideas: Changelog: Credits:
  2. Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine View File This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. ESL flagged. Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training. There are currently 4 unique npc's that can be bought directly, and 10 that are connected to 4 separate quests. There is 1 unique item that can be found. The quests are independent from each other. Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest. For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in Whiterun, Markarth, and Riften. And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods. This feature can be turned off through dialogue ingame. Hard requirements: Paradise halls extended, with Sexlab addon Fuz Roh D-oh, for the silent dialogues And all their requirements, of these SKSE, PapyrusUtil, Jcontainers, and Sexlab are used in Enthralled. Soft requirements: optional, the mod will function fine without, but they add content. Diary of Mine (version 7 requires a patch, versions 5 and 6 do not) Appearance change patches: optional, these patches will change the appearance of the NPCs Patch for KS hairdo's and High Poly head Patch for Botox For Skyrim (incompatible with the High Poly Head and KSHairdos patch) Patches for other mod integration: Missives: The repeatable quests will be placed on the missive boards instead of the info brokers Supported mods without patches Real Names - Extended: If RNE is detected, the automatic renamer from the jail and repeatable quests will be turned off in favor of RNE's system Voicepack @Velessir has been so kind to make a voice pack for this mod: (made for version 1.5.1) And their requirements. Detailed overview Simple Unique Slaves These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours. Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training. They work as generic prostitutes before you buy them. Bunny, Breton: in the BraidWood Inn Tilu, Dunmer: New Gnisis Cornerclub There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters. Astia, Imperial: in the Riften Jail Yatava, Orc: Dawnstar jail A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself. Quests: Riften Beggars and Nobles This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with. A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort. She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs. First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking. Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge. First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them. The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them. Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill him and Esmee is yours. Unwilling Bride In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape. If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them. For the location, click the spoiler. Once the way is clear, you can take Silvia with you. The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens. After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed. Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia. After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends. Thalmor Assets This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls. As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently. First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location. Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact. If the NPC's are loaded in DOM, it will require Resignation instead of Submission. Sisters of the North This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console: Sister of Battle The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you. There are multiple paths to complete this quest, though it will end the same for her: Once that Fjora is enslaved. The other two quest become available. Sister in Chains Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start. You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead. There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim. Once you find Soin, you need to get some answers from him. There are again multiple paths. Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats. This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well. If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes. As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved. Completing the quest will also result in a significant training boost for Fjora. Sister of the hunt This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera. You will need Fjora's help to progress on this quest. This will require: Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp. In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route. Jail market There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 randomly generated convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Once bought, they will receive a name from the Pahe name list. These prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training. The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture. Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine. The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets. If you want, you can turn this feature off. Speak to a guard in one of the three prisons, ask about the prisoners, and tell him that you don't want to see them again. Once the prisoners reset, they won't be replaced. To enable the feature back, speak to Belethor, or Ysolda if he's dead. Or use the console to turn it off: SetValue PqJailEnabledGlobal 0 and back on: SetValue PqJailEnabledGlobal 1 More details in the spoiler. Repeatable quests Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them. They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, and Garvey from the Markarth Warrans. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends. Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers. There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates. Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr. If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards. Collect ingredients Common 3 separate quests, 1 for each information broker An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons. When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it. possible ingredients: Collect bonds Common 3 separate quests, 1 for each information broker A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold. Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl. possible items: Wealthy Bandits uncommon 3 separate quests, 1 for each information broker The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich. This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest. Rescue The rescue quests are divided in subtypes, depending on the location it will send you to. You'll be asked to rescue a missing person from a dungeon. The captive is generated from your leveled lists, currently they are all female. The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well. All dungeons are in Skyrim, you will not be send to Solsteim. If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it. The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor. If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system. All captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc. There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments. Rescue from Bandits uncommon 3 separate quests, 1 for each information broker Locations: Bandit or Forsworn Reward for rescue: 500 gold Number of backstory dialogues: 11 Rescue from Mages rare 1 quest, can be obtained from each information broker Locations: Warlock or Hagraven Reward for rescue: 600 gold Number of backstory dialogues: 6 Rescue from a dangerous cave rare 1 quest, can be obtained from each information broker Locations: Vampire or Falmer or Draugr Reward for rescue: 650 gold Number of backstory dialogues: 8 Full list of all vanilla dungeons with the CaptiveMarker and their type: Sell Worker uncommon 3 separate quests, 1 for each information broker With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done. A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity. The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each. You'll be payed well, the price has a minimum of 800 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the DOM price. Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions. If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option. Once you've selected your slave, speak to the questgiver, and sell your slave. After selling, the quest ends and the sold slave is removed. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Sell a Custom Order rare 3 separate quests, 1 for each information broker If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices. You get a request for a slave with a specific type of training and possibly other characteristics. Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 1500 septims, and the price can go much higher. It is always more than the worth DOM shows. The base price is always multiplied by 1.5, so the price is at minimum 50% higher. There are always 5 conditions, these can be: *A specific race (60% chance) The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls) It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture. If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase. *Virgin (10% chance) (DOM only) The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality". If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins. If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price. *one or two major traits For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price. The requested training level ranges from 70 to 80 *minor traits (1 to 3) The rest of the conditions will be filled out with minor traits until there are 5 conditions. Minor traits in Pah are: Anger, Fear, Pose, Combat, Sex Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex (Note that if virginity is asked, none of the sex trainings will be asked) Training levels range from 65 to 80 For both minor and major traits, you'll get a bonus the more the requested training level is above 65. Exceeding the training level will raise the base price, and thus also the price that you'll get. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Reputation The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you. Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet. There are no negative consequences to a high reputation. Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it. If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests. The jail system will also count as +1 each time you buy them. General tips Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function. Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days. Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement. Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while. There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime. Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised. Diary of Mine If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework. If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette. NPC's that are loaded in Pahe will still require Submission, even if DOM is installed. Version 7 requires the Enthralled DOM7 Patch in the downloads. Earlier versions do not. The patch is esl flagged. In the comments, you'll find main files that are not dependant on PAH, these are experimental. More details on DOM versions: NPC appearance This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I use for my game. Different replacers will result in a different appearance. Body: 3BA with OBody NG Skin: Bnp with Racial Skin Variance -SPID Vanilla eyes: Improved Eyes Skyrim WIP This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback. Future changes and ideas: Changelog: Credits: Submitter a_random_user Submitted 12/01/2024 Category Adult Mods Requirements Paradise Halls Extended with Sexlab Addon, Fuz Roh D-oh Regular Edition Compatible No Install Instructions All files are espfe/esl flagged. Download and installation You will always need the main file: Enthralled Custom NPCs for Pahe If you want to use the Botox appearance of the new NPCs, you'll need Enthralled Botox Patch If you want to use the NPCs to have High Poly Heads and KSHairdos, you'll need the Enthralled High Poly Head and KShairdos patch Only use 1 appearance patch, let it overwrite the main file. The High Poly and KSHair patch comes with a light plugin patch. Load this after the main file. If you want the repeatable quests to use the Missive boards, you'll need Enthralled Missive Patch If you use Diary of Mine version 7, you'll need Enthralled DOM7 patch. Earlier versions of DOM do not need a patch. In terms of load order, the main file should load after the requirements, and patches after the main file. The appearance change patches must overwrite the files from the main file. Hard requirements: Paradise halls extended, with Sexlab addon Fuz Roh D-oh, for the silent dialogues And all their requirements, of these SKSE, PapyrusUtil, Jcontainers, and Sexlab are used in Enthralled. Soft requirements: optional, the mod will function fine without, but they add content. Diary of Mine (version 7 requires a patch, versions 5 and 6 do not) Appearance change patches: optional, these patches will change the appearance of the NPCs Patch for KS hairdo's and High Poly head Patch for Botox For Skyrim (incompatible with the High Poly Head and KSHairdos patch) Patches for other mod integration: Missives: The repeatable quests will be placed on the missive boards instead of the info brokers. Supported mods without patches Real Names - Extended: If RNE is detected, the automatic renamer from the jail and repeatable quests will be turned off in favor of RNE's system And their requirements. Problems and their solutions Npc's have the dark face bug. You can only have one of the appearance patches installed. Make sure that you have the requirements of the appearance patches, and that you have the latest version of them. Make sure that the patches overwrite the main file Npc's have colored smudges on their face. You have the dark face bug and Face Discoloration Fix installed. Face Discoloration Fix tries to regenerate the textures and meshes, but does it wrong. See the dark face bug above for solutions. After that, reinstall the textures and meshes (or the entire mod) from download as the original textures and meshes have been overwritten. The dialogue is invisible. Or the the subtitles plays to quick to read. Reinstall Fuz Ro D-oh.
  3. 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 minimum, tested working with newer current versions SKSE SE v2.0.7 minimum, tested working with newer current versions 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 alt start addon requires arthmoor's alt start pahe-dwarven suits patch requires Devious Devices expansion 4.3 or 5 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 version8: 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 The Slaver's Spellbook 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 128 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM huge 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 escape rules and prevention: first if they're above submission setting, wearables won't matter next if they're below the setting, but wearing a leash collar, submision won't matter devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state" ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge 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 or use "home sweet home" mod or aygas npc dialogue fixes list: 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 mo 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. installation method when installing fresh or reinstalling everything: Troubleshooting If you're experiencing weirdness, here are some troubleshooting tips: do Not use an sse edit autoclean, those are not identical to master records being deleted -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 soonfixed - Rebooting as above can solve a lot of weirdness. -sometimes best to leave the console open when resetting a slave or restarting the mod - 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 but not required: PAH Home Sweet Home by Musje aygas(and you get a slave) by Musje look for sse versions of these mods, recommended but not required: 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: AxarT for the expanded lakeview dungeon addon AVS for the dwarven suits ground objects devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a Hambam9871 for the original miaslair patch 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)(obsolete) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors fomod by tznvlw PERMISSIONS - You can NOT post any derived works of this mod (= mods that contain portions of my code) outsides of LL without my explicit permission. - You can NOT repost or reupload this mod without my explicit permission. - You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of pahe's scripts or ESP in your mod) as future updates might break mine, yours and other mods if you do. - You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs. - You can NOT publish a full or partial fork of pahe (as in using it as a base for a project offering similar functionality) without my permission. Submitter CliftonJD Submitted 07/03/2018 Category Quests Requires Skyrim SE, SKSE SE, skyUI SE, FNIS SE, SexLab SE, Zaz and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod Regular Edition Compatible No
  4. 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: 8.0.8 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 alt start addon requires arthmoor's alt start devious devices addon removed(further info below) Pahe_Dwarven_Devious_suits requires Devious Devices expansion4.3 or DD5 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 some saves seem to have the scripts burned in too deep to update proper: if you see the above info in your log, you need a new or clean save....unless its already a new save, then you forgot to update the esp 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 * 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 escape rules and prevention: first if they're above submission setting, wearables won't matter next if they're below the setting, but wearing a leash collar, submision won't matter devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state" ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge Instructions to avoid the famous naked bandit bug, check mcm first and choose to disable the naked outfit - if you later see a dialogue to add the outfit to a slave, choose carefully - if its, not a unique npc, the outfit will be seen later as naked bandit bug(when next npc twin spawns like it) 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. paradise_halls.esm AND paradise_halls_SLExtension.esp .....MUST be added to the game at the same time 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: AVS for the dwarven suits ground objects devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a Hambam9871 for the miaslair patch 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 PERMISSIONS - You can NOT post any derived works of this mod (= mods that contain portions of my code) outsides of LL without my explicit permission. - You can NOT repost or reupload this mod without my explicit permission. - You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of DCL's scripts or ESP in your mod) as future updates might break mine, yours and other mods if you do. - You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs. - You can NOT publish a full or partial fork of pahe (as in using it as a base for a project offering similar functionality) without my permission. 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
  5. View File Seeker! Know you now that you hold in your hands the life's work of the great mage Korneum, often called "The Objectionable", though rarely to my face and always by lesser minds, jealous of my intellect. --Korneum The Objectionable. This is a collection of utility spells that make life easier for the average slave trader. I'm going to start simple and get more complicated as I go, so hopefully when RL strikes and I have to concentrate on other tasks, at least there will be something useful here. There are also some tattoos and there may be misc other stuff as time goes on Documentation I set up a blog entry with the documentation. t's easier to maintain that way. Installation Slavers_Spellbook_<version>.7z. is the main mod file. Install that in the usual way. Slavers_Spellbook_slhp.7z has a couple of spells specific to SexLab Hentai Pregnancy. The detect pregnancy and black soul gems and need SLHP's pregnancy faction to work. If you're using SLHP, install this. slavetats_pahe is a quick hack so that PAHE slaves appear with their new names in the slavetats menu. No more trying guess which of seven Bandits is the one you want to change. Doesn't do anything without slavetats, obviously. slso_exposure_rate tweaks SexLab Separate Orgasms so it doesn't set ExposureRate to 1 during sex. Means you magically induced nympomaniacs will now fuck like the sluts they are. pahe_slso allows sex training/discipline to be more effective the more times your slave orgasms. Melt her brain and she'll be much more co-operative. slhp_display_names gives pregnant slaves their assigned names on the pregnancy list. Other Mods These are all designed primarily with PAHE, SLSO and Hentai Pregnancy in mind. But they should be useful for anything that uses SexLabAroused, although the spells are generally designed not to affect the player. I'll just leave these here. Notes These are basically all wrappers around SexLab Arousal Redux. You can't do anything with these that you couldn't do with the SLA MCM Puppet Master tab, but this allows for a bit more immersion and roleplaying. Essentially, I was doing this anyway through the MCM interface, and I finally decided to make a nicer way to do it. Currently you need to add the spells through the console. I have plans for a bit of a quest to get them, but on the basis of "keep it simple", I'm doing the spells first and the quest second. (there is a book in Cronvangr Cave now, but it doesn't seem to work yet. Even when it does it should be considered as a stop gap measure). If I get all that done, then I have tentative plans for conjured restraints (Bound Bindings), some training enhancers. Maybe a vendor, and some options to turn Convangr into a base befitting a vampire late-sleeping slave trainer. I'll probably move the PAHE/SLSO patch and the SlaveTats/PAHE patch to this page as well, assuming the respective mod authors don't want to incorporate the code. (I have no idea if it's SSE compatible or not, so I put "no". Feel free to try it out and see) Submitter DocClox Submitted 02/27/2019 Category Misc Sex Requires SexLab, SexLab Aroused Special Edition Compatible No Submitter DocClox Submitted 02/27/2019 Category Misc Sex Requires SexLab, SexLab Aroused Special Edition Compatible No View File  
  6. Description This entry is to describe some of the basic functions of Paradise Halls and how you should use it and really what it does at its core. If you are a long time user of the mod you can probably head over to the other entry "The Diary of Mine Guide" or keep reading if you want to maybe learn something new! Otherwise, this guide is meant for newbies to the Skyrim slavery game, so if you find yourself wanting to understand the mod better, then this is a good place to start. What is PAHE? Well Paradise Halls Extended is simply a slavery mod for Skyrim, except unlike many other slavery mods on LoversLab, this one has the player doing the slaving, rather than being the slave. This mod makes it possible to enslave nearly any humanoid NPC (and even some non-humanoids) and train them into obedient servants. With the whip, the collar, and the aptitude, any Dragonborn can be a slaver themselves! So then, let's get started. Preparation So before we start capturing our slaves, there is some preparation we need to do first. Specifically, we need some specific supplies to make our capturing (and keeping) of the slaves simple. I will describe some immersive and roleplay friendly options, as well as some "it's just magic" options, depending on what you may prefer. The first thing you'll need is a collar, now if you only have Paradise Halls installed, you have two collars available to you. The first is the "Iron Slave Collar" this one can be crafted for two iron ingots at any forge. The second is "Iron Slave Collar of Leashing" which has many more requirements to craft at a forge, but there is a good reason for that. To explain this better, we have to address the mechanic of "Leashing." Leashing means your slave has a "leashing item" equipped, like the Collar of Leashing I just mentioned. In the MCM menu for this mod, you can alter the setting "advanced leashing collar." If this setting is turned on, it means any leashing item will make it so your slave will never try to escape. If it is turned off, your slave will try to escape at times, but if you use the "Leash To" spell (this can be found in Farengar's Study if you activate that plugin, otherwise use console or AddItemMenu to find the tome), you can tether them to an area using magic, which means they will never be able to escape from that area. Additionally you should know that all collars from DeviousDevices count as leashing items, which means they act the same as the original, and any blindfold from DeviousDevices is leashing too. Also, any "cuff" restraints from ZazAnimationPack are leashing. (These are the ones that are both ankle and wrist restraints, like "zbf wrist cuffs leather") So what does all this mean? Well pretty much before you go capturing slaves, you will want to have some leashing items, or be prepared to chase them down regularly until you get a chance to train them. If you want to have leashing be more magical then use leashing collars and spells. If you want an immersive way of keeping them from running, then try a blindfold or wrist/ankle restraints. Bring whatever you want, just make sure you have something! The Capturing So now you have your equipment and you want to go catch some slaves right? Good! Well this section is about how you can catch them quickly and effectively. I'll show you some methods that I've used before. Keep in mind that each method ends like this once you press the enslave button: The NPC will die, and then reappear. Talk to the reappeared slave and say "shut up and put this on" you have the opportunity here to put on or take off whatever you want from them, I recommend giving them whatever collar and restraints you chose at this point, and I personally take their shoes, helmets, and gauntlets, but it's your game! Method I: Submission So the first way to capture a slave is to damage them until they fall to one knee and say something like 'mercy!' or whatever. At this point, you can press 'E' on them and select "Enslave (pah core)" and they will be captured. Easy peasy, except sometimes you can kill the one you want on accident, which is always sad Method II: Health The next method is even more simple than the first, when an NPC's health is low enough, you can walk up to them and press 'E' to enslave them on the spot. You can alter this value in the PAHE MCM. Method III: Defeat My personal go-to method. If you have SL Defeat installed, you have some cool options. Essentially, if a slave is tied up or surrendering in Defeat, you can talk to them and enslave them through dialogue there. You can do this by sneaking up behind someone and pressing 'G' with a weapon out to surrender them, and then tie them and come back later to enslave. Or you can bash someone from behind while sneaking and they will fall down, bash them again and they will be knocked out, you can wake them up later and enslave them that way. Miscellaneous Methods In the MCM, you can toggle other enslavement methods, including fun stuff like paralysis and fleeing, to make some more mage slaver archetypes viable! The Stats Upon starting the mod, you will see you have a new Alteration spell, "Slave Info." Casting this will show your slave's training stats. They are: Submission Fear Anger Respect Pose Sex Combat Submission This is the main indicator of your slave's training. Almost everything in PAHE is based off of this number. It starts at 0 and is raised by any punishment (more on that later.) Slaves will run away whenever their submission is under 60 by default, you can change that number in the MCM. At 40 submission, you can tell your slave to address you properly and they will start speaking more respectfully. Fear In regular PAHE, Fear training doesn't really have any function, and is sometimes raised at seemingly random times, it is a leftover value from when the mod was being developed years ago. You can ignore it. Anger Anger is the same as fear, it doesn't do anything and goes up randomly. Ignore this one too. (It is used in Diary of Mine, check out the other entry to find out more) Respect When you tell your slave to address you properly, the chance of them doing it is based on respect training. Respect training is raised by punishing them when they forget, at at 100 respect training they should almost never forget. Pose Pose is also not used in regular PAHE, but it is used by Home Sweet Home and Diary of Mine. Check out those mods or my Diary of Mine guide to find out more. Sex Sex training is how good your slave is at being sexually pleasing. You can raise this by telling your slave you will fuck them, and then afterwards their sex training will increase. The level of training also determines how likely they are to agree to have sex with you, if they disagree, aggressive animations will be used. Combat One nice utility of having slaves is that you can order them to fight for you. The slave will have to have some combat training first. If they have little to no combat training they won't help you in a fight, but at high combat training they will throw themselves into the fight to protect you. The Training Submission and Respect You can increase submission by punishing the slave, either through whipping, sex, or restraining them. You can punish them whenever you want, and sometimes there will be special occasions for it, like catching them after they run away for example. At 40 submission, you can say "Ok slave, from now on you will address me properly." From this point on they will try to use respectful dialogue, but the success chance is based on their respect training. To raise respect training, just punish them when they "forget" to address you properly. After a while, it will be near 100 and they'll almost never forget to be respectful. Sex To raise sex training, just say "Ok slave...I'm going to fuck you." The slave will either agree or disagree, and three dialogue options will be shown. (oral, anal, vaginal) If the slave agreed, then consensual options will be shown, if not, the non-consensual options will be shown. Either way, fucking the slave will raise their training each time. Keep in mind that anal, oral, and vaginal training is all tracked separately and are all used to come up with the overall sex training number, so doing all three will raise it somewhat faster than just focusing on one. Combat To train this one, say "Ok slave...From now on you are going to fight for me." Again they will either agree or disagree. If they disagree, try raising their submission more and try again. If they agree, then you need to get into combat with any enemy. After the combat is over, talk to the slave and say "Not in the mood to fight, eh?" and then either punish them or warn them, your choice. You can do this every time the slave is reluctant to fight, and eventually they will never hesitate and you won't have to train them anymore. Ties and Punishment If you tie your slave up, all training is more effective and the slave will only have a small chance to escape. You can even leave them in a different room for a little while, but too long and they can escape their binds. Ropes are the easiest to escape from, leather is harder, iron is hardest. Ropes are free, leather needs either leather strips or leather cuffs from ZazAnimationPack, and iron needs iron cuffs from ZazAnimationPack. The Conclusion I believe that covers all the basics for PAHE, ask any questions down below or at the PAHE thread located here: https://www.loverslab.com/topic/102948-paradise-halls-enhanced-pahe-special-edition-with-the-customary-addons/ And please check out my Diary of Mine guide for details on that amazing mod! Thanks for reading!
  7. Diary Of Mine - Stories View File This mod modifies the default quests for a few NPCs to make them aware of the Diary Of Mine possibilities. Voices are from xVaSynth 3.0. You need DOM version 5.4.3 or newer for the stories to work. Version 1.0.4 is to be used with DOM 5, 1.0.73 with DOM 7.2 to 7.5, and version 1.0.8 with DOM 7.6+ So far, only the story of Camilla Valerius is completed, with two quests. the story of Saadia is WIP with a few DOM aware dialogues. The Story of Camilla A lovely Letter The Golden Claw The Story of Saadia In My Time of Need WIP Submitter TrollAutokill Submitted 05/21/2024 Category Adult Mods Requirements Diary Of Mine Regular Edition Compatible No
  8. Version 1.0.82

    7,165 downloads

    This mod modifies the default quests for a few NPCs to make them aware of the Diary Of Mine possibilities. Voices are from xVaSynth 3.0. You need DOM version 5.4.3 or newer for the stories to work. Version 1.0.4 is to be used with DOM 5, 1.0.73 with DOM 7.2 to 7.5, and version 1.0.8 with DOM 7.6+ So far, only the story of Camilla Valerius is completed, with two quests. the story of Saadia is WIP with a few DOM aware dialogues. The Story of Camilla A lovely Letter The Golden Claw The Story of Saadia In My Time of Need WIP
  9. View File Dark Additions - This mod currently adds an underground hideout to each of the base game player homes and all 3 Hearthfire homes. - Breezehome Underbelly has 8 jail cells, a master bedroom, a guest bedroom for 2 followers, and a bathhouse. - Honeyside Hideout has 8 jail cells, a master Bedroom, a guest bedroom for 2 followers, and a bathhouse. - Vlindrel Sanctum has 6 jail cells, a master bedroom, and a guest bedroom for 4 followers. Also has a steam bath in the central room and a shrine to Nocturnal accessed by the purple flame in the master bedroom. - Hjerim Underhall has 8 jail cells and two master bedrooms. Both master bedrooms have a bathhouse hidden behind a wardrobe. - Proudspire Cloister has a whole lot more to offer than any of the others. It's like having your own private Guild Hall beneath the streets of Solitude: - Master bedroom area that includes a guest room with 2 single beds. - 4 Additional guest rooms, each with a double bed. - 2 Commons, each with 4 single beds and their own bathhouse. - Vampire Quarters similar to the Master bedroom area, but with coffins and different decor. - Full workshop. (Smelter, forge, workbench, sharpening wheel, tanning rack, wood chopping block.) - Training facility. Let's face it, this place is really just for show. You can definitely use the archery ranges if you want, but the weapon racks and the weapons on them are static. - Proudspire Prison can be accessed from the Master bedroom area or the Vampire area, and has 8 total jail cells. - Lakeview Manor/Windstad Manor/Heljarchen Hall each have 6 jail cells (4 small, 2 medium), 2 bedrooms with a double bed, 2 bedrooms with 2 single beds, two common rooms with 4 beds each, a bathhouse, and a Vampire lair with 5 coffins. - The Breezehome Underbelly hatch is on the right side of the house - just off the walkway that runs between Breezehome and Warmaiden's. The Honeyside Hideout hatch is toward the garden area directly beneath the window before the cart. Vlindrel Sanctum's is to the right as soon as you reach the top of the steps that lead to Vlindrel Hall. The entrance to the Hjerim Underhall is directly to the right of the door. Proudspire Manor is the exception, with the hatch being in the enchanting room with the mannequins on the lower level of the house. You really can't miss it. The trapdoors to the Hearthfire Menageries are in the cellars next to the mannequin. - All of them require the same keys you use to get into the player homes. (Example: Vlindrel Sanctum requires the Vlindrel Hall key, etc.) Proudspire Cloister is once again the exception to the rule here. It's inside of the house, so there was no need to lock the hatch. (Also not needed for the Menageries.) - All clutter items are static. (aka they're goin' nowhere.) - Any crates you see are storage containers, and all storage is safe. (Note: Proudspire Cloister has a handful of storage containers that already have things in them. They're also set to respawn - but I'm not actually sure that they will. The effected storage containers are marked as Ale Barrel, Mead Barrel, Wine Barrel, Moon Sugar Stash, Sap Shipment, and Skooma Cupboard. The Vampire lairs in the Hearthfire Menageries also have a small handful of containers set to respawn behind the ladders. The "Blood Potion Barrel" and "Redwater Skooma Crate". Once again, not really sure if they'll respawn or not.) Submitter ShadowProctor Submitted 05/22/2023 Category Regular Mods Requirements Skyrim Special Edition, Hearthfire DLC, Dawnguard DLC Regular Edition Compatible No  
  10. Paradise Halls and Addons (DoM, HSH, AYGAS) - Voicepacks View File What's all this? These are voicepacks for Paradise Halls and its famous addons Diary of Mine, Home Sweet Home and And you get a Slave for the all in one slavemaster experience now fully dubbed in English. How did you create the voices? I used Dan Rutas SKVASynth which is an "AI tool for generating high-quality voice acting lines using voices from video games". So every NPC will use it's correct voice when saying the new lines. Like this: DOM02Dialo_DOM02DialogueTa_0045AABA_1.wav DOM02Dialo_DOM02DialogueId_001B5D6C_1.wav DOM02Dialo_DOM02DialogueAn_00501CA6_1.wav DOM02Dialo_DOM02DialogueAn_004ED84F_1.wav DOM02Dialo_DOM02DialogueAn_0051B30A_1.wav Will this kill my save-game? No, these are all just audio files packet into an BSA Archive, you can install, update or remove them whenever. No scripts that run and nothing that gets saved to your game. I have an older / never version of PAHE or DoM or XXX. Can I still use the voicepack? That depends. Most of the time, only a few lines change from one version to the next, if even. Most likely you will still have 95% of the dialogue dubbed, only the new lines will be silent. Worst case scenario, you won't hear any audio or the dub doesn't match the subtitles. I will try to keep up with the mod version, especially when a lot of things get changed in the dialogues, which is the case for DoM major version, the DoM 3.4.x voicepack will work for all DoM 3.4 version, DoM 4 however changes quite a lot, so the v3 voicepack will not work with DoM v4. I'm still using Skyrim LE? When you use MO2 as your Mod Manager you can just tell it to unpack the BSA and use the loose files. (Don't do that when your have SE, since the SE Engine suffers from greatly increased loading times when there are too many loose files and the voicepacks have a LOT of files.) You can repack the BSA with the old LE file version with this tool, but that's optional. I can't hear anything? Did you run FNIS? Jokes aside, did you install the file to the correct folder? (use a Mod Manager) Do you use LE and forgot to unpack the BSA files? Do you have the main mods installed? Why are all files just .URL? Well, since there are quite a lot of audio files, the packs tend to become quite large, from ~1GB for HSH and AYGAS to around 3GB for DoM and LL does not like big files, so these are download links to the MEGA Filehoster. (If you now a better way of doing that, let me now.) DoM 5.1x and 5.2x: all ~160k lines for all voices in one pack (3,9GB) all in loose files, so compatible with Skyrim LE/SE/VE synthesized with the new v3 voice models for even better quality all voices post-processed with ffmpeg denoise, de-ess und sxr upscaler for 16Bit 44.100 Hz quality all lines processed with CK lip synchronization DoM 4.0: - DISCONTINUED - One Pack to rule them all Includes all Voices in two BSA archives generated with the (new outdated) v2 voices of xvasynth PAHE 8.1.9+: works with PAH 8.2.0 All unique and none unique voices in one BSA. The ESP is empty and ESL flagged. It's just there to trigger the loading of the BSA. HSH 1.29+: works with HSH 1.33b The pack includes all unique and non unique voices. generated with the (new outdated) v2 voices of xvasynth AYGAS 0.60a+: works with AYGAS 0.63b The pack includes all unique and non unique voices. generated with the (new outdated) v2 voices of xvasynth SexLab TDF Prostitution and Pimping 2023: since the last Voicepack for TDF I found was still for an old version and created with XVASynth 1, I just went ahead and made a new one packed into BSA synthesized with v3 voice models all voices post-processed all lines with CK lip synchronization Submitter Jasmine92 Submitted 12/16/2022 Category Adult Mods Requires Paradise Halls, Diary of Mine, Home Sweet Home, And you get a Slave, TDF 2023 Regular Edition Compatible Yes
  11. NS Working Slaves SSE View File ---------------------------- Header: ---------------------------- Written in the year: 2023 Month: 07 Day: 23 NS Working Slaves V1.10 / V2.1.3-Realise 8 Status: Considered Final, until proven bugg found inside, or future need to be added. ---------------------------- What this mod do: ---------------------------- Make possible store your pahe/dom slaves in a workplace, use them as free labor force to produce you stuff, and same time free up PAHE/DoM slave Slots. More details in the user manual found down of this page. ---------------------------- User Manuals: ---------------------------- User Manual For Version 2.1 R5 WorkingSlaves-UserGuide.txt Advanced user guide for Version 2.0 R2-R5 ( no changes made ) WorkingSlaves-AdvancedUserGuide.txt Modmaker Guide Version 2.1 R5 Workingslaves-ModMakersGuide.txt Sex Modul Guide 2.1.3 R8 ( updated with the new external scripts ) : WorkingSlaves-SexModulGuide.txt ---------------------------- About files - or what i shuld donwload? : ---------------------------- Simple solution: WorkingSlaves-AIO All the avible addon plus working slaves file packed to one. for those who wish to use all the optional functions. The avbiel version always contain the last version of all possible addon! This package not contain the modders only things! Option B check out the file list and dicide what you need! ---------------------------- File list - what file do what: ---------------------------- WorkingSlaves -V2.YYY Main file for the mod you need it. WorkingSlaves-PatchForV2.1.Zip Contain a bugfix, that effect only the external usage of working slaves. no update needed just install this file let owerite the WorkingSlaves.bsa then you done. The bug nested inside a function. This bug not effect normal game play only if external mods attempt to use thie function called "ExternalMakeWorkplace". Other files: these files are addons that adds new stuff to working slaves. they are 100% optional. You not need them to use the working slaves. Think this files as extras stuff you can add for your meal: like bonus ketchup for potato. Workingslaves - ChestAddon: Adds few bandit camp/mines production and sample chest so you not need place them. WorkingSlaves - Addon Fast Slave Transfer: Changes a bit how slaves transfered from pahe and DOM. making the transfer procces bit faster. WorkingSlaves-Addon-SexModul: Adds a new modul: sex modul. Make possible create 40+ actor orgie anywhere! All non hostile npc from current loaded location going to particapate it. Added bonus if the orgie happen a workplace after evry aprticipant you get production bonus! Makes possible to sex with active working slaves. Supports Toys and SexLab, for giant orgies with max numbers you need use lovers lab. WorkingSlaves-Addon-TestModul: Modders only stuff, its a sample how to make modul to working slaves. i used this exact file with this scripts to test out and make the sex modul. WorkingSlaves-Addon-QuestModul: This one contain 2 quest( probably 10-15 minute playtime, ) lot of possible ending. plus few suprise event . A Slave Storage space for 10-15 slave. Some random events made for this place, that happen randomly. The quest contain a tutorial that can be switched off from the menu system. To start the quest need enter Belethor Store in whiterun. NSWorkingSlaves_OldVersion_ForModders_ToStudy: This one here for users and modders who wish to see what happen if a lot of record made persistent. This is the old V1.xxx versions of the working slaves. During devlopment i made a disign mistake, that lead multiple skyrim.esm record persistent. just check out embershard mine in xedit( or SSE Edit if you like ). if you make a mod that delete half of embershard mine bandits then let say add the lod order of yours before NSworkingSlaves. Well my mod going to undelete the bandits or bug out becuse the disign error i made. WS-ModdersPackage Contain sample file, a new cell called: WSSamplceCell. The cell contain 2 prepared chest one sample, one production. plus 4 barel a trigger prepared to start a workpalce in this cell. the cell added to WSSampleLocation. This file demonstrate how to make a WorkingSlaves Frendly location with a triger script that automaticly start the workplace here upon player entering the script area. The script fires by default only once then disable self. Can be changed the behavior to fire multiple time if need be. Or a mopd maker can extract the code from the script source to use own mod to tigger making new workplace. ---------------------------- News, plans, open notes: ---------------------------- Update: 2023-06-10 I consider this mod finished and complite. The modul serves its original goal. if users send me future request i might add to it, if i recive bug report i fix it. ---------------------------- Recommended Mods: ---------------------------- Toys users: -Toys framework + toyboxes +toystory +SLAVE if you use toys a lot i suggest check out: NS ToysMaker so you can craft own toys/keys PAHE users: -NS Actor protector so you can punish your slaves long as you like they not going to die -HSH, AYGAS, DoM -- all fantastic mods! -Traders Sell ZAZ - you can buy new zaz items for your slaves at cheap prices... (and restrained slaves behave better) -Billy Anim packs or other anim packs for mass orgy animations -Filty Heritage This one get a new addon made specificly for working slaves! PAHE - DOM -HSH- AYAGAS Voice packs ---------------------------- Credits: ---------------------------- Very big thanks for @CliftonJD the help with PAHE transfer script, and the endless patience. To the community that giving ideas, feedbacks! its means a LOT! Thanks for @InsanityFactor for fixing this discription. :) For @KHCN for fixing my spelling mistakes inside the mod! For @TrollAutokill giving me lot of help with DoM - NSWS slave transfer, plus tips how to transfer slaves beatwen PAHE and NSWS. ---------------------------- Thanks giving: ---------------------------- Thanks for Toys team making this fantastic frame work! Thanks to Ashal and all who working/worked SexLab Frame work! Special thenk to AutoTrollKill author of DOM! For @Ultima1990to reporting nasty script messup bug i not noticed my testing. for @Arthurj650 to discovering lot of bugs and shade light i need make a more detailed guide. for @DocClox idea Quality of life changes: working slaves inventory opening. for @Pfiffy ida of option to disable/remove slave quest markers. ---------------------------- Permissions: ---------------------------- This mod is meant only for the Loverslab community, DO NOT upload on other sites. It is okay to: -Convert to other Skyrim versions and upload to Loverslab -Translate to other languages and upload to Loverslab -Make this mod a part of other mods (as long as credit given and the mod is completely free.) -Make patches/addons to for this mod (if this happens please let me know and I will put a link to it here and you'll make me very happy :)) Its not okay to: -Upload other sites, without explicit permission from me. -Use part of other mod/work that is not completely free. Special permissions: CliftonJD has unlimited permissions for this mod. Please don't touch the scripts that link up with PAHE. These scripts come from CliftonJD, not me. Submitter Nonseen Submitted 12/21/2022 Category Adult Mods Requirements Skyrim Se 1.5.97, PAHE,DoM(optional), SexLab Framework(optional), Toys(optional) Regular Edition Compatible No  
  12. Hello! I am back with a new little project. I want to create a working modlist for SKYRIM VR edition. So far I have a beautiful platform with updated graphic, most recent standard quest mods and the full Ostim Standalone working set. I would like to attempt to switch over Ostim with Sexlab animatioins and content. If Pandora would allow, I may even keep Ostim as I have tested on the SKYRIM SE/AE they can coexist if done carefully. I anticipate having in this modlist DOM, PAHE, Devious Devices NG at the minimum. If anyone feels to contribute, please suggest more mods to add down here. Clearly, I would like NOT to introduce instabilities if the mods are too old/no longer supported. And clearly, if the interface for any reasons is not compatible with VR (most are ok), that is a no go. A final confirmation please. Is Sexlab v1.66b - 01/18/2024 the release best suited for VR? Best Regards!
  13. Version 1.2.6

    7,437 downloads

    - This mod currently adds an underground hideout to each of the base game player homes and all 3 Hearthfire homes. - Breezehome Underbelly has 8 jail cells, a master bedroom, a guest bedroom for 2 followers, and a bathhouse. - Honeyside Hideout has 8 jail cells, a master Bedroom, a guest bedroom for 2 followers, and a bathhouse. - Vlindrel Sanctum has 6 jail cells, a master bedroom, and a guest bedroom for 4 followers. Also has a steam bath in the central room and a shrine to Nocturnal accessed by the purple flame in the master bedroom. - Hjerim Underhall has 8 jail cells and two master bedrooms. Both master bedrooms have a bathhouse hidden behind a wardrobe. - Proudspire Cloister has a whole lot more to offer than any of the others. It's like having your own private Guild Hall beneath the streets of Solitude: - Master bedroom area that includes a guest room with 2 single beds. - 4 Additional guest rooms, each with a double bed. - 2 Commons, each with 4 single beds and their own bathhouse. - Vampire Quarters similar to the Master bedroom area, but with coffins and different decor. - Full workshop. (Smelter, forge, workbench, sharpening wheel, tanning rack, wood chopping block.) - Training facility. Let's face it, this place is really just for show. You can definitely use the archery ranges if you want, but the weapon racks and the weapons on them are static. - Proudspire Prison can be accessed from the Master bedroom area or the Vampire area, and has 8 total jail cells. - Lakeview Manor/Windstad Manor/Heljarchen Hall each have 6 jail cells (4 small, 2 medium), 2 bedrooms with a double bed, 2 bedrooms with 2 single beds, two common rooms with 4 beds each, a bathhouse, and a Vampire lair with 5 coffins. - The Breezehome Underbelly hatch is on the right side of the house - just off the walkway that runs between Breezehome and Warmaiden's. The Honeyside Hideout hatch is toward the garden area directly beneath the window before the cart. Vlindrel Sanctum's is to the right as soon as you reach the top of the steps that lead to Vlindrel Hall. The entrance to the Hjerim Underhall is directly to the right of the door. Proudspire Manor is the exception, with the hatch being in the enchanting room with the mannequins on the lower level of the house. You really can't miss it. The trapdoors to the Hearthfire Menageries are in the cellars next to the mannequin. - All of them require the same keys you use to get into the player homes. (Example: Vlindrel Sanctum requires the Vlindrel Hall key, etc.) Proudspire Cloister is once again the exception to the rule here. It's inside of the house, so there was no need to lock the hatch. (Also not needed for the Menageries.) - All clutter items are static. (aka they're goin' nowhere.) - Any crates you see are storage containers, and all storage is safe. (Note: Proudspire Cloister has a handful of storage containers that already have things in them. They're also set to respawn - but I'm not actually sure that they will. The effected storage containers are marked as Ale Barrel, Mead Barrel, Wine Barrel, Moon Sugar Stash, Sap Shipment, and Skooma Cupboard. The Vampire lairs in the Hearthfire Menageries also have a small handful of containers set to respawn behind the ladders. The "Blood Potion Barrel" and "Redwater Skooma Crate". Once again, not really sure if they'll respawn or not.)
  14. PAH Slave Cart View File This mod adds a slave cart and slave pack horses. The slave cart can be bought from Pardo at the Restless Hunter. You'll find the cart outside at a little distance from the Hunter. It can carry up to 5 slaves safely (they won't escape while in the cart) To get a slave into the cart, tell them "Get in the cart, you" To get them out, click the cart and select the slave to remove To ride the cart, click it and select Mount. You can steer the cart yourself. After mounting, give it 5 seconds or so to stabilize. The pack horses can be bought at any stables. They can carry 2 slaves at a time. To get a slave on the horse, tell them "Get on that horse" Click the horse to remove the slaves The horse will follow you, but you can hobble it to make it stay, or leave it at a stable (after removing any slaves from it) Run FNIS after installing This is all very much in beta! It's a combination of stuff from a few private mods and a pre-build of ZAP9. It shouldn't break your game, but store your last good save somewhere. Submitter Musje Submitted 10/30/2020 Category Other Requires PAHE, Home Sweet Home, Special Edition Compatible Yes  
  15. Acheron - Diary of Mine Addon View File This is an addon for Acheron to use Diary of Mine for PAH via the "Hunter's Pride" menu. Requirements - Acheron and it's requirements - Paradise Halls Enhanced (PAHE) and it's requirements - Diary of Mine for PAH and it's requirements Load Order Acheron [...] PAHE [...] Diary of Mine [...] Acheron - Diary of Mine Addon Known issues - The "Defeated" prompt stays until Diary of Mine is done with capturing, this is by design. "Rescuing" actors before capture caused them to have a bit of time to run away (0.5 seconds), I felt like this was the better compromise. Any not-cloned actors (by default uniques, can be changed in the Diary of Mine MCM to include spawned ones, too) will get rescued *after* the capture is done. That means they'll get back up and not stay in the bleedout animation. Submitter Miss Corruption Submitted 06/16/2023 Category Adult Mods Requires Acheron, Paradise Halls Enhanced(PAHE), Diary of Mine for PAH Regular Edition Compatible No  
  16. Hearthfire Dungeon Addon View File Hearthfire Dungeon Addon Ever wished your Hearthfire home had more storage space? Maybe a little extra storage space. Or maybe what you were really hoping for was a place to keep all those slaves, naughty followers, captives, and other NPCs you've collected and have lots of options to play with them? Well wait no longer because that is exactly what this mod gives you. The Hearthfire Dungeon Addon adds a large dungeon space to each of the cellar of Heathfire homes you can build in Skyrim. The space branches off the main cellar, first adding a small storeroom where you can keep extra books, loot, ammo and other items. Further down it adds a large main room where you can display and play with slaves and NPCs. In this area you will find many activator icons allowing you to install and swap various ZAP furniture options (more than 40 options are included) as well as three different bed style, or just pack them away to make room for your own options either added with console commands, Display Model, or whatever other furniture placing mod you wish to use. From the main room you can enter the upper grotto pool area where you can sit and relax in a natural cave. Or head down to the prison room where your slaves can sleep, or keep them in kennels, the choice is yours. Finally there is the lower grotto where slaves from the prison can bathe and relax after a hard day of being played with (and you can watch them from the upper grotto). The space includes many other features. In the storeroom you will find an Elder Scroll display case where you can store your Elder Scrolls. There is an arrow ammo storage display that changes according to the type of arrows you have stored in it at the time giving you a visual reference as to what types of arrows you have. There are book cases, weapon racks, chests and strong boxes to keep various other odds and ends. If you happen to be a vampire, your crafted coffin now has a new location in a hidden room that only becomes revealed after crafting the coffin. The pool area include the oft used feature of stripping naked those who enter, but there is the additional feature of being able to turn this function off (look for a basket containing clothes by the entrance to the upper grotto, just click it and the clothes disappear out of the basket, if the clothes are gone the script is off, if the basket is full the script is on). Torch sconces through out the space allow you to dynamically adjust the light levels to whatever suits your personal taste. Just place or remove torches in the sconces to turn on or off additional lighting. Additionally, in the main hall there are some new furniture options as well. You can now freely swap the dining room table set with an alternate chair set or large furpile bed set or just pack them all away. The controls for this are on a shelf just above where the main room workbench appears. Also, I made some of the main room items on the mantle static so they aren't constantly being knocked around. All interior cells now have COC markers so if you use console COC commands you appear at the entrance where you should. Cell ownership is set to the player and I adjusted the interior fog (greatly reducing it). Installation: Installation is easy, either use your favorite mod organizer or manually install the esp and bsa file into your data folder, there are only two files so its easy to keep track off. Enable the mod in your load order and go. NOTE: You do not need the (Loose) version, download that only if you want to peek under the hood and see how the scripts work. Uninstalling: Uninstall with your favorite mod organizeer or just delete the esp and bsa file from your data folder, save and then use a save game editor to clean scripts beginning with BYOHD_ from your save game and you're done. Requirements: Skyrim.esm Update.esm Dragonborn.esm Hearthfires.esm Dawnguard.esm ZAZAnimationPack (version 8.0 or higher) Recommended Mods (NOT required but this mod works well with them): PAHE (Paradise Halls Enhanced) Home Sweet Home Interactive BDSM And You Also Get A Slave I'll Take the Display Model Sexy Bandit Captives SE Version: None for the foreseeable future. Known Conflicts: PAHE Lakeview Cell Addon (this mod will cause the pool water to not look correctly IF it is placed after the Hearthfire Dungeon in your load order. If you wish to use this mod, make sure it is placed BEFORE the Hearthfire Dungeon Addon in your load order) If you are using my older version of this mod previously shared in my Prettier Bandits support thread, make sure you remove all torches and fully uninstall that mod before installing the new version or you may get some odd torches issues. In Game Usage: Install the mod into a new or existing save game. Craft one of the Hearthfire Homes, build the cellar, as soon as the cellar is built the dungeon is there (fully functional) Have at least 20 torches in your inventory (40 will be enough for the full dungeon) Head down to your new dungeon and use the torches to adjust the lights the way you want. Activate whatever furniture options you like, you can change them as often as you want. Explore and enjoy! History: Credits: CPU - for scripting lessons, scripts, patience and encouragement Ed86, Musje and Valcon767 for additional scripting advice T.ara for advice on some of the furniture placement and options Psalam, Karlpaws, Donttouchmethere and Valcon767 for being a great bunch of beta testers, making lots of suggestions and generally helping make this mod what it is. Stalactites are by Leodoidao available at Nexus Future Plans: None Change Log: ---- 9th July, 2019 Removed SE version due to problems with markers. ---- Version 1.4 24th June, 2019 ---- Fixed missing script references for both loose and packed LE versions. --- Version 1.3 SE 7th June 2019 Uploaded the SE version. Conversion provided by Fred200. ---- Version 1.3 21st Sept 2018 --- More minor clean up and tweaks Removed some left over dirty edits from the mod's construction Changed the dungeon gates to not reset. If you leave them open they should now remain open until you close them. ---- Version 1.2 17th August 2018 ----- Minor clean up and tweaks ---- Version 1.1, 23nd June 2018 ----- Removed a duplicated interior tower from Winstad Manor (update is safe to install over existing installation) ---- Version 1.0, 22nd June 2018 ----- Uploaded version 1.0 of mod Submitter EinarrTheRed Submitted 06/22/2018 Category Other Requires ZAZ Animation Pack Special Edition Compatible No
  17. Version 7.1.0

    6,144 downloads

    This mod is an add-on for the Underground Bathhouse by Andragon to allow DOM or PAHE slaves to take the guest positions in the Valley without screwing too much their behavior. Download version 4 for DOM 6 and below and version 7 for DOM 7+. This mod is SE only, if you are willing to backport it to LE, send me a link, I will update it. Now with female voicepack. Not a lot of lines in this one but it's always nice to hear their voices. Contents DOM slaves have a special dialogue to join the bathhouse "About Paradise Valley's Bathhouse..." Never ever use the default dialogue "About my bathhouse..." for slaves, unless it's the only one present. It is recommended not to use the UB dialogues outside of the Valley or the Bathhouse. Some slaves don't seem to find their way in. This add-on is actually for DOM+PAHE, or DOM7 standalone, it might work with PAHE alone or maybe not. You will need DOM version 3.1 or higher. The DOM7 plugin doesn't support PAH slaves. The dialogue tree is a copy of the usual UB dialogue, without the "please", its functionalities are identical. See UB mod description. Merchant, bard, dark area and shackles are not fully tested. Guests and guards should work. Report bugs in the support thread. When telling a PAH/DOM slave to leave the UB, the slave will switch to follow player. Slave interaction while in UB is restricted to dialogues and punishments. Make sure you are in the Valley before talking to your slaves about the UB or they might not find their way there. All standard PAHE training still applies and you can scold them, whip them or sex them as usual. DOM moods will update. All behaviors of the slaves in UB are handled by the UB packages overwriting the ones from PAHE. As a consequence you should avoid using PAH/DOM orders: place slaves in furniture, tie them up, pose, wait, ... Most one time interactions are still possible as long as they don't imply changing the behavior of the slave: kiss, body inspection, strip, ... Putting your UB slaves in a bag should be of no consequences as long as you don't release them outside the Valley. If you want to regain full control of your slaves, make them leave the UB first. Requirements Requirements are UB, PAHE and PAHE dependencies. DoM 3 or higher is highly recommended as slaves behavior will be better integrated. Install DoM dependencies too! Version 4 is compatible with DoM 4 and PAHE standalone. Version 7 is compatible with DOM7 standalone only. I didn't try UB Light, neither any of the recent patches. The standard version by SkubbleBubble is recommended but you are free to experiment. Installation There are 3 patches in the file: ub_pahe.esp is the DoM/PAHE integration into UB ub_dom.esp is the DOM7 plugin. ub_zaz.esp is the SE version of the UB patch by @ttpt Plugins should be loaded after all other UB patches. For the voicepack, just copy the directory UndergroundBathhouse.esm into sound\Voice\ It is recommended to enter the UB alone through the secret valley entrance, discover the hidden valley by walking to the pool and exit the valley. Save, reload for UB dialogues to start properly and from now on always use the Hidden Valley shortcut if you have followers or slaves with you. Please comment and report bugs on the support thread. I will try to make better pictures... Bugs Slaves won't attach to Zaz furniture anymore! Install Zaz over UB or remove the directory 'zaz-ultimatedatapack' from UB directory. Can't turn on/off the fire in the kitchen. Use the UB esm file from the download list on this page. WARNING this for SE only! Acknowledgements Andragon obiously, SkubbleBubble for converting UB to SE, @ttpt for the Zaz patch and @CliftonJD for countless hours of his time helping on PAHE. You are also welcome to support me on my patreon: https://www.patreon.com/posts/welcome-poll-69591050
  18. Diary of Mine & Paradise Halls for Paradise Valley Underground Bathhouse by Andragon View File This mod is an add-on for the Underground Bathhouse by Andragon to allow DOM or PAHE slaves to take the guest positions in the Valley without screwing too much their behavior. Download version 4 for DOM 6 and below and version 7 for DOM 7+. This mod is SE only, if you are willing to backport it to LE, send me a link, I will update it. Now with female voicepack. Not a lot of lines in this one but it's always nice to hear their voices. Contents DOM slaves have a special dialogue to join the bathhouse "About Paradise Valley's Bathhouse..." Never ever use the default dialogue "About my bathhouse..." for slaves, unless it's the only one present. It is recommended not to use the UB dialogues outside of the Valley or the Bathhouse. Some slaves don't seem to find their way in. This add-on is actually for DOM+PAHE, or DOM7 standalone, it might work with PAHE alone or maybe not. You will need DOM version 3.1 or higher. The DOM7 plugin doesn't support PAH slaves. The dialogue tree is a copy of the usual UB dialogue, without the "please", its functionalities are identical. See UB mod description. Merchant, bard, dark area and shackles are not fully tested. Guests and guards should work. Report bugs in the support thread. When telling a PAH/DOM slave to leave the UB, the slave will switch to follow player. Slave interaction while in UB is restricted to dialogues and punishments. Make sure you are in the Valley before talking to your slaves about the UB or they might not find their way there. All standard PAHE training still applies and you can scold them, whip them or sex them as usual. DOM moods will update. All behaviors of the slaves in UB are handled by the UB packages overwriting the ones from PAHE. As a consequence you should avoid using PAH/DOM orders: place slaves in furniture, tie them up, pose, wait, ... Most one time interactions are still possible as long as they don't imply changing the behavior of the slave: kiss, body inspection, strip, ... Putting your UB slaves in a bag should be of no consequences as long as you don't release them outside the Valley. If you want to regain full control of your slaves, make them leave the UB first. Requirements Requirements are UB, PAHE and PAHE dependencies. DoM 3 or higher is highly recommended as slaves behavior will be better integrated. Install DoM dependencies too! Version 4 is compatible with DoM 4 and PAHE standalone. Version 7 is compatible with DOM7 standalone only. I didn't try UB Light, neither any of the recent patches. The standard version by SkubbleBubble is recommended but you are free to experiment. Installation There are 3 patches in the file: ub_pahe.esp is the DoM/PAHE integration into UB ub_zaz.esp is the SE version of the UB patch by @ttpt Plugins should be loaded after all other UB patches. For the voicepack, just copy the directory UndergroundBathhouse.esm into sound\Voice\ It is recommended to enter the UB alone through the secret valley entrance, discover the hidden valley by walking to the pool and exit the valley. Save, reload for UB dialogues to start properly and from now on always use the Hidden Valley shortcut if you have followers or slaves with you. Please comment and report bugs on the support thread. I will try to make better pictures... Bugs Slaves won't attach to Zaz furniture anymore! Install Zaz over UB or remove the directory 'zaz-ultimatedatapack' from UB directory. Can't turn on/off the fire in the kitchen. Use the UB esm file from the download list on this page. WARNING this for SE only! Acknowledgements Andragon obiously, SkubbleBubble for converting UB to SE, @ttpt for the Zaz patch and @CliftonJD for countless hours of his time helping on PAHE. You are also welcome to support me on my patreon: https://www.patreon.com/posts/welcome-poll-69591050 Submitter TrollAutokill Submitted 08/26/2022 Category Adult Mods Requirements Skyrim SE PAHE DoM Underground Bathhouse Regular Edition Compatible No  
  19. ZAZ NPC Fixer + PAHE and DOM Support View File TLDR: Now NPCs with wrist cuffs or yokes will always use appropriate idle animations instead of walking with their hands free. Overview: This mod fixes ZAZ devices on NPCs by reapplying appropriate effect every 5 seconds to any (or only to Paradise Halls Slaves) characters wearing ZAZ restraints (DD support might come later). Currently this mod supports filtering only Paradise Halls slaves, which can be toggled in mods MCM menu. Diary of Mine slaves support might come later. Nonetheless you can just disable filters to apply fixes to all nearby NPCs wearing ZAZ restraints. This mod was tested with Skyrim AE and Skyrim VR. VR has little Quest tab bug, but honestly who cares? Requirements: SexLab Zaz Animation Pack 8.0+ 2023(but it might work with any ZAZ version) PAHE (only for PAHE and DOM versions) SkyUI Installation: Use mod manager or vortex to install desired version. Please feel free to report any bugs you encounter) Submitter DMC500 Submitted 05/10/2023 Category Adult Mods Requires Regular Edition Compatible No  
  20. Aela made two new friends today and after a bit of running around to check closed doors they agreed to gather and listen to their master. Today's lesson will be "stripping for beginners". But first a small presentation is in order, Aela you go first. Then your friend Ria who is a bit shy. It's understandable since she had the surprise of being awakened by a stranger in the middle of the night. She was so scared she stripped right away when asked. . And finally Njada who managed to make her master run three times around Jorrvaskr, but everything is forgiven now. So stripping. Well it's not like you have the choice, but you can always say no. But with the right arguments she is easily convinced. And there you go, good girl. Don't you feel better now? You have set an example you are allowed to put back your clothes. Yes, it can be confusing at times. Now let's see if your friends have been listening.
  21. What happened to Whiterun? People used to care for each others. I have been screaming for hours now in Jorrvaskr's basement. The guys have disappeared and Tilma goes on with cleaning as if nothing was happening. I have always assumed she was an hagraven in disguise. Everything started after we rejected this bitch of Uthgerd. Soon after she paired with this stranger we had never seen before and they went together chasing bandits. I thought they were supposed to bring them to jail, but it seems more and more people are having servants in town, and I start to wonder. Meanwhile Uthgerd seems to be having a great time watching me suffer. I heard their story many times now. How they traveled to fort Greymoor and had fun chasing bandits, capturing them and whipping them until they begged for mercy. Some are quick to learn, while others can get angry about the situation and need to be taught better. Their new business really seems to be profitable Would who have thought Uthgerd would be capable of such wrongdoing. She was so honest and gentle when we first met
  22. Sometimes I wonder how I could have let that happened to me. I thought we were friends and I let my guard down. I should have known better, if the slaver value is higher than her merchandise, then sooner or later she will join them in the cart. That's it, here I am bound like those I used to train. The one I once called friend, I mean business partner, is now giving me a private lesson on discipline. We are in the middle of nowhere and the occasional patrol guards look more amused than anything. I can hear them laughing and discussing the price they are ready to pay. Am I worth that little? They can go to hell, the bandit supply is not endless. One day it will be their turn. There are no such things as a free man or a free woman in this business model. Thanks to master, that will change soon...
  23. I was allowed a bit of time to write to my fans. I know I was in a very bad place last time I wrote and some of you were on the edge to start an expedition to come and rescue me. Don't worry everything is fine. I am happy now!
  24. Well trained slaves call their owner master. Unfortunately mistresses are often forgotten. This is now corrected, as slave Alia is about to learn! After a hard day of work, why not relax on a comfortable and respectful chair? Sometimes you will have to work extra hours! But don't be shy and make your point. Remember you're a strong and independent Nord woman! Eventually it will pay off. Let's hope Alia did learn a lesson today. Note: This is pure fantasy, and I truly think women deserve more respect then we give them!
  25. View File Hearthfire Menageries -Adds a place to keep slaves/prisoners/whoever the hell you want to the cellars of the three Hearthfire houses. The new additions add 8 small cells, 2 larger cells, a master bedroom, and a guest room (with 2 beds for followers or whoever). They each also have a bathhouse/pool area. - I had to axe the Vampire Coffins because they were sitting in my doorways. Don't worry though, I more than made up for it. The very first room when you walk into the Menagerie is set up for 2 Vampires. Either you and a vampire follower or spouse, or vampire slaves, or whatever you want. -If anyone's seen or used the refurnished version of PAHE's Lakeview Manor Cellar addon or my newest remake of it, Lakeview Manor Prison - this is similar to that, but a whole lot better and completely my own. I was working off of someone else's mod with those, and it had some problems that I could never seem to work out, which made me want to create a replacement for it. - That said, it is extremely IMPORTANT that you do NOT use any of the PAHE Lakeview Manor Cellar versions, mine or otherwise, with this mod. They aren't compatible. When you open up the menagerie door in Lakeview Manor, you will see a few floor pieces and then the void. You have to use either this or that, not both. You've been warned. - Also, you might want to drop this pretty far down on your load order depending on what you've got installed. I had a problem where the water in the bathhouse lacked any animation - apparently some other mod was causing it, because dropping this mod down toward the bottom of my load order fixed it. I shouldn't have to mention that any other mods that edit the same part of the hearthfire cellars are going to be incompatible with this, but nonetheless. - Lastly, don't QuickClean this with xEdit, or the Vampire Coffins that were deleted to make room for the doors will return and you'll be sorry. Edit: Incompatible with the Fishing CC mod. If you like this mod, check out my other one: Simple Slave Cellars Submitter ShadowProctor Submitted 05/22/2023 Category Regular Mods Requirements Skyrim Special Edition, Hearthfire DLC, Dawnguard DLC Regular Edition Compatible No  
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