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  1. Paradise Halls Enhanced (pahe) Special Edition with the customary addons View File this is skyrim special edition conversion for : Requirements: Skyrim SE 1.5.39 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 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
  2. Paradise Halls - Home Sweet Home View File This mod works with Paradise Halls (PAH), and lets you keep your slaves in camps or houses, freeing up a PAH slave slot as well as your time: in most cases a slave kept at home will not require your attention. You can have some fun with your slaves and order them around and have them clean house, dance for you, tie them up or have sex with you. You can have more experienced house slaves train less experienced ones, and apply discipline by whip, bondage or sex. Upgrading Install using your Mod manager, overwrite everything, and start your game. Be sure to go to the MCM menu, open the HSH Info page. This completes the upgrade. You can upgrade during a playthrough in progress. When upgrading to 1.04 or higher from a previous version in a game in progress, you may notice some stuttering or script lag during play as the internal data structures are rebuilt. To force a complete data rebuild and get it over with: open the MCM menu and view the list of house and camp slaves. When upgrading to 1.22, you may get a message about upgrading the cell list when you add a slave to a cell. You should only get that once for each cell. Always run FNIS after installing a new version! How to play with Home Sweet Home Setting up a house or camp to keep slaves in: You can designate any indoor location or outdoor place as a slave camp. You do this by using a House Cell or Camp token; purchase these from Pardo, the bartender at the Restless Hunter or the prison guards (after doing the quests, or setting the quests as optional). With these tokens you can turn any building, cavern, camp, dungeon or even outdoor location into an area to hold slaves. The different kinds of tokens are for: A temporary slave camp, holding 3 slaves. You can have 1 of these. When you break camp, the Camp Token is refunded. Permanent Outdoor Camps. These can be removed but the token will not be refunded House Cells, for indoor use. These let you keep slaves in an interior location. If your house consists of multiple "cells" (i.e. it's not a single continuous space) you need to use a token in every space you intend to keep slaves You can have up to 10 permanent slave camps / house cells total. To use a token (make sure you have only one, for some reason they do not work when in a stack): Click the token in your inventory when you are in the location you want to keep the slaves in. Depending on the type of token, the outline of a cell or a small chest will appear, and move/rotate with your character. Move it to the desired location Press Enter to place the cell / box. You will be told to confirm placement by clicking the chest (cells will have a chest next to the door). This is just in case the chest ends up in an unreachable place where you can't click it anymore. If you wait 15 seconds or so, the cell will disappear and you can try again. After confirming, click the chest again to bring up the menu. Using this menu you can remove the cell or camp (no refund!), or place Bedroom, Cell and Wall markers House, Cell, Wall, and Bedroom markers are used by the slaves when training or being punished. A House and Cell marker are automatically placed inside the cage when you use the token; you will want to place at least on of each marker in your house or camp. To place markers, select the desired marker type from the chest, walk over to the right spot, and press Enter to place the marker; it will appear as a neon colored torture device. You can place multiple markers if you want, press Esc when you are done. The neon markers will disappear (you can unhide them using the cell menu) - Regular sandboxing takes place around the House marker - Slaves will stay at a Cell marker when told to stay in their cell. They are also used when performing bondage on the slave. - Wall and Bedroom markers are used for bondage, and Wall markers are also used in slave training. (A Wall marker is best placed by hitting Enter when standing with your back to a wall or flat space) House Slaves: Once you've set up your home or slave camp, you can order a slave to stay there and look after it. Keeping a slave at home or in a camp releases the PAH slot it occupied, allowing you to capture an additional slave. If you want to take your slave with you on the road at a later time, you can order them to come with you (provided you have a spare PAH slot). House slaves will look after your home, train other slaves, cleaning up or keeping you company while you're around. Currently you can order them to: Clean up around the house or stay in place Wait in the cell or your bedroom Dress, undress or access their inventory Keep you company. They will follow you around the house, and dance for you if you sit and take a load off Train another slave who is not yet submissive enough. (not available in temporary slave camps) Bring a slave in training to the cell or fetch them from it Order them to do stuff or have sex with you Strike a pretty pose Train sex with each other. You can order them to when they have sufficient Obedience and Sex training. The slaves do not need to be trainer or trainee for this: they will just select random partners from other slaves who have been ordered to train their sex skills. Every so often 2 or more slaves will engage in sex when so ordered, and when you are home. You can also tie up your slaves, showing your skill at rope, chain or device bondage. The bondage dialogue uses the house markers as described previously; the option "let's get you onto one of these toys" will get the slave on the nearest ZaZ or Display Model device, provided that there is one. Adding furniture to your house When you install your first permanent camp or house cell, you will be given spells to place and remove torture equipment. To use, stand where you want the furniture to be placed and cast the spell. You can add wheels, racks, crosses and pillories to your home. If you have Heretical Resources installed, you will also have a separate spell to place chains. See below for info on how to use them. Slaves will also make use of the torture devices and statues from I'll Take The Display Model Managing large amounts of slaves: the taskmaster If you have a large number of slaves in your home, you may want to appoint one of the slaves as Taskmaster (using the dialogue). The slave needs to have over 80 submission for this. A Taskmaster can: Summon a single slave of a particular type (untrained, trained, trained in sex) Order a group of slaves into a lineup (all untrained slaves, trained, all trainers, all males or all females, etc) Order the slaves in the lineup to wait, follow the tasmaster, exit the house (become PAHE slaves again), entertain guests (see below), get into bondage equipment around the house, sandbox, go to the cell, etc. Set up a training roster and pair trainers with trainees so that all slaves get trained to maximum potential. Individual slaves can be dismissed from the lineup, and will then no longer follow group commands given through the taskmaster Slaves need to have sufficient submission and sex training to be ordered to entertain guests. When so ordered, they will seek out your followers and house thanes, and dance for them or have sex (limited functiuonality for now). You can tell individual slaves to stop entertaining guests. Keep in mind that the taskmaster will only summon slaves into a lineup if they are not busy. Trainees are never summoned (they follow their trainers). Trainers are only summoned if you specifically ask for them. Tied up slaves will not come either. The exception is when you ask the taskmaster to summon everyone. This feature is still new and there are some issues to keep in mind: Ordering many slaves into a lineup works best in uncluttered homes with plenty of room to walk. If the slaves are blocking each other they will teleport to you eventually, be patient. When you initiate the "Taskmaster..." dialogue, a bunch of stuff happens in the background. If you click through this dialogue too quickly, the processing doesn't get a chance to complete, which may affect the subsequent dialogue. If this happens you will see a message in the top left corner. In most cases this is not a problem, symptoms of this are: not getting the lineup dialogue while havign slaves in a lineup, or the taskmaster telling you a certain kind of slave is not present even if they actually are. Ordering to "prepare the slaves for travel" takes a bit of time to get all slaves back into PAHE. Wait! Each slave will be yoked after being handed over to PAHE, and when the entire process is complete, the taskmaster will inform you. When asking the taskmaster to manage training, it will take some time for the complete training roster to be set up. Placing and Using HDT Chains When you have Heretical Resources installed, you can place HDT (physics enabled) chains to your home, using the special spell you get for this. To place; use the spell. It shoots a small fireball and will install a chain where the fireball hits. You can remove chains using the Remove Torture Device spell To use: tell the slave "I'm going to tie you up", then "this chain will look good on you" (the option appears if there is a chain nearby). After a second or so the slave will fall limp to the floor. Talking to them will open a menu, choose "attach", select a wrist or ankle or neck, then aim at a chain and hit Enter, the slave will be attached to the chain. Repeat to attach multiple chains. Please note: the physics engine of Skyrim is a fickle and sometimes harsh mistress. Keep in mind the following: When putting a slave in chains kneeling or standing, they may assume a strange pose in a weird location (floating) if the chain is far off the ground (or at random occasions). When re-entering a cell, slaves in chains may need to be reattached to it. This happens automatically but takes a couple of seconds. Taking a slave out of chains or putting them in them takes 10 seconds. Wait until you get the normal dialogue instead of the chain menu when talking to them. Very frail slaves may die when the Havok attachment process slams them into a wall. If you remove a slave from the chains and they bug out (become unesponsive), exit and re-enter the cell, this will fix them. Holding Cells for Town Houses: You can purchase an upgrade for each of the 5 standard player homes in Skyrim. Talk to the bartender in the Restless Hunter (see below), or the prison guards at one of the mines after completing the quest "Dispensing Justice". These upgrades replace an existing room like alchemy / enchanting labs or child / guest bedrooms with a cell to hold slaves in. Each comes with the following; A cell Some ZaZ furniture to get comfortable in A chest with a few ZaZ items for your amusement These cells are purely cosmetic; to actually keep slaves in your town houses, you still need to buy and use a House Cell Token. Using Markers: You can place various markers around the house. Starting with version 1.0, you can use these in large homes to manage your slaves better and make them stay in certain parts of the house. For instance, if you have multiple bedrooms, place a Bedroom marker in each using the house menu (click the little box next to the cage). Then take your slave into one bedroom and tell her that's her bedroom from now (you need to be fairly close to the Bedroom marker or the dialogue will not appear). After that, you can order her to stay in that particular bedroom. Same for Cell and House markers (which are used for sandboxing). To tell a slave which room(s) to stay near to, use the "Attend me, slave" dialogue To tell her where to go, use "Go where I tell you". Tips: House Cell markers can only be used indoors. Camp markers can be used outdoors. Cells and permanent camps are meant to be permanent. You can remove them but you will not get a refund. In contrast, if you remove a temporary slave camp, the token will be refunded and you can use it again. For full sandbox and sex experience, choose a location where the beds aren't owned If you enslave someone and imprison them in their own home, they may become unresponsive (tell you to leave). If that happens, wait until day and try again. If it still doesn't work: open the console, select the slave, go outside and type "moveto player", then try talking to them again. When you use your first cell token, you will be given 2 spells you can use to place Zaz furniture around the house. These are used for training and bondage Securing your camps: Be aware that outdoor camps must be guarded, or your slaves will try and escape! Camps can be guarded by the player (in a 200m radius), by an experienced slave in your camp (must have submission over 70 and combat training of over 50), or by a follower (tell the follower to guard the camp after setting it up). Keep in mind that followers may get bored and leave if you leave them alone for too long. You will receive a warning if this happens. Quests: There are 4 quests to introduce you to the slave trade. To begin the questline, talk to the jarl of one of the crappier holds (Morthal, Dawnstar or Falkreath) after becoming a thane of that hold. Alternatively you can go to the Restless Hunter (a ways west of Riften) and talk to Pardo. The second quest ("Dispensing justice") can be ended with the slave trade continuing or being terminated. If you choose to terminate the slave trade, the quest line ends and you won't gain access to the Restless Hunter basement, but you can still enslave people and keep them in your homes or camps. If you do not want to do the quests, open the MCM menu and enable the option to skip the quest, then ask Pardo at the Restless Hunter if you can keep your slaves there. He will give you the keys to the inn, and thereafter you can use all functions of this mod. Locations: There's a new inn called the Restless Hunter south of Ivarstead. Note that you can park your slaves there like in your own homes, but you will not be able to retrieve them without the key to the basement. You receive this key in the course of completing the questline. Completing the quests will add slaver guards to three mines. Slave buying functionality is limited, and the guards will only buy 2 slaves every 2 days. Auctions: After completing the questline (or skipping it), you can auction off your slaves at the RestLess Hunter. Put the slaves you want to sell in a cell, and give them a Slave Auction Medaillion to wear (available from Pardo). There must be 3 slaves for sale before you can organize an auction. When doing the quest auction you have to bring all 3, but after that some random slaves for sale will appear in the inn (provided there is room in the cells); these aren't yours to command, but you can buy them at the auction. Training: Slaves being trained will gain various skills, depending on the slave training them. If one slave is training another, they will play at BDSM as well, if the slave in training is accompanying the trainer, and if the trainer is left to their own devices ("Make yourself useful" command). A slave must have at least 70 Submission to train other slaves. Those slaves will slowly be trained in Submission, Respect, Pose, and Sex up to the level of the trainer. Through dialogue you can order the trainer to focus the training exclusively on Sex, Submission or Combat, in which case the slave will be trained faster though only in the selected skill. Slaves with less than 70 Submission can only be left in the cell or ordered to dress / undress. MCM Options: An MCM menu lets you see what slaves occupy each house and camp, how far along they are in training, and lets you disable the BDSM-related content if you prefer to go without. Disable BDSM content: Stops the slaves from engaging in BDSM during training Submissive Greeting: When disabled, slaves will no longer greet you or their trainer in kneeling when you come near. Use designated locations for BDSM equipment: When enabled, slaves will go to the appropriate markers when being tied up. When disabled, they will be tied up where they happen to be standing, which can look weird in some cases Spawn BDSM equipment during training: When enabled, the trainer will make use of BDSM equipment like pillories that appear out of thin air. If you don't want that, disable this option. Questline is optional: Enable this to skip the quests. Go talk to Pardo at the Restless Hunter after setting this option. You can also choose how your slaves should greet you. Requirements: ZaZ Animation and asset packs up to version 7.0 OR Zaz Animation Pack 8.0 (+) Hearthfires (I don't have the wherewithall to make this a soft requirement) Paradise Halls Extended Fuz Ro D-oh is highly recommended (and required for the quests and auctions) Optional / recommended: FNIS Spells (see the files section) - without this, slaves won't dance or pose SerialStrip - undress your slaves one garment at a time, animated TDF Prostitution - pimp out your house slaves to visitors And You Get a Slave! - sell your surplus slaves to townsfolk for fun and profit Heretical Resources - Add HDT-enabled chains to the game, usable by HSH slaves Flimsy Ragdolls - Improves the way slaves hang in their HDT chains. Recommended if you use Heretical Resources I'll take the Display Model - Adds awesome new bondage equipment that can and will be used by HSH slaves ZaZ Extension Pack - Additional nice torture equipment that you can place and your slave can use Tara's Ultimate Furniture Pack - More excellent torture equipment for you to use. SlaveLight - Have your slaves carry a (working) light for you. Interactive BDSM - Makes Zaz Furnitures more interactive with animations SexLab Aroused Redux - Your followers will make use of HSH or PAHE slaves when they get horny (should also work with SexLab Aroused eXtended) Milk Mod Economy - Slaves who are also Milk Maids will milk themselves or be milked by other slaves. This mod will work with all optional mods listed above, but some of those mods will not work together! -TUFP + ZEP is OK -ZAP 7 + TUFP + ZEP is OK (most common combination) -ZAP 8(+) is OK for gamers who don´t play mods that need ZEP (zaz extension pack) -ZAP8(+) + TUFP is NOT WORKING, combining these is not necessary and causes serious issues (ZAP8+ has everythong from TUFP and them some) -ZAP8(+) + ZEP is NOT WORKING -ZAP 8 (+) + ZEP + TUFP is NOT WORKING If you install any of the recommended mods after starting a game with HSH, then open the HSH Menu for HSH and go to the Info page. This will register the optional mods with HSH. Always run FNIS after installing a new version! New Installations: Use you favorite mod manager, or unzip the files into your Skyrim data folder and add the .esp file to your loadout manually. Run LOOT or ensure that pah_homesweethome.esp is loaded after the prerequisite plugins. If you own one or more of the 5 town homes and you have the cash (500-3000), Pardo at the Restless Hunter should offer you the upgrade(s) when you talk to him, after completing the quests or setting quests as optional. If he doesn't, try saving your game, then load that save and try again. This often fixes stuck dialogues on newly installed mods. Upgrading from previous versions: Let your mod manager handle this (choose to overwrite any existing files), or manually unzip the files to your Skyrim data folder and overwrite existing files. Optional Install the Alternate Faces file for nicer looking NPCs created by ata00 (see the image at the top). Simply install using your mod manager or by unzipping into your data folder, overwriting everything when prompted. You can roll back if needed by reinstalling HSH and overwriting all. Known issues: During the slave auction (Noble Desires quest), slaves can get stuck in their cells and/or on the auction block. To fix: try waiting an hour, bump the slave a little. If everything fails, go to Pardo and tell him "you need to leave", then exit the inn. The quest stage will complete and you'll be able to see Pardo and collect your earnings. When waiting for Melina to visit the Winking Skeever (Mail Order Bride quest), keep in mind that she needs to be at the Skeever at noon so she will leave the palace a bit before that. Also, the quest stage will fail if you Wait (T key) in the palace for Melina to leave, past her departure time (you can repeat the stage though). Wait outside the palace for her to leave instead. During the quest Dispensing Justice, Merian will attack you somewhere. If she doesn't find you, wait for a day or so outside the major towns (not indoors), and she will find you. She needs to be out of combat after the attack in order to talk to her and advance the quest; hitting her should get her to give up and stop fighting. If other NPCs attack her, this may require a few tries. If you have completed Noble Desires or skipped the quests, and no slaves for auction are appearing in the Restless Hunter (or if they stop appearing at some point), then turn on debug logging in the MCM menu, then ask the guard in the basement of the Hunter to spawn a slave. This will restart the spawning process. Incompatibilities: During the quest "The jarl's Wife" from the Dovahkiins Infamy mod, some of your slaves may be teleported to you and attack you. This is normal behaviour for the mod, however it will break HSH and PAHE slaves License: CC-BY-SA: You may redistribute, add to, or alter this mod (source is included), provided that you do so under the same terms, and provide appropriate credits. Submitter Musje Submitted 04/22/2016 Category Other Requires ZAZ Animation Pack + Assets, Paradise Halls vanilla 0.7.3 + patch or PAHE 0.1g, Hearthfires, Fuz Ro D'oh Special Edition Compatible Yes  
  3. Version 8.1.4, 8.1.5

    219,142 downloads

    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.
  4. adcSexlife Plus View File Mod that defines all NPCs to have sexual preferences for Races, Voices, Factions, Actors, Armors, WorldSpaces, Locations, Cells, Zones. And allows them to engage in sexual activities accordingly. When aroused, they will make sex oriented chatter to each other and try to match up for sex. It is also possible to create preset files that define what attributes each NPC have, this functionality can cover any other mod. NPC Attributes can also be edited from the MCM Actor Edit menu. All Credit to Dooge for the original adcSexlife 1.4.2 Download Sexlife 1.4.2 if you want the original NPC attributes files. Normal Install 1. Run the game. The update will start on load, the mod will not be activated. 2. Go to Modlist and Import the Default mods. Activate all default mods until this has one more search function. You can also Merge your own mod list file. 3. Open Attributes and rebuild... 4. Open Races, Voices, Faction, WorldSpace, Locations, Cells... You can Merge Default Races, Voices, Factions, Armors, WorldSpaces, Locations, Cells from Install files. You will be asked if you want to overwrite your Names, or Descriptions. 5. Activate the mod on the first page. Normal Update 6.5 to 7 1. Start the game and Export your Config och Attribute settings. The mod will not import your old attribute settings from Factions. 2. Disable the old mod. 3. Backup your SKSE\Attributes folder 4. Enable the new mod, dont delete your old mod files. Did the config files save in the overwrite folder? Dont move them. 5. Run the game. The update will start on load. 6. The mod will Export a backup off your settings and import the settings you exporter. 7. The mod will reset the actors and start the mod. 8. Go to Modlist and Import the Default mods. You can also Merge your own mod list file. 6. Open Attributes and rebuild... 7. Open Races, Voices, Faction, WorldSpace, Locations, Cells... You can Merge Default Races, Voices, Factions, Armors, WorldSpaces, Locations, Cells from Install files. You will be asked if you want to overwrite your Names, or Descriptions. 8. Open Debug and activate Convert old save files. Normal Update 1.4.2 to 6.5 This is a update patch for the original mod. You will need a clean save if you have the original mod installed. 1. Start the game and Export your Config och Attribute settings. 2. Disable the old mod. 3. Backup your SKSE\Plugins\StorageUtilData folder 4. Enable the new mod, dont delete your old mod files. Did the config files save in the overwrite folder? Dont move them. 5. Run the game. The update will start in 1 - 5 min. 6. The mod will Export a backup off your settings and import the settings you exporter. 7. The mod will reset the actors and start the mod Voice files is still missing. If someone wants to help? The mod is NPC-NPC. NPC-Player. Sexlife Plus 4.9+ Now support HumanX4-Human Human-Beasts BeastX4-Human BeastX4-Beast NPCx4-Player Beastx4-Player Actor1, 3,4,5 will speak to Actor2, Actor6 and 7 will speak to Actor1. ( topics needs improvement ) Dependencies Sexlab Framework Sexlab Aroused Fuz Ro D-oh adcSexlife 1.4.2 PapyrusUtil Recomended OsmelMC Mod Tweaks - SexLab Utility Plus SexLab sslAnimationSlots 2000 LE SexLab Animation Tag Editor (SLATE) - Add tags to old animations in game Supports ( Activated in Integrations ) Zaz Animation Pack V8.0 plus 8.0 plus SOS - Schlongs of Skyrim 3.00.004 Devious Devices LE 5.0 Furniture Sex Framework Paradise Halls - Home Sweet Home Milk Mod Economy Being a Cow TDF Aggressive Prostitution Sexlab-stories ( 5.73 ) SexLabStories DeviousStatus ( 5.73 ) Devious Lore ( 5.73 ) The Sisterhood of Dibella ( 6.5 ) Request in Support topic Bugs and improvements Dialogs needs more immersive lines:: Open the esp in Tesedit >> Dialog Topic >> Copy the form ID and write a suggestion in the support section Voice files for Dialogs:: If you want to help SKVA Synth - xVASynth Share your setup file in the support section Config Mod enabled - Turn off and on the scanner Observations on screen - Initialize actors - Enable Topics Scanner Run - How many times the scanner have started Scanner Success Run - How many times the scanner had a success ending Scanner Retry - SexActor1 to 7 retry to find a actor Scanner The scanner will first check if the values on this page will work with the actor, it will still use the Voice to Zone to determine if the actor is ok Transport Timeout - Max time it will take for Actor1 transport to Actor2 Cuckolding Timeout A1 to A4 - Max time it will take for actors to engage Approach Timeout 2 Actors to 7 - Max time it will take for actors to engage Arousal threshold - Sizequeen preference threshold - Will use SOS value Relation Rank Actor2 - between Actor2 and Actor1 to 7 Actor2 Max Distance Actor1 - Max Distance between Actor1 and Actor2 Actor2 Max Distance Player - Max Distance between Player and Actor2 Actor2 Max Height Actor1 - Max Height Actor1 to Actor2 Actor2 Max Height Player - Max Height Player to Actor2 Enemy Min Distance Player - Min Distance between Player and Actor2 Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scan Actors Retry - How many actor will the scanner try before restart. Scan Actors - Max Actor in a scene Chance of 3 to 7 Actors - If the actor is a gangbanger this will be overwritten Actor Edit You can add the Actor, Race, VoiceType, WorldSpace, Location, Zell, Zone to your own lists, SET and open menu for editing Settings Actor MapMarker - Add a MapMarker to the actor, you will find all MapMarkers under Actors. Save - Will show the last mod edit, url and esp file. Actor Attributes - Will open the Actors attribute page. This only shows the attributes of the gender that the actor is currently using. Actor WorldSpace Attributes to Zone - How much they will change when the Actor is in this WorldSpace, Location, Cell, Zone. This only shows the attributes of the gender that the actor is currently using. Actor Attributes Prio - Generate a complete profile on the actor from all attributes on Everyone, Race, Voice, Faction, Save, WorldSpace, Location, Cell, Zone, Prio values. And it will be saved to ActorPrioTemp.json. Actor Factions - List all Factions on the Actor. Actor Equipped Armor - List Actors Armor Remove Actor Attributes - Remove Attributes from the Actor (Only this mods Attributes) Association Enemy or not Your Lover You Parent Is your child Is Married Has lover - Player will have a Lover from start Factions Is Married with Player Potential Marriage Potential Follower Player Companion Is Prisoner Is CidhnaMine Prisoner Is Captive Factions Rank Job Inn Keeper Bard Singer Status Sleeping Essential Ghost Unconscious Bleeding Out In Interior Restrained Is Carryable Running InCombat Weapon Drawn Being Ridden Swimming On Mount Killer Arrested Integrations Is your son Is your daughter Adoptable Prio file Attribute/ActorPrioTemp.json Actors Stats This page will be rewritten ModList Active - The Active mod you have Inactive - In Active mods Rebuild - Rebuild your list after you have change mod status Clear Active and Inactive - Clear ModListActivemem.json and ModListInactivemem.json from mods Merge Default - Will import default esp to your list. You can deside if you whant to active only mod with List files, ex mod.esp/Factions/Factions.json. Merge Custom - Merge you custom list. You can ccreate a file with all own mods. Add esp or esm - add the esp or esm file to your list. Active Mods Activate or Inactivate. Filter - will only list Race, Voice, Faction, WorldSpace, Location, Cell, Zone from this mod. Active or inactive mods Attribute/ModList.json Active mods Attribute/ModListActivemem.json Inactive mods Attribute/ModListInactivemem.json Active mods in lists Attribute/ModListMCM.json - You can use filter to remove mods from lists Your own import file ModListCustom.json Attributes Dominant - Behaves dominant and aggressive. Tries to get sex more often, doesn't take refusal very well. Less likely to get raped. Uses rough animations. Gives snappy comments. Dominantbondage - Prefers tied up, chain, or put handcuffs on his Target for sexual gratification. Excluded - Can not be even approached for sex. Can not participate in sex. Faithful - Agrees to sex only with lover or spouse. If single, is still reluctant to have sex with anyone. Can get raped. Gangbanger - Will invite more actors. Golddigger - Prefers prestige and wealth on partner. Refuses sex with poor and insignificant people. Guard - FACTION Guard can be approached. \n You can also force someone to use Guard subject lines. Prostitute - May sell sex. Prostitution - May buy sex. Rapist - May rape when refused sex. SameRace - Initiates and agrees only to same-race sex. Makes hurtful comments. Sizequeen - Integration SOS. Prefers larger than average dick size on partner. Slave - FACTION Slave can be approached. You can also force someone to use Slave subject lines. Slavemaster - FACTION SlaveMaster can be approached. You can also force someone to use SlaveMaster subject lines. Slave owner, is addressed with respect and submission. Submissive - Pushover. Less likely to try to have sex with someone. More likely to end up being raped. Submissivebondage - Prefers to be tied up, chained, or put in handcuffs for sexual gratification. Swinger - May engages in group sex or the swapping of sexual partners. Victim - Unable to resist sex when approached. Wench - Wench may sell sex. Spanking - If Dominant chance give spanking, if submissive chance to be spanked. Snatcher - A person who will try unlawfully seizes and detains a victims. Aggressive - Will behave in an angry and threatening way towards his victim. Jealous - Feel or show an envious anger towards someone or their achievements, perceived benefits. Sweet - Gives compliments and romantic quotes. Filthy - Gives scary, scary sexist quotes. Slave - Force actor to be a slave. If the actor does not have those settings normally. Prisoner - FACTION Prisoner can be approached. You can also force someone to use Prisoner subject lines. Force actor to be a prissoner. If the actor does not have those settings normally. Nobel - Sees his/her personality as a person with high morals and ideals or as a royalty. Peeper - A person who sneakily looks at his victim or victims without getting involved. Cuckolding - Starts a scene before the natural where the parties confront each other. Bestiality - Allow actor Human engage with beast or beast with beast. Incest - Sex in the family. Master - A person who directs their victim or victims without getting involved. Necrophilia - Allow Necrophilia(dead actors). Numb - Actor will not use Voice lines. Captive - FACTION Captives can be approached. You can also force someone to use Captive subject lines. Most likely someone caught by bandits. Mage - FACTION Mage can be approached. You can also force someone to use Mage subject lines. Actor can summon powerful creatures if Beastiality(ON) or manipulating the mind of the target. Faithful Morality Chance Submissive Confidence Chance DominantConfidence Chance GolddiggerAssistance Chance Attributes Settings Change this directly in the file when the maximum number of characters is too low Attributes Everyone Everyone - is the default settings for all actors in the game. -1 will not be useful her. Attribute/Everyone/[ActorSex]/attr.json Races Active - List all your active Races Inactive - List all your inactive Races Rebuild - Rebuild your list after you have change mod status Max Lines Per Page - Max Races on each page, the more you have, it takes a little longer to load. Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Race Priority - Activate or Inactivate. The Race Attribute will load after Everyone and before Voices. Scanner Male/Female - Is this Race allowed to be Actor 1 to 7. Active RacesActivemem.json Inactive RacesInactivemem.json /Attribute/[ModName]/Race/Races.json /Attribute/[ModName]/Race/RacesNames.json /Attribute/[ModName]/Race/RacesDescriptions.json /Attribute/[ModName]/Race/[ActorSex]/[RaceID].json Voices Active - List all your active VoiceTypes Inactive - List all your inactive VoiceTypes Rebuild - Rebuild your list after you have change mod status Max Lines Per Page - Max VoiceTypes on each page, the more you have, it takes a little longer to load. Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the VoiceType Priority - Activate or Inactivate. The VoiceType Attribute will load after Races and before Faction. Scanner Male/Female - Is this VoiceType allowed to be Actor 1 to 7. Active VoicesActivemem.json Inactive VoicesInactivemem.json /Attribute/[ModName]/Voice/Voices.json /Attribute/[ModName]/Voice/VoicesNames.json /Attribute/[ModName]/Voice/VoicesDescriptions.json /Attribute/[ModName]/Voice/[ActorSex]/[VoiceID].json Factions Active - List all your active Factions none Prio Inactive - List all your inactive Factions Active Prio - List all your active Factions with Prio status Rebuild - Rebuild your list after you have change mod status Merge - Import Actors from default settings Max Lines Per Page - Max Factions on each page, the more you have, it takes a little longer to load. Actor Edit ADD list faction Min - Used on Actor Edit list Actor Factions. Min Faction value to be listed. Actor Edit ADD list faction Max - Used on Actor Edit list Actor Factions. Max Faction value to be listed. Slaves, SlavesMaster, Prisoners, Wenches, PlayerCompanions, Bandits, Guards, Prostitute, Victim - Will deny the Actor dunP faction, CidhnaMine, Captive remove - Will remove the faction the the Actor become a Follower Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the faction Scanner Prio - 1 to 99 the factions Attributes will load after the Everyone, Race, Voice Attributes and before the actor save Attributes. 101+ will load the Faction Attributes after Armors, WorldSpace, Location, Cell, Zone. Scanner Male/Female - Is this Faction allowed to be Actor 1 to 7. Active Inactive Factions List You can edit the Attributes on every faction in you list. The NAVIGATION will have Current Faction if you have selected a faction before or in Actor Edit. Active FactionsActivemem.json Inactive FactionsInactivemem.json /Attribute/[ModName]/Faction/Factions.json /Attribute/[ModName]/Faction/FactionsNames.json /Attribute/[ModName]/Faction/FactionsDescriptions.json /Attribute/[ModName]/Faction/[ActorSex]/[FactionID].json Actors Active - List all your active Actors Inactive - List all your inactive Actors Rebuild - Rebuild your list after you have change mod status Merge - Import Actors from default settings Settings Name - For now you cant change the name Description - Add description to the Actor MapMarker - Add or remove MapMarker Scanner Prio Activate Male/Female Attributes Tags GenderTag - Set the gender tag for this actor if actor is Male/Female RapeTag - Tag this Actor will use as Actor1 Scanner Male/Female - Is this Faction allowed to be Actor 1 to 7. Active Inactive Actors List You can edit the Attributes on every Actor as Male/Female. The NAVIGATION will have Current Actor if you have selected a Actor before or in Actor Edit. MapMarkers Activate or hide MapMarker or transport to the Actor Active ActorsActivemem.json Inactive ActorsInactivemem.json /Attribute/[ModName]/Actor/Actors.json /Attribute/[ModName]/Actor/ActorsNames.json /Attribute/[ModName]/Actor/ActorsDescriptions.json /Attribute/[ModName]/Actor/[ActorSex]/[ActorID].json Armors Active - List all your active Armors Inactive - List all your inactive Armor Rebuild - Rebuild your list after you have change mod status Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Armor Priority - Activate or Inactivate. The Armor Attribute will load after Actor Save and before WorldSpace. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Scanner Male/Female - Is this Armor allowed to be Actor 1 to 7. Active Inactive Actors List You can edit the Attributes on every Armor as Male/Female. The NAVIGATION will have Current Armor if you have selected a Armor before or in Actor Edit. Active ArmorsActivemem.json Inactive ArmorsInactivemem.json /Attribute/[ModName]/Armor/Armors.json /Attribute/[ModName]/Armor/ArmorsNames.json /Attribute/[ModName]/Armor/ArmorsDescriptions.json /Attribute/[ModName]/Armor/[ActorSex]/[ArmorID].json WorldSpaces Active - List all your active WorldSpaces Inactive - List all your inactive WorldSpaces Rebuild - Rebuild your list after you have change mod status Merge - Import WorldSpaces from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the WorldSpace Priority - Activate or Inactivate. The WorldSpace Attribute will load after Armors and before Locations. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Update Speed - Time between the scans Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scanner Male/Female - In this WorldSpaces are Actor 1 to 7 allowed. Active Inactive WorldSpaces List You can edit the Attributes on every WorldSpace for Male/Female. The NAVIGATION will have Current WorldSpace if you have selected a WorldSpace before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the WorldSpace Active WorldSpacesActivemem.json Inactive WorldSpacesInactivemem.json /Attribute/[ModName]/WorldSpace/WorldSpaces.json /Attribute/[ModName]/WorldSpace/WorldSpacesNames.json /Attribute/[ModName]/WorldSpace/WorldSpacesDescriptions.json WorldSpace Files /Attribute/[ModName]/WorldSpace/[ActorSex]/[WorldSpaceID].json Actor Files /Attribute/[ModName]/WorldSpace/[WorldSpaceID]/[ActorModName]/[ActorSex]/[ActorID].json Locations Active - List all your active Locations Inactive - List all your inactive Locations Merge - Import Locations from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Location Priority - Activate or Inactivate. The Location Attribute will load after WorlsSpaces and before Cells. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Update Speed - Time between the scans Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scanner Male/Female - In this Location are Actor 1 to 7 allowed. Active Inactive Locations List You can edit the Attributes on every Location for Male/Female. The NAVIGATION will have Current Location if you have selected a Location before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the Location Active LocationsActivemem.json Inactive LocationsInactivemem.json /Attribute/[ModName]/Location/Locations.json /Attribute/[ModName]/Location/LocationsNames.json /Attribute/[ModName]/Location/LocationsDescriptions.json Location Files /Attribute/[ModName]/Location/[ActorSex]/[LocationD].json Actor Files /Attribute/[ModName]/Location/[LocationID]/[ActorModName]/[ActorSex]/[ActorID].json Cells Active - List all your active Cells Inactive - List all your inactive Cells Rebuild - Rebuild your list after you have change mod status Merge - Import Zones from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Cell Priority - Activate or Inactivate. The Cells Attribute will load after Locations and before Zones. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Scanner Male/Female - In this Cell are Actor 1 to 7 allowed. Update Speed - Time between the scans Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Active Inactive Cells List You can edit the Attributes on every Cell for Male/Female. The NAVIGATION will have Current Cell if you have selected a Cell before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the Cell Active CellsActivemem.json Inactive CellsInactivemem.json /Attribute/[ModName]/Cell/Cells.json /Attribute/[ModName]/Cell/CellsNames.json /Attribute/[ModName]/Cell/CellsDescriptions.json Cell Files /Attribute/[ModName]/Cell/[ActorSex]/[CellID].json Actor Files /Attribute/[ModName]/Cell/[CellID]/[ActorModName]/[ActorSex]/[ActorID].json Zones Active - List all your active Zones Inactive - List all your inactive Zones Rebuild - Rebuild your list after you have change mod status Merge - Import Zones from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Zone Priority - Activate or Inactivate. The Cells Attribute will load after Cells and before Faction Prio. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scanner Male/Female - In this Cell are Actor 1 to 7 allowed. Active Inactive Zones List You can edit the Attributes on every Zone for Male/Female. The NAVIGATION will have Current Zone if you have selected a Zone before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the Zone Active ZonesActivemem.json Inactive ZonesInactivemem.json Cells List /Attribute/[ModName]/Zone/Cells.json Zones List /Attribute/[ModName]/Zone/[CellID]/Zones.json Zone Files /Attribute/[ModName]/Zone/[CellID]/[ActorSex]/[ZoneID].json Animations Rapist always rapes - Rapist will always engage Rape Actor1 use Animation Tag M - Female will use Male animation. Rapist always play the role of aggressor - The rapist will move to Actor1 after scene. Dominant Actor2, Submissive Actor1, Actor1 will be the target Disable INV Furniture - Will remove Inv Furniture animations Advanced Actor Tags - Will use MMMF actor tags 2P to 7 kick last npc - Kick the last NPC ant try again Sextype Tags, Joyless, Normal, Loving, Passionate Rape Aggressor Tags Integrations Integration Prio - Not in use On this page you can activate special rules from other mods. This page will be removed and all faction or armors will be integrated in Factions & Armors list HotKeys Start Scanner Add Actor Add Actor MapMarker Add Location Add Location MapMarker Add Cell Add Cell MapMarker Add Zone Add Zone MapMarker Debug Actor1 Debug Actor2 Debug Actor3 Debug Actor4 Debug Actor5 Debug Actor6 Debug Actor7 Debug Reset Scanner - Will clear all Actors and Scenes and start the Scanner Clear All Actors - Clear All Scenes - Start Scanner - Reset ALL settings to default GetNumRefs - Activate Development page Convert old save files - Will import old save files from Sexlife 1.4 and Sexlife 6.5 to 7 Always save generated Actor to file - Will save the generated Everyone, Races, Voices, Factions to Actor Save Debug Actors Actor1 to 7 can be locked. WorkFlow Log File - Enable Tracing in Skyrim ini On Screen - Will show message on screen In Messagebox ( Paus ) - Will use popup To Console - open console to view logs Scan Start Msg - Will show Scan start and some old debug messages ScanActors Retry - Errors from Attribute scans A2 and A1-A7 Max Distance - To test if distance is ok ScanActors - Allowed Actors in scene, errors Rape Value - Tags Actors Race - Actors Race in scene Allowed Actors - Actors ready to start scene Actors ref and Arousal - If Arousal to low Get Attributes: GetAttributeRank - Report from Msg from ActorsRank CheckForPresets Everyone Race Voice Faction Generation save Armor WorldSpace WorldSpace Actor Location Location Actor Cell Cell Actor Zone Zone Actor Faction Prio Attribute generation Done - Actors attributes SexProgression: Attributes ON/OFF Observations on screen Scene SexType Scene Playing Scene Timeout Start Sex: Gender Tags Add tags Tags Suppress Tags Rape Tags If no animations Development Force Player Topic Add all Races to your list - Will add all NPC new Races to your Inactive list Add all Voices to your list - Will add all NPC new Voices to your Inactive list Add all Factions to your list - Will add all NPC new Factions to your Inactive list Add all Actors to your list - Will add all new Unique Actors found to your Inactive list Add all Armors to your list - Will add all new Armors Found to your Inactive list Add all WorldSpaces to your list - Will add all new WorldSpaces to your Inactive list Add all Locations to your list - Will add all new Locations to your Inactive list Add all Cells to your list - Will add all new Cells to your Inactive list Add all Zones to your list Credits viterra - save changes NPC settings in game to json files 0x8421 - for his script tweaks osmelmc - for bug fixes AndrewLRG - menu fix Dev - Add Player Dialog - Unique topics for scenes - New topics - Unique NPC topics - Add Actor names to topic - If Environment, weather - If City, cave, forest, Inn Submitter Swe-DivX Submitted 01/23/2021 Category Dialog Sex Requires Sexlab, SexLabAroused Special Edition Compatible Yes  
  5. PAH - And you get a slave! View File We all like slaves, right? They are useful around the house, and some of the more annoying denizens of Skyrim deserve attention of the whip. But after a while you might want to get rid of them, after all they are expensive to feed and they always try to run away at the worst possible moment. Wouldn't it be great if you could sell your surplus stock to other NPCs for them to abuse? With this mod you can. Offer your slaves from Paradise Halls to shopkeepers, citizens, farmers, mines or inns, or set up shop yourself with a Home Sweet Home camp and some slaves and perhaps entice passers-by to buy a slave from you. What the slave will end up doing depends on the buyer and on what kind of training the slave has received. A shopkeeper or farmer will want a helping hand around their business, a travelling merchant might want to add a slave to his stock, and an innkeeper might want a slave to pimp out to his best customers. Others might simply want a footservant to kick around and keep their beds warm! Please read the following information: Skill and perks Acceptance of slavery in towns Slave ownership Jobs: Prostitution Events MCM Menu Skill and perks Whenever you sell a slave to someone, you will gain a little skill at slavery. With enough skill and experience you will qualify for various perks (see below) that unlock new options. You can check the requirements for each perk and your progress in the MCM menu by hovering the mouse over a perk. Not all perks are active yet! Acceptance of slavery in towns The more slaves you sell in a town, the more people there will accept slavery. This also affects what happens with the slaves there, where they will be able to work, and so on. You can check the level of slavery in each town in the MCM menu. The guards will also inform you how common slavery is in their town. Slave ownership and trade You can sell HSH or PAH slaves, but not all people will buy slaves. Guards and priests generally aren't interested. Shopkeepers and farmers will want an obendient slave (high submission) who can help out on the job. Some people want a slave with specific traits, as a personal servant or lover. Innkeepers will take slaves useful for serving drinks, or for prostitution. You can infer the seller's intent for the slave from their dialogue. You can ask slave owners if they are happy with their slaves. Once they have owned them for a week (and if you have the Trader perk), they will offer you to buy back their slaves, but if they are happy with them you can expect to pay a premium! Once slavery is fairly common in a town, people will start buying slaves from elsewhere. These slaves may come from HSH auctions or captured bandits, but if the civil war is over, you might spot some ex jarl walking around in chains. These former rulers may sometimes also be found in the Restless Hunter on the auction block. Jobs: Prostitution Slaves may be sold or set to work as prostitutes, depending on which perks you have earned. Slaves need to have sufficient Submission, respect and sex training. Selling a slave as prostitute to an innkeeper won't earn you any money beyond the sale price, but... you can still pay to make use of the slave's services in the inn. Note that you can buy a prostitute's services for a friend or follower: pay for the prostitute, then tell your friend you got them a plaything. You can also have your (PAH) slave turn tricks once you gain the Handler perk: they will continue to follow you, but they will approach customers or be approached in places where prostitution is tolerated. Simply tell your slave "your body is going to make me some coin". If you have one more more "working" slaves with you, you can approach customers yourself and ask if they want to make use of their services. With the Pimp perk, you can leave your slaves unattended in inns, in the streets of cities where slavery is common, and have them turn tricks by themselves. Tell them to "stay here and turn tricks". You can also leave your slaves tied to a tree or in stocks, so passers by may avail themselves of their services. Tell them you will "tie them up and leave them helpless", then choose how to tie them up. Working slaves make money, you can ask them to hand over whatever they have made at any time. Note that prostitution is allowed in the following places: In the wild In inns In the streets of towns and cities where slavery is common If your slave doesn't show the appropriate dialogue for prostitution, check whether the location and your slave are eligible, and if you have the right perk. When you gain the Madame perk, you can turn your HSH home or player home into a brothel. Set the slaves to work there, and when you return next to your home, you'll see that some customers will be around as well. The slaves will serve them drinks and have sex with them. Events Events are scheduled every 5 days in eligible towns with enough slavery. Auctions: When an auction is planned, you can peruse the slaves on offer in the cage before the auction. You can also talk to the auction master to sell slaves of your own, up to 2 per auction. Give the auction master some time to record the details of the slave you want to sell, before offering the next one! (The script needs time to complete, during this time he won;t accept the next slave) Ask the auction master when the auction will start, he will tell you. Be on time! During the auction, the slaves are presented one by one. When prompted, press enter to bid the shown amount. If you win, you can collect your slave from the cage when the auction ends. If you put up your own slaves for sale, collect the money from the auction master afterwards. Leaving the zone during an auction will end it. You can still collect money from the auction master when you find him in the next town, and your unsold slaves can be picked up where you left them. Pit fights: After a pit fight is planned, you can place a bet on one of the fighters with the pit master OR you can enter your own slave into the fights. In some cases, the fighters will only be picked at the last minute meaning you cannot bet on them. If not enough combattants can be found, the fight is cancelled. Each fight is best 2 out of 3 rounds, and each round is to the first fall (when an opponent staggers). Fights are not to the death (future updates will add this). After the fight you can collect your winnings from the pit master. MCM Menu The MCM menu lets you keep track of slaves working for you, check the level of slavery in each city, your skills and perks, and set some options. The Difficulty setting governs how many slaves you must trade before a town will become more accepting of slavery. You can also change if slaves and owners prefer straight sex or will like both genders equally. The list of your slaves shows each slave, their location, current job and skill at that job. It is possible that slaves wander off sometimes, in this case the location may end up blank. The Teleport button will teleport all slaves in unknown locations to you. Keep in mind that some legtimate locations (especially in mods) also show up blank; your slaves may still be wehere you left them. Available Perks Trader: Lets you buy slaves from their owners. Requires 10 slavery Handler: You can have your (HSH) slave turn tricks under your supervision. Requires 20 slavery, and you must have sold at least 2 prostitutes to innkeepers Pimp: You can have your prostitute slaves work without your supervision. Requires 40 slavery, and your prostitutes must have served at least 15 customers Madame: Lets you turn your home or HSH slave house into a brothel. Requires 60 slavery, and you must have at least 5 prostitutes working for you. Mod status: Installing: Install using a mod manager. You will have the option to install patches for the two recommended mods (Home Sweet Home and Interactive BDSM). If you install one of these mods at a later point during your playthrough, you can safely re-install this mod and select the appropriate patches. Uninstalling: make sure you use the Uninstall option in the MSM menu before removing this mod! Requires: Paradise Halls Enhanced Repacked and its requirements (Sexlab, Zaz) PapyrusUtils (I think this is installed by SexLab already, at least my mod manager thinks so) Sexlab SKSE SkyUI (MCM) ZAP 8+ (older versions will work but are somewhat limited) Recommended: PAH - Home Sweet Home Interactive BDSM: will let passers-by interact with slaves who are locked in stocks or tied up. Not compatible with: Lively Inns and Taverns (LIAT): Enslaving and selling an NPC from LIAT will crash your game when you return to the slave's area. Submitter Musje Submitted 07/22/2017 Category Sexual Content Requires PapyrusUtils, Paradise Halls Enhanced Repacked Special Edition Compatible
  6. 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 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 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
  7. Version 8.1.1, 8.1.4

    283,714 downloads

    This mod is for oldrim classic skyrim, see here for sse version: this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included): based on the work of blabla from paradise halls sexlab extension - original thread here: 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 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.
  8. Version 7.122 beta

    20,681 downloads

    Mod that defines all NPCs to have sexual preferences for Races, Voices, Factions, Actors, Armors, WorldSpaces, Locations, Cells, Zones. And allows them to engage in sexual activities accordingly. When aroused, they will make sex oriented chatter to each other and try to match up for sex. It is also possible to create preset files that define what attributes each NPC have, this functionality can cover any other mod. NPC Attributes can also be edited from the MCM Actor Edit menu. All Credit to Dooge for the original adcSexlife 1.4.2 Download Sexlife 1.4.2 if you want the original NPC attributes files. Normal Install 1. Run the game. The update will start on load, the mod will not be activated. 2. Go to Modlist and Import the Default mods. Activate all default mods until this has one more search function. You can also Merge your own mod list file. 3. Open Attributes and rebuild... 4. Open Races, Voices, Faction, WorldSpace, Locations, Cells... You can Merge Default Races, Voices, Factions, Armors, WorldSpaces, Locations, Cells from Install files. You will be asked if you want to overwrite your Names, or Descriptions. 5. Activate the mod on the first page. Normal Update 6.5 to 7 1. Start the game and Export your Config och Attribute settings. The mod will not import your old attribute settings from Factions. 2. Disable the old mod. 3. Backup your SKSE\Attributes folder 4. Enable the new mod, dont delete your old mod files. Did the config files save in the overwrite folder? Dont move them. 5. Run the game. The update will start on load. 6. The mod will Export a backup off your settings and import the settings you exporter. 7. The mod will reset the actors and start the mod. 8. Go to Modlist and Import the Default mods. You can also Merge your own mod list file. 6. Open Attributes and rebuild... 7. Open Races, Voices, Faction, WorldSpace, Locations, Cells... You can Merge Default Races, Voices, Factions, Armors, WorldSpaces, Locations, Cells from Install files. You will be asked if you want to overwrite your Names, or Descriptions. 8. Open Debug and activate Convert old save files. Normal Update 1.4.2 to 6.5 This is a update patch for the original mod. You will need a clean save if you have the original mod installed. 1. Start the game and Export your Config och Attribute settings. 2. Disable the old mod. 3. Backup your SKSE\Plugins\StorageUtilData folder 4. Enable the new mod, dont delete your old mod files. Did the config files save in the overwrite folder? Dont move them. 5. Run the game. The update will start in 1 - 5 min. 6. The mod will Export a backup off your settings and import the settings you exporter. 7. The mod will reset the actors and start the mod Voice files is still missing. If someone wants to help? The mod is NPC-NPC. NPC-Player. Sexlife Plus 4.9+ Now support HumanX4-Human Human-Beasts BeastX4-Human BeastX4-Beast NPCx4-Player Beastx4-Player Actor1, 3,4,5 will speak to Actor2, Actor6 and 7 will speak to Actor1. ( topics needs improvement ) Dependencies Sexlab Framework Sexlab Aroused Fuz Ro D-oh adcSexlife 1.4.2 PapyrusUtil Recomended OsmelMC Mod Tweaks - SexLab Utility Plus SexLab sslAnimationSlots 2000 LE SexLab Animation Tag Editor (SLATE) - Add tags to old animations in game Supports ( Activated in Integrations ) Zaz Animation Pack V8.0 plus 8.0 plus SOS - Schlongs of Skyrim 3.00.004 Devious Devices LE 5.0 Furniture Sex Framework Paradise Halls - Home Sweet Home Milk Mod Economy Being a Cow TDF Aggressive Prostitution Sexlab-stories ( 5.73 ) SexLabStories DeviousStatus ( 5.73 ) Devious Lore ( 5.73 ) The Sisterhood of Dibella ( 6.5 ) Request in Support topic Bugs and improvements Dialogs needs more immersive lines:: Open the esp in Tesedit >> Dialog Topic >> Copy the form ID and write a suggestion in the support section Voice files for Dialogs:: If you want to help SKVA Synth - xVASynth Share your setup file in the support section Config Mod enabled - Turn off and on the scanner Observations on screen - Initialize actors - Enable Topics Scanner Run - How many times the scanner have started Scanner Success Run - How many times the scanner had a success ending Scanner Retry - SexActor1 to 7 retry to find a actor Scanner The scanner will first check if the values on this page will work with the actor, it will still use the Voice to Zone to determine if the actor is ok Transport Timeout - Max time it will take for Actor1 transport to Actor2 Cuckolding Timeout A1 to A4 - Max time it will take for actors to engage Approach Timeout 2 Actors to 7 - Max time it will take for actors to engage Arousal threshold - Sizequeen preference threshold - Will use SOS value Relation Rank Actor2 - between Actor2 and Actor1 to 7 Actor2 Max Distance Actor1 - Max Distance between Actor1 and Actor2 Actor2 Max Distance Player - Max Distance between Player and Actor2 Actor2 Max Height Actor1 - Max Height Actor1 to Actor2 Actor2 Max Height Player - Max Height Player to Actor2 Enemy Min Distance Player - Min Distance between Player and Actor2 Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scan Actors Retry - How many actor will the scanner try before restart. Scan Actors - Max Actor in a scene Chance of 3 to 7 Actors - If the actor is a gangbanger this will be overwritten Actor Edit You can add the Actor, Race, VoiceType, WorldSpace, Location, Zell, Zone to your own lists, SET and open menu for editing Settings Actor MapMarker - Add a MapMarker to the actor, you will find all MapMarkers under Actors. Save - Will show the last mod edit, url and esp file. Actor Attributes - Will open the Actors attribute page. This only shows the attributes of the gender that the actor is currently using. Actor WorldSpace Attributes to Zone - How much they will change when the Actor is in this WorldSpace, Location, Cell, Zone. This only shows the attributes of the gender that the actor is currently using. Actor Attributes Prio - Generate a complete profile on the actor from all attributes on Everyone, Race, Voice, Faction, Save, WorldSpace, Location, Cell, Zone, Prio values. And it will be saved to ActorPrioTemp.json. Actor Factions - List all Factions on the Actor. Actor Equipped Armor - List Actors Armor Remove Actor Attributes - Remove Attributes from the Actor (Only this mods Attributes) Association Enemy or not Your Lover You Parent Is your child Is Married Has lover - Player will have a Lover from start Factions Is Married with Player Potential Marriage Potential Follower Player Companion Is Prisoner Is CidhnaMine Prisoner Is Captive Factions Rank Job Inn Keeper Bard Singer Status Sleeping Essential Ghost Unconscious Bleeding Out In Interior Restrained Is Carryable Running InCombat Weapon Drawn Being Ridden Swimming On Mount Killer Arrested Integrations Is your son Is your daughter Adoptable Prio file Attribute/ActorPrioTemp.json Actors Stats This page will be rewritten ModList Active - The Active mod you have Inactive - In Active mods Rebuild - Rebuild your list after you have change mod status Clear Active and Inactive - Clear ModListActivemem.json and ModListInactivemem.json from mods Merge Default - Will import default esp to your list. You can deside if you whant to active only mod with List files, ex mod.esp/Factions/Factions.json. Merge Custom - Merge you custom list. You can ccreate a file with all own mods. Add esp or esm - add the esp or esm file to your list. Active Mods Activate or Inactivate. Filter - will only list Race, Voice, Faction, WorldSpace, Location, Cell, Zone from this mod. Active or inactive mods Attribute/ModList.json Active mods Attribute/ModListActivemem.json Inactive mods Attribute/ModListInactivemem.json Active mods in lists Attribute/ModListMCM.json - You can use filter to remove mods from lists Your own import file ModListCustom.json Attributes Dominant - Behaves dominant and aggressive. Tries to get sex more often, doesn't take refusal very well. Less likely to get raped. Uses rough animations. Gives snappy comments. Dominantbondage - Prefers tied up, chain, or put handcuffs on his Target for sexual gratification. Excluded - Can not be even approached for sex. Can not participate in sex. Faithful - Agrees to sex only with lover or spouse. If single, is still reluctant to have sex with anyone. Can get raped. Gangbanger - Will invite more actors. Golddigger - Prefers prestige and wealth on partner. Refuses sex with poor and insignificant people. Guard - FACTION Guard can be approached. \n You can also force someone to use Guard subject lines. Prostitute - May sell sex. Prostitution - May buy sex. Rapist - May rape when refused sex. SameRace - Initiates and agrees only to same-race sex. Makes hurtful comments. Sizequeen - Integration SOS. Prefers larger than average dick size on partner. Slave - FACTION Slave can be approached. You can also force someone to use Slave subject lines. Slavemaster - FACTION SlaveMaster can be approached. You can also force someone to use SlaveMaster subject lines. Slave owner, is addressed with respect and submission. Submissive - Pushover. Less likely to try to have sex with someone. More likely to end up being raped. Submissivebondage - Prefers to be tied up, chained, or put in handcuffs for sexual gratification. Swinger - May engages in group sex or the swapping of sexual partners. Victim - Unable to resist sex when approached. Wench - Wench may sell sex. Spanking - If Dominant chance give spanking, if submissive chance to be spanked. Snatcher - A person who will try unlawfully seizes and detains a victims. Aggressive - Will behave in an angry and threatening way towards his victim. Jealous - Feel or show an envious anger towards someone or their achievements, perceived benefits. Sweet - Gives compliments and romantic quotes. Filthy - Gives scary, scary sexist quotes. Slave - Force actor to be a slave. If the actor does not have those settings normally. Prisoner - FACTION Prisoner can be approached. You can also force someone to use Prisoner subject lines. Force actor to be a prissoner. If the actor does not have those settings normally. Nobel - Sees his/her personality as a person with high morals and ideals or as a royalty. Peeper - A person who sneakily looks at his victim or victims without getting involved. Cuckolding - Starts a scene before the natural where the parties confront each other. Bestiality - Allow actor Human engage with beast or beast with beast. Incest - Sex in the family. Master - A person who directs their victim or victims without getting involved. Necrophilia - Allow Necrophilia(dead actors). Numb - Actor will not use Voice lines. Captive - FACTION Captives can be approached. You can also force someone to use Captive subject lines. Most likely someone caught by bandits. Mage - FACTION Mage can be approached. You can also force someone to use Mage subject lines. Actor can summon powerful creatures if Beastiality(ON) or manipulating the mind of the target. Faithful Morality Chance Submissive Confidence Chance DominantConfidence Chance GolddiggerAssistance Chance Attributes Settings Change this directly in the file when the maximum number of characters is too low Attributes Everyone Everyone - is the default settings for all actors in the game. -1 will not be useful her. Attribute/Everyone/[ActorSex]/attr.json Races Active - List all your active Races Inactive - List all your inactive Races Rebuild - Rebuild your list after you have change mod status Max Lines Per Page - Max Races on each page, the more you have, it takes a little longer to load. Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Race Priority - Activate or Inactivate. The Race Attribute will load after Everyone and before Voices. Scanner Male/Female - Is this Race allowed to be Actor 1 to 7. Active RacesActivemem.json Inactive RacesInactivemem.json /Attribute/[ModName]/Race/Races.json /Attribute/[ModName]/Race/RacesNames.json /Attribute/[ModName]/Race/RacesDescriptions.json /Attribute/[ModName]/Race/[ActorSex]/[RaceID].json Voices Active - List all your active VoiceTypes Inactive - List all your inactive VoiceTypes Rebuild - Rebuild your list after you have change mod status Max Lines Per Page - Max VoiceTypes on each page, the more you have, it takes a little longer to load. Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the VoiceType Priority - Activate or Inactivate. The VoiceType Attribute will load after Races and before Faction. Scanner Male/Female - Is this VoiceType allowed to be Actor 1 to 7. Active VoicesActivemem.json Inactive VoicesInactivemem.json /Attribute/[ModName]/Voice/Voices.json /Attribute/[ModName]/Voice/VoicesNames.json /Attribute/[ModName]/Voice/VoicesDescriptions.json /Attribute/[ModName]/Voice/[ActorSex]/[VoiceID].json Factions Active - List all your active Factions none Prio Inactive - List all your inactive Factions Active Prio - List all your active Factions with Prio status Rebuild - Rebuild your list after you have change mod status Merge - Import Actors from default settings Max Lines Per Page - Max Factions on each page, the more you have, it takes a little longer to load. Actor Edit ADD list faction Min - Used on Actor Edit list Actor Factions. Min Faction value to be listed. Actor Edit ADD list faction Max - Used on Actor Edit list Actor Factions. Max Faction value to be listed. Slaves, SlavesMaster, Prisoners, Wenches, PlayerCompanions, Bandits, Guards, Prostitute, Victim - Will deny the Actor dunP faction, CidhnaMine, Captive remove - Will remove the faction the the Actor become a Follower Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the faction Scanner Prio - 1 to 99 the factions Attributes will load after the Everyone, Race, Voice Attributes and before the actor save Attributes. 101+ will load the Faction Attributes after Armors, WorldSpace, Location, Cell, Zone. Scanner Male/Female - Is this Faction allowed to be Actor 1 to 7. Active Inactive Factions List You can edit the Attributes on every faction in you list. The NAVIGATION will have Current Faction if you have selected a faction before or in Actor Edit. Active FactionsActivemem.json Inactive FactionsInactivemem.json /Attribute/[ModName]/Faction/Factions.json /Attribute/[ModName]/Faction/FactionsNames.json /Attribute/[ModName]/Faction/FactionsDescriptions.json /Attribute/[ModName]/Faction/[ActorSex]/[FactionID].json Actors Active - List all your active Actors Inactive - List all your inactive Actors Rebuild - Rebuild your list after you have change mod status Merge - Import Actors from default settings Settings Name - For now you cant change the name Description - Add description to the Actor MapMarker - Add or remove MapMarker Scanner Prio Activate Male/Female Attributes Tags GenderTag - Set the gender tag for this actor if actor is Male/Female RapeTag - Tag this Actor will use as Actor1 Scanner Male/Female - Is this Faction allowed to be Actor 1 to 7. Active Inactive Actors List You can edit the Attributes on every Actor as Male/Female. The NAVIGATION will have Current Actor if you have selected a Actor before or in Actor Edit. MapMarkers Activate or hide MapMarker or transport to the Actor Active ActorsActivemem.json Inactive ActorsInactivemem.json /Attribute/[ModName]/Actor/Actors.json /Attribute/[ModName]/Actor/ActorsNames.json /Attribute/[ModName]/Actor/ActorsDescriptions.json /Attribute/[ModName]/Actor/[ActorSex]/[ActorID].json Armors Active - List all your active Armors Inactive - List all your inactive Armor Rebuild - Rebuild your list after you have change mod status Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Armor Priority - Activate or Inactivate. The Armor Attribute will load after Actor Save and before WorldSpace. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Scanner Male/Female - Is this Armor allowed to be Actor 1 to 7. Active Inactive Actors List You can edit the Attributes on every Armor as Male/Female. The NAVIGATION will have Current Armor if you have selected a Armor before or in Actor Edit. Active ArmorsActivemem.json Inactive ArmorsInactivemem.json /Attribute/[ModName]/Armor/Armors.json /Attribute/[ModName]/Armor/ArmorsNames.json /Attribute/[ModName]/Armor/ArmorsDescriptions.json /Attribute/[ModName]/Armor/[ActorSex]/[ArmorID].json WorldSpaces Active - List all your active WorldSpaces Inactive - List all your inactive WorldSpaces Rebuild - Rebuild your list after you have change mod status Merge - Import WorldSpaces from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the WorldSpace Priority - Activate or Inactivate. The WorldSpace Attribute will load after Armors and before Locations. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Update Speed - Time between the scans Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scanner Male/Female - In this WorldSpaces are Actor 1 to 7 allowed. Active Inactive WorldSpaces List You can edit the Attributes on every WorldSpace for Male/Female. The NAVIGATION will have Current WorldSpace if you have selected a WorldSpace before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the WorldSpace Active WorldSpacesActivemem.json Inactive WorldSpacesInactivemem.json /Attribute/[ModName]/WorldSpace/WorldSpaces.json /Attribute/[ModName]/WorldSpace/WorldSpacesNames.json /Attribute/[ModName]/WorldSpace/WorldSpacesDescriptions.json WorldSpace Files /Attribute/[ModName]/WorldSpace/[ActorSex]/[WorldSpaceID].json Actor Files /Attribute/[ModName]/WorldSpace/[WorldSpaceID]/[ActorModName]/[ActorSex]/[ActorID].json Locations Active - List all your active Locations Inactive - List all your inactive Locations Merge - Import Locations from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Location Priority - Activate or Inactivate. The Location Attribute will load after WorlsSpaces and before Cells. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Update Speed - Time between the scans Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scanner Male/Female - In this Location are Actor 1 to 7 allowed. Active Inactive Locations List You can edit the Attributes on every Location for Male/Female. The NAVIGATION will have Current Location if you have selected a Location before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the Location Active LocationsActivemem.json Inactive LocationsInactivemem.json /Attribute/[ModName]/Location/Locations.json /Attribute/[ModName]/Location/LocationsNames.json /Attribute/[ModName]/Location/LocationsDescriptions.json Location Files /Attribute/[ModName]/Location/[ActorSex]/[LocationD].json Actor Files /Attribute/[ModName]/Location/[LocationID]/[ActorModName]/[ActorSex]/[ActorID].json Cells Active - List all your active Cells Inactive - List all your inactive Cells Rebuild - Rebuild your list after you have change mod status Merge - Import Zones from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Cell Priority - Activate or Inactivate. The Cells Attribute will load after Locations and before Zones. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Scanner Male/Female - In this Cell are Actor 1 to 7 allowed. Update Speed - Time between the scans Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Active Inactive Cells List You can edit the Attributes on every Cell for Male/Female. The NAVIGATION will have Current Cell if you have selected a Cell before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the Cell Active CellsActivemem.json Inactive CellsInactivemem.json /Attribute/[ModName]/Cell/Cells.json /Attribute/[ModName]/Cell/CellsNames.json /Attribute/[ModName]/Cell/CellsDescriptions.json Cell Files /Attribute/[ModName]/Cell/[ActorSex]/[CellID].json Actor Files /Attribute/[ModName]/Cell/[CellID]/[ActorModName]/[ActorSex]/[ActorID].json Zones Active - List all your active Zones Inactive - List all your inactive Zones Rebuild - Rebuild your list after you have change mod status Merge - Import Zones from default settings Settings Name - You can change the name, only mods will se this. It will not change the game name. Description - Add description to the Zone Priority - Activate or Inactivate. The Cells Attribute will load after Cells and before Faction Prio. GenderTag - Set the gender tag for this Armor if actor is Male/Female RapeTag - Tag this Armor will use as Actor1 Scan Actors - Max Actor in a scene Chance Player - 0 to 100% Actor2 will be the target. If set 99% or less and Player is not available the scanner will search for NPC Scanner Male/Female - In this Cell are Actor 1 to 7 allowed. Active Inactive Zones List You can edit the Attributes on every Zone for Male/Female. The NAVIGATION will have Current Zone if you have selected a Zone before or in Actor Edit. MapMarkers Activate or hide MapMarker or go to the Zone Active ZonesActivemem.json Inactive ZonesInactivemem.json Cells List /Attribute/[ModName]/Zone/Cells.json Zones List /Attribute/[ModName]/Zone/[CellID]/Zones.json Zone Files /Attribute/[ModName]/Zone/[CellID]/[ActorSex]/[ZoneID].json Animations Rapist always rapes - Rapist will always engage Rape Actor1 use Animation Tag M - Female will use Male animation. Rapist always play the role of aggressor - The rapist will move to Actor1 after scene. Dominant Actor2, Submissive Actor1, Actor1 will be the target Disable INV Furniture - Will remove Inv Furniture animations Advanced Actor Tags - Will use MMMF actor tags 2P to 7 kick last npc - Kick the last NPC ant try again Sextype Tags, Joyless, Normal, Loving, Passionate Rape Aggressor Tags Integrations Integration Prio - Not in use On this page you can activate special rules from other mods. This page will be removed and all faction or armors will be integrated in Factions & Armors list HotKeys Start Scanner Add Actor Add Actor MapMarker Add Location Add Location MapMarker Add Cell Add Cell MapMarker Add Zone Add Zone MapMarker Debug Actor1 Debug Actor2 Debug Actor3 Debug Actor4 Debug Actor5 Debug Actor6 Debug Actor7 Debug Reset Scanner - Will clear all Actors and Scenes and start the Scanner Clear All Actors - Clear All Scenes - Start Scanner - Reset ALL settings to default GetNumRefs - Activate Development page Convert old save files - Will import old save files from Sexlife 1.4 and Sexlife 6.5 to 7 Always save generated Actor to file - Will save the generated Everyone, Races, Voices, Factions to Actor Save Debug Actors Actor1 to 7 can be locked. WorkFlow Log File - Enable Tracing in Skyrim ini On Screen - Will show message on screen In Messagebox ( Paus ) - Will use popup To Console - open console to view logs Scan Start Msg - Will show Scan start and some old debug messages ScanActors Retry - Errors from Attribute scans A2 and A1-A7 Max Distance - To test if distance is ok ScanActors - Allowed Actors in scene, errors Rape Value - Tags Actors Race - Actors Race in scene Allowed Actors - Actors ready to start scene Actors ref and Arousal - If Arousal to low Get Attributes: GetAttributeRank - Report from Msg from ActorsRank CheckForPresets Everyone Race Voice Faction Generation save Armor WorldSpace WorldSpace Actor Location Location Actor Cell Cell Actor Zone Zone Actor Faction Prio Attribute generation Done - Actors attributes SexProgression: Attributes ON/OFF Observations on screen Scene SexType Scene Playing Scene Timeout Start Sex: Gender Tags Add tags Tags Suppress Tags Rape Tags If no animations Development Force Player Topic Add all Races to your list - Will add all NPC new Races to your Inactive list Add all Voices to your list - Will add all NPC new Voices to your Inactive list Add all Factions to your list - Will add all NPC new Factions to your Inactive list Add all Actors to your list - Will add all new Unique Actors found to your Inactive list Add all Armors to your list - Will add all new Armors Found to your Inactive list Add all WorldSpaces to your list - Will add all new WorldSpaces to your Inactive list Add all Locations to your list - Will add all new Locations to your Inactive list Add all Cells to your list - Will add all new Cells to your Inactive list Add all Zones to your list Credits viterra - save changes NPC settings in game to json files 0x8421 - for his script tweaks osmelmc - for bug fixes AndrewLRG - menu fix Dev - Add Player Dialog - Unique topics for scenes - New topics - Unique NPC topics - Add Actor names to topic - If Environment, weather - If City, cave, forest, Inn
  9. I'm playing Paradise Halls, and i would like to have some way to gradually turn enslaved a man (not woman) into shemales. It would be something like this: 1. Force the male slave to use corset for a period (I would suggest a in-game month) 2. Give him a potion to grow breasts 3. Give him a potion to increase the butt and legs size, or order him to make a lot of "leg exercises" 4. And obviously: Have sex with him until submission BONUS. You could also give him "Troll Fat" to "wax" his beard
  10. Version 1.26

    134,743 downloads

    This mod works with Paradise Halls (PAH), and lets you keep your slaves in camps or houses, freeing up a PAH slave slot as well as your time: in most cases a slave kept at home will not require your attention. You can have some fun with your slaves and order them around and have them clean house, dance for you, tie them up or have sex with you. You can have more experienced house slaves train less experienced ones, and apply discipline by whip, bondage or sex. Upgrading Install using your Mod manager, overwrite everything, and start your game. Be sure to go to the MCM menu, open the HSH Info page. This completes the upgrade. You can upgrade during a playthrough in progress. When upgrading to 1.04 or higher from a previous version in a game in progress, you may notice some stuttering or script lag during play as the internal data structures are rebuilt. To force a complete data rebuild and get it over with: open the MCM menu and view the list of house and camp slaves. When upgrading to 1.22, you may get a message about upgrading the cell list when you add a slave to a cell. You should only get that once for each cell. Always run FNIS after installing a new version! How to play with Home Sweet Home Setting up a house or camp to keep slaves in: You can designate any indoor location or outdoor place as a slave camp. You do this by using a House Cell or Camp token; purchase these from Pardo, the bartender at the Restless Hunter or the prison guards (after doing the quests, or setting the quests as optional). With these tokens you can turn any building, cavern, camp, dungeon or even outdoor location into an area to hold slaves. The different kinds of tokens are for: A temporary slave camp, holding 3 slaves. You can have 1 of these. When you break camp, the Camp Token is refunded. Permanent Outdoor Camps. These can be removed but the token will not be refunded House Cells, for indoor use. These let you keep slaves in an interior location. If your house consists of multiple "cells" (i.e. it's not a single continuous space) you need to use a token in every space you intend to keep slaves You can have up to 10 permanent slave camps / house cells total. To use a token (make sure you have only one, for some reason they do not work when in a stack): Click the token in your inventory when you are in the location you want to keep the slaves in. Depending on the type of token, the outline of a cell or a small chest will appear, and move/rotate with your character. Move it to the desired location Press Enter to place the cell / box. You will be told to confirm placement by clicking the chest (cells will have a chest next to the door). This is just in case the chest ends up in an unreachable place where you can't click it anymore. If you wait 15 seconds or so, the cell will disappear and you can try again. After confirming, click the chest again to bring up the menu. Using this menu you can remove the cell or camp (no refund!), or place Bedroom, Cell and Wall markers House, Cell, Wall, and Bedroom markers are used by the slaves when training or being punished. A House and Cell marker are automatically placed inside the cage when you use the token; you will want to place at least on of each marker in your house or camp. To place markers, select the desired marker type from the chest, walk over to the right spot, and press Enter to place the marker; it will appear as a neon colored torture device. You can place multiple markers if you want, press Esc when you are done. The neon markers will disappear (you can unhide them using the cell menu) - Regular sandboxing takes place around the House marker - Slaves will stay at a Cell marker when told to stay in their cell. They are also used when performing bondage on the slave. - Wall and Bedroom markers are used for bondage, and Wall markers are also used in slave training. (A Wall marker is best placed by hitting Enter when standing with your back to a wall or flat space) House Slaves: Once you've set up your home or slave camp, you can order a slave to stay there and look after it. Keeping a slave at home or in a camp releases the PAH slot it occupied, allowing you to capture an additional slave. If you want to take your slave with you on the road at a later time, you can order them to come with you (provided you have a spare PAH slot). House slaves will look after your home, train other slaves, cleaning up or keeping you company while you're around. Currently you can order them to: Clean up around the house or stay in place Wait in the cell or your bedroom Dress, undress or access their inventory Keep you company. They will follow you around the house, and dance for you if you sit and take a load off Train another slave who is not yet submissive enough. (not available in temporary slave camps) Bring a slave in training to the cell or fetch them from it Order them to do stuff or have sex with you Strike a pretty pose Train sex with each other. You can order them to when they have sufficient Obedience and Sex training. The slaves do not need to be trainer or trainee for this: they will just select random partners from other slaves who have been ordered to train their sex skills. Every so often 2 or more slaves will engage in sex when so ordered, and when you are home. You can also tie up your slaves, showing your skill at rope, chain or device bondage. The bondage dialogue uses the house markers as described previously; the option "let's get you onto one of these toys" will get the slave on the nearest ZaZ or Display Model device, provided that there is one. Adding furniture to your house When you install your first permanent camp or house cell, you will be given spells to place and remove torture equipment. To use, stand where you want the furniture to be placed and cast the spell. You can add wheels, racks, crosses and pillories to your home. If you have Heretical Resources installed, you will also have a separate spell to place chains. See below for info on how to use them. Slaves will also make use of the torture devices and statues from I'll Take The Display Model Managing large amounts of slaves: the taskmaster If you have a large number of slaves in your home, you may want to appoint one of the slaves as Taskmaster (using the dialogue). The slave needs to have over 80 submission for this. A Taskmaster can: Summon a single slave of a particular type (untrained, trained, trained in sex) Order a group of slaves into a lineup (all untrained slaves, trained, all trainers, all males or all females, etc) Order the slaves in the lineup to wait, follow the tasmaster, exit the house (become PAHE slaves again), entertain guests (see below), get into bondage equipment around the house, sandbox, go to the cell, etc. Set up a training roster and pair trainers with trainees so that all slaves get trained to maximum potential. Individual slaves can be dismissed from the lineup, and will then no longer follow group commands given through the taskmaster Slaves need to have sufficient submission and sex training to be ordered to entertain guests. When so ordered, they will seek out your followers and house thanes, and dance for them or have sex (limited functiuonality for now). You can tell individual slaves to stop entertaining guests. Keep in mind that the taskmaster will only summon slaves into a lineup if they are not busy. Trainees are never summoned (they follow their trainers). Trainers are only summoned if you specifically ask for them. Tied up slaves will not come either. The exception is when you ask the taskmaster to summon everyone. This feature is still new and there are some issues to keep in mind: Ordering many slaves into a lineup works best in uncluttered homes with plenty of room to walk. If the slaves are blocking each other they will teleport to you eventually, be patient. When you initiate the "Taskmaster..." dialogue, a bunch of stuff happens in the background. If you click through this dialogue too quickly, the processing doesn't get a chance to complete, which may affect the subsequent dialogue. If this happens you will see a message in the top left corner. In most cases this is not a problem, symptoms of this are: not getting the lineup dialogue while havign slaves in a lineup, or the taskmaster telling you a certain kind of slave is not present even if they actually are. Ordering to "prepare the slaves for travel" takes a bit of time to get all slaves back into PAHE. Wait! Each slave will be yoked after being handed over to PAHE, and when the entire process is complete, the taskmaster will inform you. When asking the taskmaster to manage training, it will take some time for the complete training roster to be set up. Placing and Using HDT Chains When you have Heretical Resources installed, you can place HDT (physics enabled) chains to your home, using the special spell you get for this. To place; use the spell. It shoots a small fireball and will install a chain where the fireball hits. You can remove chains using the Remove Torture Device spell To use: tell the slave "I'm going to tie you up", then "this chain will look good on you" (the option appears if there is a chain nearby). After a second or so the slave will fall limp to the floor. Talking to them will open a menu, choose "attach", select a wrist or ankle or neck, then aim at a chain and hit Enter, the slave will be attached to the chain. Repeat to attach multiple chains. Please note: the physics engine of Skyrim is a fickle and sometimes harsh mistress. Keep in mind the following: When putting a slave in chains kneeling or standing, they may assume a strange pose in a weird location (floating) if the chain is far off the ground (or at random occasions). When re-entering a cell, slaves in chains may need to be reattached to it. This happens automatically but takes a couple of seconds. Taking a slave out of chains or putting them in them takes 10 seconds. Wait until you get the normal dialogue instead of the chain menu when talking to them. Very frail slaves may die when the Havok attachment process slams them into a wall. If you remove a slave from the chains and they bug out (become unesponsive), exit and re-enter the cell, this will fix them. Holding Cells for Town Houses: You can purchase an upgrade for each of the 5 standard player homes in Skyrim. Talk to the bartender in the Restless Hunter (see below), or the prison guards at one of the mines after completing the quest "Dispensing Justice". These upgrades replace an existing room like alchemy / enchanting labs or child / guest bedrooms with a cell to hold slaves in. Each comes with the following; A cell Some ZaZ furniture to get comfortable in A chest with a few ZaZ items for your amusement These cells are purely cosmetic; to actually keep slaves in your town houses, you still need to buy and use a House Cell Token. Using Markers: You can place various markers around the house. Starting with version 1.0, you can use these in large homes to manage your slaves better and make them stay in certain parts of the house. For instance, if you have multiple bedrooms, place a Bedroom marker in each using the house menu (click the little box next to the cage). Then take your slave into one bedroom and tell her that's her bedroom from now (you need to be fairly close to the Bedroom marker or the dialogue will not appear). After that, you can order her to stay in that particular bedroom. Same for Cell and House markers (which are used for sandboxing). To tell a slave which room(s) to stay near to, use the "Attend me, slave" dialogue To tell her where to go, use "Go where I tell you". Tips: House Cell markers can only be used indoors. Camp markers can be used outdoors. Cells and permanent camps are meant to be permanent. You can remove them but you will not get a refund. In contrast, if you remove a temporary slave camp, the token will be refunded and you can use it again. For full sandbox and sex experience, choose a location where the beds aren't owned If you enslave someone and imprison them in their own home, they may become unresponsive (tell you to leave). If that happens, wait until day and try again. If it still doesn't work: open the console, select the slave, go outside and type "moveto player", then try talking to them again. When you use your first cell token, you will be given 2 spells you can use to place Zaz furniture around the house. These are used for training and bondage Securing your camps: Be aware that outdoor camps must be guarded, or your slaves will try and escape! Camps can be guarded by the player (in a 200m radius), by an experienced slave in your camp (must have submission over 70 and combat training of over 50), or by a follower (tell the follower to guard the camp after setting it up). Keep in mind that followers may get bored and leave if you leave them alone for too long. You will receive a warning if this happens. Quests: There are 4 quests to introduce you to the slave trade. To begin the questline, talk to the jarl of one of the crappier holds (Morthal, Dawnstar or Falkreath) after becoming a thane of that hold. Alternatively you can go to the Restless Hunter (a ways west of Riften) and talk to Pardo. The second quest ("Dispensing justice") can be ended with the slave trade continuing or being terminated. If you choose to terminate the slave trade, the quest line ends and you won't gain access to the Restless Hunter basement, but you can still enslave people and keep them in your homes or camps. If you do not want to do the quests, open the MCM menu and enable the option to skip the quest, then ask Pardo at the Restless Hunter if you can keep your slaves there. He will give you the keys to the inn, and thereafter you can use all functions of this mod. Locations: There's a new inn called the Restless Hunter south of Ivarstead. Note that you can park your slaves there like in your own homes, but you will not be able to retrieve them without the key to the basement. You receive this key in the course of completing the questline. Completing the quests will add slaver guards to three mines. Slave buying functionality is limited, and the guards will only buy 2 slaves every 2 days. Auctions: After completing the questline (or skipping it), you can auction off your slaves at the RestLess Hunter. Put the slaves you want to sell in a cell, and give them a Slave Auction Medaillion to wear (available from Pardo). There must be 3 slaves for sale before you can organize an auction. When doing the quest auction you have to bring all 3, but after that some random slaves for sale will appear in the inn (provided there is room in the cells); these aren't yours to command, but you can buy them at the auction. Training: Slaves being trained will gain various skills, depending on the slave training them. If one slave is training another, they will play at BDSM as well, if the slave in training is accompanying the trainer, and if the trainer is left to their own devices ("Make yourself useful" command). A slave must have at least 70 Submission to train other slaves. Those slaves will slowly be trained in Submission, Respect, Pose, and Sex up to the level of the trainer. Through dialogue you can order the trainer to focus the training exclusively on Sex, Submission or Combat, in which case the slave will be trained faster though only in the selected skill. Slaves with less than 70 Submission can only be left in the cell or ordered to dress / undress. MCM Options: An MCM menu lets you see what slaves occupy each house and camp, how far along they are in training, and lets you disable the BDSM-related content if you prefer to go without. Disable BDSM content: Stops the slaves from engaging in BDSM during training Submissive Greeting: When disabled, slaves will no longer greet you or their trainer in kneeling when you come near. Use designated locations for BDSM equipment: When enabled, slaves will go to the appropriate markers when being tied up. When disabled, they will be tied up where they happen to be standing, which can look weird in some cases Spawn BDSM equipment during training: When enabled, the trainer will make use of BDSM equipment like pillories that appear out of thin air. If you don't want that, disable this option. Questline is optional: Enable this to skip the quests. Go talk to Pardo at the Restless Hunter after setting this option. You can also choose how your slaves should greet you. Requirements: ZaZ Animation and asset packs up to version 7.0 OR Zaz Animation Pack 8.0 (+) Hearthfires (I don't have the wherewithall to make this a soft requirement) Paradise Halls Extended Fuz Ro D-oh is highly recommended (and required for the quests and auctions) Optional / recommended: FNIS Spells (see the files section) - without this, slaves won't dance or pose SerialStrip - undress your slaves one garment at a time, animated TDF Prostitution - pimp out your house slaves to visitors And You Get a Slave! - sell your surplus slaves to townsfolk for fun and profit Heretical Resources - Add HDT-enabled chains to the game, usable by HSH slaves Flimsy Ragdolls - Improves the way slaves hang in their HDT chains. Recommended if you use Heretical Resources I'll take the Display Model - Adds awesome new bondage equipment that can and will be used by HSH slaves ZaZ Extension Pack - Additional nice torture equipment that you can place and your slave can use Tara's Ultimate Furniture Pack - More excellent torture equipment for you to use. SlaveLight - Have your slaves carry a (working) light for you. Interactive BDSM - Makes Zaz Furnitures more interactive with animations SexLab Aroused Redux - Your followers will make use of HSH or PAHE slaves when they get horny (should also work with SexLab Aroused eXtended) Milk Mod Economy - Slaves who are also Milk Maids will milk themselves or be milked by other slaves. This mod will work with all optional mods listed above, but some of those mods will not work together! -TUFP + ZEP is OK -ZAP 7 + TUFP + ZEP is OK (most common combination) -ZAP 8(+) is OK for gamers who don´t play mods that need ZEP (zaz extension pack) -ZAP8(+) + TUFP is NOT WORKING, combining these is not necessary and causes serious issues (ZAP8+ has everythong from TUFP and them some) -ZAP8(+) + ZEP is NOT WORKING -ZAP 8 (+) + ZEP + TUFP is NOT WORKING If you install any of the recommended mods after starting a game with HSH, then open the HSH Menu for HSH and go to the Info page. This will register the optional mods with HSH. Always run FNIS after installing a new version! New Installations: Use you favorite mod manager, or unzip the files into your Skyrim data folder and add the .esp file to your loadout manually. Run LOOT or ensure that pah_homesweethome.esp is loaded after the prerequisite plugins. If you own one or more of the 5 town homes and you have the cash (500-3000), Pardo at the Restless Hunter should offer you the upgrade(s) when you talk to him, after completing the quests or setting quests as optional. If he doesn't, try saving your game, then load that save and try again. This often fixes stuck dialogues on newly installed mods. Upgrading from previous versions: Let your mod manager handle this (choose to overwrite any existing files), or manually unzip the files to your Skyrim data folder and overwrite existing files. Optional Install the Alternate Faces file for nicer looking NPCs created by ata00 (see the image at the top). Simply install using your mod manager or by unzipping into your data folder, overwriting everything when prompted. You can roll back if needed by reinstalling HSH and overwriting all. Known issues: During the slave auction (Noble Desires quest), slaves can get stuck in their cells and/or on the auction block. To fix: try waiting an hour, bump the slave a little. If everything fails, go to Pardo and tell him "you need to leave", then exit the inn. The quest stage will complete and you'll be able to see Pardo and collect your earnings. When waiting for Melina to visit the Winking Skeever (Mail Order Bride quest), keep in mind that she needs to be at the Skeever at noon so she will leave the palace a bit before that. Also, the quest stage will fail if you Wait (T key) in the palace for Melina to leave, past her departure time (you can repeat the stage though). Wait outside the palace for her to leave instead. During the quest Dispensing Justice, Merian will attack you somewhere. If she doesn't find you, wait for a day or so outside the major towns (not indoors), and she will find you. She needs to be out of combat after the attack in order to talk to her and advance the quest; hitting her should get her to give up and stop fighting. If other NPCs attack her, this may require a few tries. If you have completed Noble Desires or skipped the quests, and no slaves for auction are appearing in the Restless Hunter (or if they stop appearing at some point), then turn on debug logging in the MCM menu, then ask the guard in the basement of the Hunter to spawn a slave. This will restart the spawning process. Incompatibilities: During the quest "The jarl's Wife" from the Dovahkiins Infamy mod, some of your slaves may be teleported to you and attack you. This is normal behaviour for the mod, however it will break HSH and PAHE slaves License: CC-BY-SA: You may redistribute, add to, or alter this mod (source is included), provided that you do so under the same terms, and provide appropriate credits.
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