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Found 16 results

  1. Deviously Enslaved Continued [2019-11-11] View File This mod is up for adoption. 13.20 probably benefits from save cleaning or new save if updating. I think the only real downside is papyrus spam, which you can probably ignore 13.14.X+ Does not require DDI 4.0 yet, The changes I have made are for compatibility but do not require the upgrade yet, you can keep using 3.3 and DEC should still work. Tattoos and masters you can get sent too are all hard coded. If you find a tattoo that does not get detected TELL ME because I don't play with them all and need to know which ones are not being detected correctly. If you have any ideas for additional SD masters to get sent to, there are only a few requirements I have: The NPC must be found in an area that has at least one bed and 2 additional interactive items (enchantment tables, cooking fires, tables to eat at, ect) so that they have slightly interesting day-to-day activities. Must be a vanilla NPC, might make an exception for DLC If the NPC is interesting enough, or their area is interesting, I'm willing to add Mod and DLC specific NPCs. Cages or good lighting are a plus. Female masters and civilians are currently rare in the list. Description/summary: Deviously enslaved was originally created to make the world react to the player while the player was wearing slave gear and other DD/Zap Bondage gear. If the player is found wearing such gear, they may be approached (out of combat) by the population of skyrim for free sex or acquired as a new slave. This mod only handles approach by non-combat NPCs, in towns and on the road for instance, this is not a combat or defeat mod and should not conflict with mods that offer such functionality 13.0 added some follower interaction, so you can get Cursed loot-esque item finding in the world, some sex, even some bdsm with your followers. Still being worked on. Overview of changes since Chase's last 1.04 release: Better control over when the player is attack-able through MCM options More slavery outcomes: Instead of just the original SD and Maria eden, several mods have been added as possible outcomes Follower interaction beyond the regular outcomes Better integration with modern DD/Slavery mods, Requiring less user intervention and less DE interruption Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs Optimizations: DEC should be faster and lighter that DE, so users with weaker computers may be able to play it where previously could not. Frequently Asked Questions: What happens if I don't have any optional mods? No enslavement, only sex and item adding. While DEC doesn't require any specific optional mod to work, DEC does not provide any player slavery itself, piggybacking on the available slavery provided by optional mods instead. Without at least one optional mod DEC does not make use of slavery. There are options in my menu for mods that are greyed out, what mod am I missing? Not all greyed out items are because mods are missing, some are greyed out because they don't work yet and I haven't gotten around to adding them to the mod yet. What do I need to do when updating from a previous version? Depends on the update, the larger the update the more likely a save cleaning is required, or a new save. Save tool and fallrim tools both work pretty well with Deviously enslaved to clean old versions off of a save; The only times save cleaning doesn't fix a broken DEC install is when stack dumps have ruined many other mods and the save is unsalvagable anyway. It is also recommended to manually reset mods detection in the debug menu, if it isn't set to auto-reset. Why should I use this instead of Cursed loot? Feel free to use it with Cursed Loot. Cursed loot provides many similar features, but does not handle enslavement, only sex and item adding (5.0). Cursed loot doesn't allow for male playing either, although I don't focus on dual gender usage, it remains available in DEC. Do I need the original mod (Deviously enslaved)? No, DEC is standalone, and does not require the original Deviously enslaved at all. Is this mod lighter than the original Deviously Enslaved? Efforts have been made to make it lighter on the papyrus script engine, a lot lighter, but it is still a script heavy mod and shouldn't be combined with too many other script heavy mods. There are a few ways to reduce the load DEC uses: Increase the time between approach attempts by increasing "Event interval" in the MCM menu to a larger number Increase the cooldown between attacks Turning off Slavetats detection Turning off Alternate Chest slot detection Leaving arousal detection on faction instead of function Limiting how many items you wear and carry with you in your inventory Turn off follower finds items in chest feature, heavier than it looks Reduce the number of mods DEC looks for, but that's silly Can you explain the Vulnerability system? The vulnerability system needs an overhaul. There are 5 levels of player vulnerability (0-4) are described as such: 0: not vulnerable at all, except if you set it in the MCM menu 1: wearing collar or naked 2: wearing the following while naked: harness, collar, piercings, semen. without naked requirement: slaveboots, gag, blindfold 3: wearing armbinder, sitting in zaz bondage furniture 4: 1 lvl 3 items and one lvl 2 item or 3 lvl 2 items, with some exceptions You can now set the individual levels of all items that are detected as vulnerable directly in the MCM There is no difference with chance to get approached for the different vulnerabilities, any vulnerability over 0 leads to you being approached (sex) at the same chance, but you can set in the MCM menu what levels you want to get approached for enslavement (maybe sex is lvl 1, but you're not enslaveable until your hands are tied (lvl3) and you can't fight back, for instance) The Sexlab Fame system mod can add +1 to vulnerability with the MCM settings as well, along with the night setting. last updated: 11/2018 How do I save clean? Fallrim tools seems to work perfectly with DEC. You can also try using Save tool if you aren't using the mod crash fixes. For fallrim tools "Resaver": * Make a new hard save for cleaning, I recommend the player being inside not surrounded by NPCs or too many objects * Open the save you just made in resaver. * add "crde" to the top left filter box, or select Deviously enslaved.esp in the mod filter box * right click "Scripts(#number)" and select "Delete elements(#number)" * repeat for "Script instances" * Inside of the "Clean" menu in the top left, select "Remove unattached instances" * Inside of the "Clean" menu in the top left, select "Remove undefined elements" * save your changes OR: * Make a hard save with DEC already uninstalled * open the save in resaver * Inside of the "Clean" menu in the top left, select "Remove unattached instances" * Inside of the "Clean" menu in the top left, select "Remove undefined elements" * save your changes For save tool: * Make a hard save * Load the save in savetool.exe * Go to "Mod editor" and check deviouslyenslaved.esp on the list * Hit both delete forms and delete scripts on the right side, * go back to the main page and hit "FixScriptInstances" and "Fix all #" <- for good measure * save your changes OR: * Make a hard save with DEC already uninstalled * Load the save in savetool.exe * go back to the main page and hit "FixScriptInstances" and "Fix all #" * save your changes Throwing in a "fix broken inactives" might be a good idea too, after everything else, in the past it would cause more problems then solve, but that seems to have been fixed. If Save cleaning doesn't refresh DEC's MCM, manually search for "crde" in save tools left script search,and delete all scripts that show up with that name, that has fixed that odd bug for me in the past. I'm not an expert with using save tool, but this works really well for DE and DEC. The only part of your save that isn't cleaned are the crde StorageUtil variables, which are only used as time stamps currently anyway, so it shouldn't matter if they are left over What is "Armbinder conversation" and why does it never seem to activate? Chase put that in, and never finished it. I never got around to finishing it because I wasn't sure until recently what it was supposed to be. Right now it does nothing. What is Morality? Morality is an actor value found in the vanilla game. In the actual game, it is used to determine what crimes a person is willing to commit in aiding his allies and friends. See here: http://www.uesp.net/wiki/Skyrim:Morality#Morality Not a perfect correlation with is willing to enslave someone they meet in the world but was the closest thing the game had to such a system. If there was a better system I would consider implementing it. Why are you still using "CRDE" as an identifier and "deviouslyenslaved.esp" instead of changing them to something more accurately named? Lazy. DEC doesn't work, what's wrong? Make sure you have all the hard requirements, DDx and UIExtensions are NOT optional. Double check that the mod is not working by enabling DEBUG through the MCM menu (ON by default), setting it to console so it doesn't spam your notifications (ON by default), and open the console and check if you get CRDE debug output every 8-15 seconds. The game must be moving for those 8-15 seconds (out of console/ui) Common reasons DEC is working but you aren't being approached: NPCs don't have high enough arousal, lower the threshold or find some way to warm them up NPCs have too high of morality, lower the threshold in the options or change the character morality through console NPC is wearing slave gear (Zaz/DD) or is in a faction that marks them a slave. You have a quest active that DEC uses to check if the player is busy, finish the quest Those weren't the issue! AND/OR you cannot see debug info in the console Describe what is wrong as best you can, and include a papyrus log (with debug messages turned ON) in the support thread and I'll see if I can figure out why it doesn't work for you. Some issues, especially if the mod stops working and will not print error messages, requires a save game be given to me so I can inspect the mod state in Fallrim tools. If you think this data is too sensitive you can post it to me in a private message, but please post issues in the support thread first as other users might have similar issues or have already found solutions. Mods that DEC connects with (slavery): SD+ Maria Eden (1.19 and 1.24 mostly work) Cursed loot Simple slavery Devious Cidhna Wolfclub (old) Slaverun and Slaverun Reloaded S_L_U_T_S Isle of Mara Tweaked The rest of the mods, and how/why they connect with DEC are explained in the second post on the forum. Incompatible mods: Currently, the only mod I recommend users not use in combination with DEC is Sky Slavery, which adds male slaves around skyrim. I cannot find a way to detect that they are slaves, so there is no way to stop them from attacking the player, and some of them were bugged out and could not interact with last time I tried the mod. * Mia's Lair: I think I got all incompatibilities with Mia's lair sorted out, but you might still get a stack dump during the interrogation part, because I haven't added location based detection for that part yet. Everything after that is smooth, and you shouldn't need to turn DEC off, if you have reason to believe otherwise tell me. * Submit: Once in awhile, a user shows up saying they think Submit breaks the mod. I don't even know if or which submit variant is still being maintained, and I'm not going to test them all. I'm going to assume the issue was misattributed to something else until a user gives me a replicatable case with a specific Submit version, but be aware that there might be a real issue here. * Maria's Eden +2.0: Local enslave works, but not Khajit (Defeat), although that might fix itself if the problem was on ME's end. Some mods, for whatever reason, create template NPCs that have the wrong gender assigned to them. DEC uses ActorReference.GetActorBase().getSex() to get gender, you can fix this by changing DEC over to using sexlab gender instea of base game gender, then setting the gender of the NPC through sexlab's MCM interface, can't fix otherwise. * Traps, Pitfalls and Dangerious Things: I never got a response back from Jim about how to get the two mods to detect one another, he seems MIA. For now this mod is on my list too As a reminder: if DEC is getting in the way of a mod/quest/scene you can turn it off temporarily in the MCM settings TODO: Find a good image to use for mod icon TODO: Find someone who wants to write dialogue TODO: Figure out minimum requirements for mod versions TODO: Find out why every time I edit this page paragraphs get extra new lines Permissions: DEC is now licensed as GNU Public License v3.0, which means it is opensource but you cannot fork the project without keeping it opensource (which for a buggy, poorly documented language/VM like skyrim, I feel open source is a huge benefit to the community). General code in the mod is free to copy for your own projects. Thanks to: Chase Roxand, the original author, for doing the hardest part Zippy for being a bro The authors of Sexlab, Devious devices and ZAP for providing the necessary framework The authors of LoversLab mods for freely providing their code source for code discovery and providing their assistance where available simplefries for pointing out that I was an idiot Firescrat for tracking down and fixing quite a few bugs. Legume for putting up with my bullshit Hexbolt8 for digging in the mod far enough to notice some dialogue was quietly broken and alerting me Everyone else who has helped me when I couldn't figure out the solution to a problem myself Old support thread for Deviously Enslaved (Chase Roxand): http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-47 Old DE download page: http://www.loverslab.com/files/file/1602-deviously-enslaved-v104-1715/ Less important details about the mod have been moved to the second post of the support thread to keep this page to a reasonable size Submitter Verstort Submitted 10/22/2015 Category Dialog Sex Requires SKYUI(for MCM), Sexlab, Sexlab Aroused, Zaz animation framework, Devious Devices (assets,integration,expansion), UIExtensions Special Edition Compatible  
  2. Devious Followers 1.72 SE (Lozeak's Oldrim port) View File This is a simple conversion of Oldrim's Devious Followers 1.72 by Lozeak I basically followed an SE conversion tutorial, so I won't be able to provide much support but, as far as I can tell: * no t-poses * most of the gameplay seems to be there (even though I could not trigger certain events, but I guess it has more to do with my character not meeting the criteria) * no odd crashes/behaviours since I've installed the mod (I have played several hours w/ the mod active with no issues) The original thread (Oldrim) : Original file : All the mod prerequisites for Oldrim still apply here. As I'm simply publishing a conversion with Lozeak's go ahead, any use of that work is subject to Lozeak's terms when it comes to the re-use of code, assets, and so on. Submitter Inawen_ll Submitted 03/06/2019 Category Adult Mods Requires SexLab, SexLabAroused, DD Integration, DD Expansion, DD Assets Regular Edition Compatible No  
  3. View File Summary: This Mod allows for a chance to get kidnapped by a Vampire while sleeping outdoors. The Vampire wants a powerful lost artifact to be retrieved, he will equip the Player with powerful and potentially deadly nipple shockers for motivation and to help her find her way. The Vampire's item can end up in hundreds of different radiant locations and may involve breaking and entering or worse to acquire it. The Player is also equipped with special vibes that will go off more and more intensely as she gets closer to the Item's location. There's also an alternate Quest possible where the Item may be in the possession of the Vampire's Sex Slave and the Player will need to hunt her down and wrestle it from her or suffer the punishment for failure. Changes in 1.1.0: Changed the Slave Girl's outfit to remove HDT items to prevent her from sometimes going invisible due to some DD glitch with HDT items on NPCs. Added a Simple Slavery outcome possibility and new scene. *Edit: Simple Slavery has been updated to include this Mod as a possible outcome! Big thx to Lozeak for helping to make this happen! Added a soft compatibility option with SexLab Pheromones. Gargoyle Pheromones will be added on Quest start if you have SP installed and enable the toggle in the MCM to use it. Added soft compatibility option with SexLab Skooma Whore. Random drugs will periodically get injected directly into the PC's Clitoris via a special vag piercing if Skooma Whore is installed and the MCM option is toggled on. If you want to receive nipple shocks while in combat, it's possible to toggle that on in MCM. There is a toggle in MCM to have a steady stream of soft vibrations while on the return journey after acquiring the Trinket. Requirements: Dawnguard DLC Dragonborn DLC SexLab SexLab Aroused Devious Devices - Assets 3.0 Devious Devices - Integration 4.1+ Devious Devices - Expansion 4.1+ Fuz Ro Doh Credits: Thanks to Ashal for LL and SexLab Fishburger for SL Aroused DD Team for all tight stuff LL Community for supporting Mods 02/12/19 Desription update to clarify that people should have Fuz Ro D-oh installed with this Mod. Submitter Hugh Reckum Submitted 11/04/2018 Category Quests Requires Dawnguard DLC, Dragonborn DLC, SexLab, SexLab Aroused, DD Assets 3.0e, DD Integration 4.1+, DD Expansion 4.1+ Special Edition Compatible View File  
  4. Devious Followers (8 June 2019) View File Devious Followers Please note with 2.0 Willpower has been reworked and currently the mod doesn't reflect it fully, in time the mod will be a lot more difficult with less willpower. Also there may be bugs... 1.72 in old version is the last know stable version!!! Intro and what this mod is. This is a follower/gameplay overhaul mod. Follower will now expect to be paid for there services and will need rest from time to time. Followers will have additional services like some device removal and a way to gamble for keys, so that if you trigger some trap and need a helping hand your follower will be there for you. Failure to do this will lead to you have to make deals or being forced to make them and lead into to you being a slave until you clear your debt. Most of the mod is configurable in the MCM and likely the default setting will not be to your liking! Experment and have fun. Requirements How the mod progression and works. 1. Once you get a follower you should get an idle line saying something about hoping you don't mess them around or if you hire certain followers with debt, this will mean the mod has started and that is your devious follower. 2. Next as time progresses you'll incur debt with your follower, which means you'll need to pay them. 3. Now if things get too much you could make a few deals with your in exchange for debt reduction. 4. If you exceed a certain level of debt you'll be force to make deals or they will take control of your gold. 5. Then if you get too many deals other things can happen like being enslaved (SS outcome, Mod default outcome, Being sold to someone else ect) NOTE: The mods progression is tracked by number of deals made, meaning the MCM will make sure at least 9 deals (These can be mixed between modular and non Modular) are active, modular deals are more random and are displayed via the MCM, none modular deals are less random and displayed via dialog. Willpower, Lives, Fast travel and sleeping. Willpower is in the game and as it is reduces the mod gets harder and treats the player more like a slave. Lives are basically your followers stamina it is reduced many way and when 0 it can make things a little difficult for you. Fast travel is risky now because debt is worked out by game time passed if you want to zip to riften you better have the gold to pay off your followers debt. Resting for 6 hours or more is essential and does a lot of things. It will recover willpower and lives but I hope you don't have any devices on because that can reduce the amount of willpower you can gain. Follower Debt system Then your follow will NOT leave you until she is payed off (need to pay 100 after "nice to meet you...") Then every X hours your follower will say "... my fair share" this will update your debt and lose 1 of there lives. Then if you break X amount of debt you follower will steal your stuff or enslave you depending on your willpower. So it's recommend to make deals or pay them but if you don't they will eventually enslave you or (Endless mode) make it do you can do nothing until the debt reaches a certain point. When enslaved If you break the rules they will punish you, take gold,add debt make it harder to get free. Follower Gold Control system. So the follower can take control of your gold. You can ask them to or they will do it anyway if you fail to pay them. The benefit of this can be they can hold excess gold and debt is payed automatically. The fun part of this...... (A lot of this can be controled via MCM) You can ask to carry more (not always though) You can be holding a lot of gold that if lost can be turned into debt. The holding amount can be reduced by certain things (Decay system, Device removal/Keygame, Follower adding debt) You debt is concealed so you don't always know how close you are too being punished! You can end up locked out of your gold till you have a rest. Luckily, it updates of changing area so if you need just 100 gold for a room. Maybe, you can find a way to make money in the inn to use for the room (DCL solicitation) Devious Deals. (Sell your freedom away piece by piece) So when your debt is mounting and you need a break, your follower will offer you a deal to reduce it but you'll need to buy out of the deal before you can get the follower to leave. Don't worry they are all designed so they are fun.... for your follower . Your follower can remove other Devious Devices from you. When Free - Any normal gag, blindfold, arm bondage but if you have a none normal device they won't touch any in fear of being cursed When Enslaved - They only remove devices that stop you following the rules and to make them money Warning tho - if you end up in something More Devious your enslavement rules change(get worse) and they will only untie your hands if they can (don't get stuck in a heavy yoke) Once you get out of the more devious device once your follower notices they'll bump you back to being a normal slave. Follower playing games with you. There are certain mini events that happen while you are not enslaved. Plans for future More Deals! Difficultly tweaking with willpower! Another mode a little like gold mode but forcing you to carry things. Permission Finally the thanks... whew Lastly sorry if I done something I shouldn't. Please give feedback bad or good it's my first mod so no idea how good/bad the way I made it is. FAQ Submitter Lozeak Submitted 08/07/2017 Category WIP / Beta Requires Special Edition Compatible No
  5. Version 2.0 (pre-alpha)

    19,829 downloads

    Devious Attributes 2.0 (pre-alpha) This is a rewrite from scratch that moves as much functionality as possible to SKSE plugin. Currently, only bare-bones stuff is implemented, I want to make sure that SKSE plugin is stable and does not cause issues (CTDs?) before I continue. I play-tested it on my machine and it seems stable, but anything can happen with SKSE plugins, that far I understood very fast while writing the plugin 😅 I would be very happy to hear feedback whether the plugin causes any script lag, issues or crashes. The source code for the new version could be found here: https://github.com/mskynetll/Devious-Attributes/tree/skse Any feedback on my code is appreciated, especially on C++ (I am a noob in C++) Have you ever wondered what happens in the mind of our poor Dragonborn when melting faces with fire spells, or being ravaged by creatures after humiliating defeat? A framework that is designed to bring more immersion and consequences to various in-game events, good or bad. I always liked the idea of consequences in RPG games... and in my opinion, some really bad stuff that can happen to the Dragonborn in a very devious place that is Skyrim, should have consequences. So... New character stats will be tracked: Willpower - regenerating stat that will be used to calculate whether the character can refuse slave master command. Each time master's command is accepted, willpower value will be lowered. For example: Master : "kneel!" -> in order to refuse, you need to have enough willpower left. In time, this value will regenerate. Also, this value will be used to determine if the character can struggle with restraints - like armbinder, or try to escape (e.g. try to pickpocket the master). Each time the character struggles with restraints, willpower will be lowered as well. Pride - Will increase by winning combat and doing stuff like stealing if you are a member of Thieves Guild, and will decrease by being defeated or by wearing openly a devious device/collar. Each time a slave character refuses master's request, will increase the pride as well. Each time a character will accept master's request, pride will be lowered. Having higher pride will regenerate willpower faster. Self-Esteem - Will increase slowly with time, with a constant rate. Will decrease for each humiliating act character does. (Either through modding API or through wearing "degrading" devices such as pony boots.) Submissiveness - Calculated value, that will be used to determine how obedient and submissive the character is. This is calculated from combination of Pride and Self-Esteem Obedience - Signifies long-term conditioning to obey. Will decrease slowly with time, If it surpasses current Willpower value, the character Submissiveness will be considered as 100% and no longer will be able to struggle with bindings, or refuse commands/requests The submissiveness calculation: A value between 0.0 and 1.0 -> where 1.0 is 100% submissive. Calculated by the following formula : 1 - (((0.5 * Max(0.1,SelfEsteem)) + (0.5 * Max(Pride,Willpower))) / MaxStatValue) Where MaxStatValue = 100.0 Then, the calculated submissiveness will be Max(Obedience/MaxStatValue , Submissiveness) - where Submissiveness is the value we calculated with the formula. The idea here that conditioning to obey can override natural tendencies, and then a PC slave can be considered as "Trained". Obedience value will decrease each day, so naturally, the conditioning needs to be maintained, in order to keep the slave "Trained" Also, I have started managing code in GitHub, so you can look at the code here - https://github.com/mskynetll/Devious-Attributes You are welcome to look at the code, do a PR or just leave comments. Eventually, I will write detailed wiki for users with mechanics descriptions and for modders - detailed API descriptions. Requirements: SkyUi, (Really, there's someone that doesn't use it?) For the MCM Configurations SexLab, Again, anyone who doesn't use it? SexLab Aroused Redux: http://www.loverslab...aroused-redux/ OR Sexlab Aroused I'd love to hear any thoughts or feedback about this mod - as this is my first mod ever. Also, the mod is somewhat undertested - stuff should work, but I hadn't make special effort to break stuff. So, if you encounter anything weird, I'd be happy to hear about it.
  6. Version 2.03a

    15,331 downloads

    This is a simple conversion of Oldrim's Devious Followers 1.72 by Lozeak I basically followed an SE conversion tutorial, so I won't be able to provide much support but, as far as I can tell: * no t-poses * most of the gameplay seems to be there (even though I could not trigger certain events, but I guess it has more to do with my character not meeting the criteria) * no odd crashes/behaviours since I've installed the mod (I have played several hours w/ the mod active with no issues) The original thread (Oldrim) : Original file : All the mod prerequisites for Oldrim still apply here. As I'm simply publishing a conversion with Lozeak's go ahead, any use of that work is subject to Lozeak's terms when it comes to the re-use of code, assets, and so on.
  7. View File Slaverun 20140824 + Enforcer V5 Planned features for Autumn: - ultra light mode MCM toggle (for weak rigs to handle limited amount of added furniture/npc) - MCM slider for 'Zaid's freedom' timer - adjust tags for slaveslut shackles for SexLab striping compatibility - adjust slaveslut shackles to equip different slots than calypsys toys (no idea how, for now) - try to reconstruct or repair or anything to fix the navmesh NPC pathing issues (I see little hope in this matter, though) - adjust stuff confiscation quest part for any amount of repeats for multiple visits to Whiterun while not being enslaved - add Zaid's death quest end scenario Green = done I do not plan any adjustment or advancement of the story/questline. I have other mod in my mind that I want to work on when mentioned stuff gets fixed. The idea Civil war has turned Skyrim bad. As men fight, women become victims of their rage and lust. Whiterun, now commonly called rather Slaverun, became a center of female slave trade. Every unwealthy female without resources to keep herself safe may become a victim of enslavement. Features Punishment square - punished and crucified slaves near the marketplace and path leading to it. Working slaves - some slaves were put to work. Enslaved Whiterun citizens - most young female citizens were 'enslaved'. Slave market - slave trading place near the Talos shrine. Entertainment square - slave locked in fence with wolf (no interaction yet though!) with chairs for men to watch Sexprison - Dragonsreach basement has been turned to prison where females are interrogated, broken and worse. Jarl's servants - Jarl has few new servants. Punished twins locked in public use pillories. Slave buyer with cages and office - immersion only. Slave gear trader - buy ZaZ and Calypsys items! Immersive dialogue - get to know slaves, slavers and their little stories! Enslavement quest - take part in the slave business more than you'd actually like to! (female characters only) Brutus now has more dialogue options and some of them are checking the main quest stage and responding accordingly. Wolfpit is now interactive! Pay for show.. Dragonsreach now has some slaves to be used. Extended player enslavement questline, including punishment and 'training'! Dragonsreach dungeon is bigger with additional slavery gear. MCM for Lite version setting. SlaverunEnforcer by WaxenFigure - the nudity law is now enforced for both player and NPC! (plugin already included in Slaverun package) Quest storyline finished! Player can now regain freedom once again. Or sort of.. Scripted enforcement of player shackles. Just adding warning: mod contains multiple PC vs. beast SexLab events! (bestiality) Green = recently new Alternate versions With v 20140624 only single version will be released. Lite mode can be set up using MCM! Requirements & Credits SexLab - by Ashal Zaz Animation Pack [2014-04-21] - by xaz (this mod is based mostly on his work!) Adult Toys Merchant - mod by Calyps, uploaded by Foaman SexLab Aroused - mod redneck2x Diablo-esque Decorations - by nooblet123 NEW REQUIREMENT Strongly recommended mods Prison Overhaul SexLab Nude Creatures Other recommended mods Devious Devices Slavegirls Radiantprostitution Tweaked ..many more! Recommended Prison Overhaul settings 1) Turn off 'Crowd Gathering' 2) Set pillory punishments to 'Male Only' (thanks jfraser for pointing out these settings!) Conflicting mods Spectator Crowds and Guards - I am not able to prevent slaves playing their idles to 'attend the spectating'. Does not really break the game, but will cause issues. Dawn of Whiterun - custom furniture conflict [clipping through] (thanks Derk for reporting) Known bugs AFAIK the lighting inside new rooms in Dragonsreach dungeon is not ideal and might create bad looking results. No effect on playthrough, though. Next stage Quest tuning. Bugfixing. Q&A: Q: Do you plan to add male slaves? A: No. Q: The slaver (guard) at Whiterun inner gate keeps harassing me, even though I have already gone through his dialogue. A: This happens prior to version 20140603. Update the mod. Q: I've enjoyed the mod, but now I want to move on. Can I recover my gear? A: Yes. Your gear was confiscated by the slavers. They are in its possession.. (chests, keys, stealing, got it?) Q: Can I check the time I have to return to Zaid? A: Yes, read the note he left for you. Q: Can I remove the shackles manually? A: Use the proper MCM toggle. Q: The way some slaves are treated makes me sick. Can I make them disappear? A: Yes, use the proper MCM toggle (gore). Legal This mod is free to modify, use in parts or as a whole in other mods, etc. unless it's meant for any kind of financial profit. Just please mention my nick if you use the mod in any way. Full Change Log: Submitter pchs Submitted 05/08/2014 Category Quests Requires SexLab, ZaZ animation pack, Adult Toys Merchant Special Edition Compatible
  8. Version 13.25.0

    139,671 downloads

    This mod is up for adoption. 13.20 probably benefits from save cleaning or new save if updating. I think the only real downside is papyrus spam, which you can probably ignore 13.14.X+ Does not require DDI 4.0 yet, The changes I have made are for compatibility but do not require the upgrade yet, you can keep using 3.3 and DEC should still work. Tattoos and masters you can get sent too are all hard coded. If you find a tattoo that does not get detected TELL ME because I don't play with them all and need to know which ones are not being detected correctly. If you have any ideas for additional SD masters to get sent to, there are only a few requirements I have: The NPC must be found in an area that has at least one bed and 2 additional interactive items (enchantment tables, cooking fires, tables to eat at, ect) so that they have slightly interesting day-to-day activities. Must be a vanilla NPC, might make an exception for DLC If the NPC is interesting enough, or their area is interesting, I'm willing to add Mod and DLC specific NPCs. Cages or good lighting are a plus. Female masters and civilians are currently rare in the list. Description/summary: Deviously enslaved was originally created to make the world react to the player while the player was wearing slave gear and other DD/Zap Bondage gear. If the player is found wearing such gear, they may be approached (out of combat) by the population of skyrim for free sex or acquired as a new slave. This mod only handles approach by non-combat NPCs, in towns and on the road for instance, this is not a combat or defeat mod and should not conflict with mods that offer such functionality 13.0 added some follower interaction, so you can get Cursed loot-esque item finding in the world, some sex, even some bdsm with your followers. Still being worked on. Overview of changes since Chase's last 1.04 release: Better control over when the player is attack-able through MCM options More slavery outcomes: Instead of just the original SD and Maria eden, several mods have been added as possible outcomes Follower interaction beyond the regular outcomes Better integration with modern DD/Slavery mods, Requiring less user intervention and less DE interruption Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs Optimizations: DEC should be faster and lighter that DE, so users with weaker computers may be able to play it where previously could not. Frequently Asked Questions: What happens if I don't have any optional mods? No enslavement, only sex and item adding. While DEC doesn't require any specific optional mod to work, DEC does not provide any player slavery itself, piggybacking on the available slavery provided by optional mods instead. Without at least one optional mod DEC does not make use of slavery. There are options in my menu for mods that are greyed out, what mod am I missing? Not all greyed out items are because mods are missing, some are greyed out because they don't work yet and I haven't gotten around to adding them to the mod yet. What do I need to do when updating from a previous version? Depends on the update, the larger the update the more likely a save cleaning is required, or a new save. Save tool and fallrim tools both work pretty well with Deviously enslaved to clean old versions off of a save; The only times save cleaning doesn't fix a broken DEC install is when stack dumps have ruined many other mods and the save is unsalvagable anyway. It is also recommended to manually reset mods detection in the debug menu, if it isn't set to auto-reset. Why should I use this instead of Cursed loot? Feel free to use it with Cursed Loot. Cursed loot provides many similar features, but does not handle enslavement, only sex and item adding (5.0). Cursed loot doesn't allow for male playing either, although I don't focus on dual gender usage, it remains available in DEC. Do I need the original mod (Deviously enslaved)? No, DEC is standalone, and does not require the original Deviously enslaved at all. Is this mod lighter than the original Deviously Enslaved? Efforts have been made to make it lighter on the papyrus script engine, a lot lighter, but it is still a script heavy mod and shouldn't be combined with too many other script heavy mods. There are a few ways to reduce the load DEC uses: Increase the time between approach attempts by increasing "Event interval" in the MCM menu to a larger number Increase the cooldown between attacks Turning off Slavetats detection Turning off Alternate Chest slot detection Leaving arousal detection on faction instead of function Limiting how many items you wear and carry with you in your inventory Turn off follower finds items in chest feature, heavier than it looks Reduce the number of mods DEC looks for, but that's silly Can you explain the Vulnerability system? The vulnerability system needs an overhaul. There are 5 levels of player vulnerability (0-4) are described as such: 0: not vulnerable at all, except if you set it in the MCM menu 1: wearing collar or naked 2: wearing the following while naked: harness, collar, piercings, semen. without naked requirement: slaveboots, gag, blindfold 3: wearing armbinder, sitting in zaz bondage furniture 4: 1 lvl 3 items and one lvl 2 item or 3 lvl 2 items, with some exceptions You can now set the individual levels of all items that are detected as vulnerable directly in the MCM There is no difference with chance to get approached for the different vulnerabilities, any vulnerability over 0 leads to you being approached (sex) at the same chance, but you can set in the MCM menu what levels you want to get approached for enslavement (maybe sex is lvl 1, but you're not enslaveable until your hands are tied (lvl3) and you can't fight back, for instance) The Sexlab Fame system mod can add +1 to vulnerability with the MCM settings as well, along with the night setting. last updated: 11/2018 How do I save clean? Fallrim tools seems to work perfectly with DEC. You can also try using Save tool if you aren't using the mod crash fixes. For fallrim tools "Resaver": * Make a new hard save for cleaning, I recommend the player being inside not surrounded by NPCs or too many objects * Open the save you just made in resaver. * add "crde" to the top left filter box, or select Deviously enslaved.esp in the mod filter box * right click "Scripts(#number)" and select "Delete elements(#number)" * repeat for "Script instances" * Inside of the "Clean" menu in the top left, select "Remove unattached instances" * Inside of the "Clean" menu in the top left, select "Remove undefined elements" * save your changes OR: * Make a hard save with DEC already uninstalled * open the save in resaver * Inside of the "Clean" menu in the top left, select "Remove unattached instances" * Inside of the "Clean" menu in the top left, select "Remove undefined elements" * save your changes For save tool: * Make a hard save * Load the save in savetool.exe * Go to "Mod editor" and check deviouslyenslaved.esp on the list * Hit both delete forms and delete scripts on the right side, * go back to the main page and hit "FixScriptInstances" and "Fix all #" <- for good measure * save your changes OR: * Make a hard save with DEC already uninstalled * Load the save in savetool.exe * go back to the main page and hit "FixScriptInstances" and "Fix all #" * save your changes Throwing in a "fix broken inactives" might be a good idea too, after everything else, in the past it would cause more problems then solve, but that seems to have been fixed. If Save cleaning doesn't refresh DEC's MCM, manually search for "crde" in save tools left script search,and delete all scripts that show up with that name, that has fixed that odd bug for me in the past. I'm not an expert with using save tool, but this works really well for DE and DEC. The only part of your save that isn't cleaned are the crde StorageUtil variables, which are only used as time stamps currently anyway, so it shouldn't matter if they are left over What is "Armbinder conversation" and why does it never seem to activate? Chase put that in, and never finished it. I never got around to finishing it because I wasn't sure until recently what it was supposed to be. Right now it does nothing. What is Morality? Morality is an actor value found in the vanilla game. In the actual game, it is used to determine what crimes a person is willing to commit in aiding his allies and friends. See here: http://www.uesp.net/wiki/Skyrim:Morality#Morality Not a perfect correlation with is willing to enslave someone they meet in the world but was the closest thing the game had to such a system. If there was a better system I would consider implementing it. Why are you still using "CRDE" as an identifier and "deviouslyenslaved.esp" instead of changing them to something more accurately named? Lazy. DEC doesn't work, what's wrong? Make sure you have all the hard requirements, DDx and UIExtensions are NOT optional. Double check that the mod is not working by enabling DEBUG through the MCM menu (ON by default), setting it to console so it doesn't spam your notifications (ON by default), and open the console and check if you get CRDE debug output every 8-15 seconds. The game must be moving for those 8-15 seconds (out of console/ui) Common reasons DEC is working but you aren't being approached: NPCs don't have high enough arousal, lower the threshold or find some way to warm them up NPCs have too high of morality, lower the threshold in the options or change the character morality through console NPC is wearing slave gear (Zaz/DD) or is in a faction that marks them a slave. You have a quest active that DEC uses to check if the player is busy, finish the quest Those weren't the issue! AND/OR you cannot see debug info in the console Describe what is wrong as best you can, and include a papyrus log (with debug messages turned ON) in the support thread and I'll see if I can figure out why it doesn't work for you. Some issues, especially if the mod stops working and will not print error messages, requires a save game be given to me so I can inspect the mod state in Fallrim tools. If you think this data is too sensitive you can post it to me in a private message, but please post issues in the support thread first as other users might have similar issues or have already found solutions. Mods that DEC connects with (slavery): SD+ Maria Eden (1.19 and 1.24 mostly work) Cursed loot Simple slavery Devious Cidhna Wolfclub (old) Slaverun and Slaverun Reloaded S_L_U_T_S Isle of Mara Tweaked The rest of the mods, and how/why they connect with DEC are explained in the second post on the forum. Incompatible mods: Currently, the only mod I recommend users not use in combination with DEC is Sky Slavery, which adds male slaves around skyrim. I cannot find a way to detect that they are slaves, so there is no way to stop them from attacking the player, and some of them were bugged out and could not interact with last time I tried the mod. * Mia's Lair: I think I got all incompatibilities with Mia's lair sorted out, but you might still get a stack dump during the interrogation part, because I haven't added location based detection for that part yet. Everything after that is smooth, and you shouldn't need to turn DEC off, if you have reason to believe otherwise tell me. * Submit: Once in awhile, a user shows up saying they think Submit breaks the mod. I don't even know if or which submit variant is still being maintained, and I'm not going to test them all. I'm going to assume the issue was misattributed to something else until a user gives me a replicatable case with a specific Submit version, but be aware that there might be a real issue here. * Maria's Eden +2.0: Local enslave works, but not Khajit (Defeat), although that might fix itself if the problem was on ME's end. Some mods, for whatever reason, create template NPCs that have the wrong gender assigned to them. DEC uses ActorReference.GetActorBase().getSex() to get gender, you can fix this by changing DEC over to using sexlab gender instea of base game gender, then setting the gender of the NPC through sexlab's MCM interface, can't fix otherwise. * Traps, Pitfalls and Dangerious Things: I never got a response back from Jim about how to get the two mods to detect one another, he seems MIA. For now this mod is on my list too As a reminder: if DEC is getting in the way of a mod/quest/scene you can turn it off temporarily in the MCM settings TODO: Find a good image to use for mod icon TODO: Find someone who wants to write dialogue TODO: Figure out minimum requirements for mod versions TODO: Find out why every time I edit this page paragraphs get extra new lines Permissions: DEC is now licensed as GNU Public License v3.0, which means it is opensource but you cannot fork the project without keeping it opensource (which for a buggy, poorly documented language/VM like skyrim, I feel open source is a huge benefit to the community). General code in the mod is free to copy for your own projects. Thanks to: Chase Roxand, the original author, for doing the hardest part Zippy for being a bro The authors of Sexlab, Devious devices and ZAP for providing the necessary framework The authors of LoversLab mods for freely providing their code source for code discovery and providing their assistance where available simplefries for pointing out that I was an idiot Firescrat for tracking down and fixing quite a few bugs. Legume for putting up with my bullshit Hexbolt8 for digging in the mod far enough to notice some dialogue was quietly broken and alerting me Everyone else who has helped me when I couldn't figure out the solution to a problem myself Old support thread for Deviously Enslaved (Chase Roxand): http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-47 Old DE download page: http://www.loverslab.com/files/file/1602-deviously-enslaved-v104-1715/ Less important details about the mod have been moved to the second post of the support thread to keep this page to a reasonable size
  9. Devious Attributes 2019-5-7 View File Devious Attributes 2.0 (pre-alpha) This is a rewrite from scratch that moves as much functionality as possible to SKSE plugin. Currently, only bare-bones stuff is implemented, I want to make sure that SKSE plugin is stable and does not cause issues (CTDs?) before I continue. I play-tested it on my machine and it seems stable, but anything can happen with SKSE plugins, that far I understood very fast while writing the plugin 😅 I would be very happy to hear feedback whether the plugin causes any script lag, issues or crashes. The source code for the new version could be found here: https://github.com/mskynetll/Devious-Attributes/tree/skse Any feedback on my code is appreciated, especially on C++ (I am a noob in C++) Have you ever wondered what happens in the mind of our poor Dragonborn when melting faces with fire spells, or being ravaged by creatures after humiliating defeat? A framework that is designed to bring more immersion and consequences to various in-game events, good or bad. I always liked the idea of consequences in RPG games... and in my opinion, some really bad stuff that can happen to the Dragonborn in a very devious place that is Skyrim, should have consequences. So... New character stats will be tracked: Willpower - regenerating stat that will be used to calculate whether the character can refuse slave master command. Each time master's command is accepted, willpower value will be lowered. For example: Master : "kneel!" -> in order to refuse, you need to have enough willpower left. In time, this value will regenerate. Also, this value will be used to determine if the character can struggle with restraints - like armbinder, or try to escape (e.g. try to pickpocket the master). Each time the character struggles with restraints, willpower will be lowered as well. Pride - Will increase by winning combat and doing stuff like stealing if you are a member of Thieves Guild, and will decrease by being defeated or by wearing openly a devious device/collar. Each time a slave character refuses master's request, will increase the pride as well. Each time a character will accept master's request, pride will be lowered. Having higher pride will regenerate willpower faster. Self-Esteem - Will increase slowly with time, with a constant rate. Will decrease for each humiliating act character does. (Either through modding API or through wearing "degrading" devices such as pony boots.) Submissiveness - Calculated value, that will be used to determine how obedient and submissive the character is. This is calculated from combination of Pride and Self-Esteem Obedience - Signifies long-term conditioning to obey. Will decrease slowly with time, If it surpasses current Willpower value, the character Submissiveness will be considered as 100% and no longer will be able to struggle with bindings, or refuse commands/requests The submissiveness calculation: A value between 0.0 and 1.0 -> where 1.0 is 100% submissive. Calculated by the following formula : 1 - (((0.5 * Max(0.1,SelfEsteem)) + (0.5 * Max(Pride,Willpower))) / MaxStatValue) Where MaxStatValue = 100.0 Then, the calculated submissiveness will be Max(Obedience/MaxStatValue , Submissiveness) - where Submissiveness is the value we calculated with the formula. The idea here that conditioning to obey can override natural tendencies, and then a PC slave can be considered as "Trained". Obedience value will decrease each day, so naturally, the conditioning needs to be maintained, in order to keep the slave "Trained" Also, I have started managing code in GitHub, so you can look at the code here - https://github.com/mskynetll/Devious-Attributes You are welcome to look at the code, do a PR or just leave comments. Eventually, I will write detailed wiki for users with mechanics descriptions and for modders - detailed API descriptions. Requirements: SkyUi, (Really, there's someone that doesn't use it?) For the MCM Configurations SexLab, Again, anyone who doesn't use it? SexLab Aroused Redux: http://www.loverslab...aroused-redux/ OR Sexlab Aroused I'd love to hear any thoughts or feedback about this mod - as this is my first mod ever. Also, the mod is somewhat undertested - stuff should work, but I hadn't make special effort to break stuff. So, if you encounter anything weird, I'd be happy to hear about it. Submitter m.skynet Submitted 01/26/2016 Category Framework & Resources Requires Base mod - Sexlab, Sexlab Aroused; Devious Consequences requires DDa, DDi, DDx, Zaz animation pack, Sexlab and Sexlab Aroused Special Edition Compatible  
  10. [Deleted] Please direct any further discussions to the support thread of the download page below : http://www.loverslab.com/files/file/1517-slaves-of-tamriel-forced-labor-as-a-mine-slave/
  11. Version 1.1.1 November 9, 2018

    19,883 downloads

    Summary: This Mod allows for a chance to get kidnapped by a Vampire while sleeping outdoors. The Vampire wants a powerful lost artifact to be retrieved, he will equip the Player with powerful and potentially deadly nipple shockers for motivation and to help her find her way. The Vampire's item can end up in hundreds of different radiant locations and may involve breaking and entering or worse to acquire it. The Player is also equipped with special vibes that will go off more and more intensely as she gets closer to the Item's location. There's also an alternate Quest possible where the Item may be in the possession of the Vampire's Sex Slave and the Player will need to hunt her down and wrestle it from her or suffer the punishment for failure. Changes in 1.1.0: Changed the Slave Girl's outfit to remove HDT items to prevent her from sometimes going invisible due to some DD glitch with HDT items on NPCs. Added a Simple Slavery outcome possibility and new scene. *Edit: Simple Slavery has been updated to include this Mod as a possible outcome! Big thx to Lozeak for helping to make this happen! Added a soft compatibility option with SexLab Pheromones. Gargoyle Pheromones will be added on Quest start if you have SP installed and enable the toggle in the MCM to use it. Added soft compatibility option with SexLab Skooma Whore. Random drugs will periodically get injected directly into the PC's Clitoris via a special vag piercing if Skooma Whore is installed and the MCM option is toggled on. If you want to receive nipple shocks while in combat, it's possible to toggle that on in MCM. There is a toggle in MCM to have a steady stream of soft vibrations while on the return journey after acquiring the Trinket. Requirements: Dawnguard DLC Dragonborn DLC SexLab SexLab Aroused Devious Devices - Assets 3.0 Devious Devices - Integration 4.1+ Devious Devices - Expansion 4.1+ Fuz Ro Doh Credits: Thanks to Ashal for LL and SexLab Fishburger for SL Aroused DD Team for all tight stuff LL Community for supporting Mods 02/12/19 Desription update to clarify that people should have Fuz Ro D-oh installed with this Mod.
  12. I searched the site for something like this but didn't find anything, so I'm posting it as an idea / request for a relatively small and simple mod. The purpose of this would not be an "Enslave Me" mod, but rather something to add challenge, risk, and surprise, in a realistic way. The Dragonborn's fame invites unwanted attention -- whether from a collector of exotic slaves who'd like to add a Dhovakiin to the collection, or enterprising slavers who see a large profit, it doesn't matter. The point is, slavers periodically pursue you. The scope of the mod could be small. Similar to bounty hunters, slavers would periodically spawn and try to subdue the player character. If successful, that would feed in to Simple Slavery (or other enslavement mods). End of story. Slavers would employ a special mechanic for subdual, a melee weapon like a club (the mace model would suffice) that inflicts greatly reduced physical damage, but with a chance on every hit to subdue, configurable from 1% (very easy) to 100% (impossibly hard). Upon a subdual hit, a message says "You have been stunned and knocked to the ground. A slaver quickly binds you." then fade to black and cue Simple Slavery or other mod. Possibly add an option that a collared character is twice as easy to subdue. A slaver encounter should have a good chance for the player to avoid capture (on "average" difficulty the player should expect to win most of the time). Remember that the player be will be the target of an unending series of attacks over the course of the game, and will eventually get unlucky. The power and number of slavers should be configurable options, from very easy to very hard. Slavers can spawn in any outdoor area (don't want them breaking progress through a linear dungeon). However, they should not spawn on top of you. To be a fair fight you must see them coming if you're paying attention, so I'm thinking they'd spawn at a distance, similar to Hired Thugs, but run after you rather than walk and without any greeting. There's no need for talk. They might also spawn and wait in towns (see below), but to be fair they can't wait at the entrance. I'm thinking that "town slavers" would wander in a large area around town (so you won't get used to where they always spawn). Rather than move toward you, these would attack on sight. It's possible that you might come and go and miss them -- this time. Guards and townsfolk should not interfere (they've been bribed, or might even have tipped off the slavers to your arrival). Frequency of attacks should be configurable, with the option to disable completely if you want to focus on a quest without distractions. The purpose is to make gameplay more fun and interesting, not miserably difficult (though you could do that if you wish with the difficulty settings). Melee characters, being subject to more hits, would be at a disadvantage. A configurable option might give the slavers an Entanglement spell: a ranged, 3-minute, 25% slow spell (meaning your speed = 75%, still not too slow), to let them close with ranged characters. Obviously, if the player is already enslaved there should be no slaver attacks. How does this differ from existing defeat mods? * Adds a new type of risk. Slavers are in addition to all the other dangers in Skyrim. * The subdual mechanic ensures that even a very powerful character can get unlucky and lose. * Losing always results in enslavement. * Slavers can spawn in towns (MCM toggle to disable). They know that you visit towns frequently to sell loot or seek help with a pesky device. Going to town can now be risky. * Surprise factor. You enter a bandit camp expecting a fight, but slavers are looking to catch you unaware.
  13. View File This is largely inspired by the Gor story posted here. This mod aims to create a sporting event in which several of your captors hunt for you almost entirely by the sound you make. This update introduces a slaver camp. You can fast travel to it for testing, though I'll make you find it before it shows up on the map later. (Far east, south of Windhelm.) To start the game, talk to the guy on the far end. No need to start anything in MCM currently and the capture part is disabled for now. If the game doesn't seem to start, pay attention (and let me know) to what happens in the other cage. Next steps: Work on the post game scenario Make the camp more "lived in" Possibly will add S3(f) since this is a slaver camp Chasity bell's text is copied over from the belt. Need to rewrite it to make it more appropriate for the device. Current plan is once the bell comes off to leave the rings. Not yet implemented. The hunters remove the hoods when the game starts. Need to figure out why. (The blindness effect isn't attached to the hoods so it doesn't effect the game.) -Noticed if you stay still long enough they'll put the hoods back on... odd... Dual wielding hunters don't remove both weapons. Would like to implement optional DAYMOYL so users will be able to customize death. Hmm Anything else? Work on the first fade out issue. Add a condition to the chastity bell that will prevent the rendered item from showing to prevent something bad from happening if it gets put on guys/TSed folk. (So you can play the game as that if you want but the chasity bell won't render to allow SoS campatibility...) Suspected incompatibilities: Using this with a mod that puts a SOS on a female will cause the universe to implode. If you try it, give me a heads up so I can duck in my bunker in case the worst happens... (The chasity piercings from zarias_restraints uses the same slot as the SOS. I did some things behind the scenes to make them compatible as a female but it'll fight if SOS tries to put one on a female...) Requirements: SexLab ZazAnimationPack SexLabAroused Devious Devices - Assets Devious Devices - Integration Devious Devices - Expansion - Same page as Integration. Zarias_restraints (enabling the .esp isn't necessary...) (Some of these aren't actually used currently... Just a little click happy when starting... I'll clean it up later...) Appreciation: Ashal - Sexlab Zaz and Xaz - Zap Zad and Min - Devious Devices Redneck2x - SexLabAroused Magnemoe - Zarias_restraints Skyrimll and jbezorg - SD+ and SD (I learned a lot by poking my head in there...) Submitter Malicience Submitted 08/09/2014 Category Combat Sex Requires Special Edition Compatible  
  14. Goal: Mod to establish romantic relationship between any NPC and the player. The content will be mainly dialogue based advancing things in multiple categories resulting to various small events and acts spicing up the relationship. Content will be highly configurable but generally leaning towards consensual player submissiveness and assertive dominant master. Will work with any follower mod... Viconia for example. Done features: Initiate relationship through dialogue NPC-NPC sex Dynamic forcegreet dialogues Todo: Learn radiant quests Agree into chastity Content Dependencies: SKSE SkyUI SexLab framework SexLab aroused Old junk
  15. Malicience

    GirlCatch

    Version 0.7.1

    9,338 downloads

    This is largely inspired by the Gor story posted here. This mod aims to create a sporting event in which several of your captors hunt for you almost entirely by the sound you make. This update introduces a slaver camp. You can fast travel to it for testing, though I'll make you find it before it shows up on the map later. (Far east, south of Windhelm.) To start the game, talk to the guy on the far end. No need to start anything in MCM currently and the capture part is disabled for now. If the game doesn't seem to start, pay attention (and let me know) to what happens in the other cage. Next steps: Work on the post game scenario Make the camp more "lived in" Possibly will add S3(f) since this is a slaver camp Chasity bell's text is copied over from the belt. Need to rewrite it to make it more appropriate for the device. Current plan is once the bell comes off to leave the rings. Not yet implemented. The hunters remove the hoods when the game starts. Need to figure out why. (The blindness effect isn't attached to the hoods so it doesn't effect the game.) -Noticed if you stay still long enough they'll put the hoods back on... odd... Dual wielding hunters don't remove both weapons. Would like to implement optional DAYMOYL so users will be able to customize death. Hmm Anything else? Work on the first fade out issue. Add a condition to the chastity bell that will prevent the rendered item from showing to prevent something bad from happening if it gets put on guys/TSed folk. (So you can play the game as that if you want but the chasity bell won't render to allow SoS campatibility...) Suspected incompatibilities: Using this with a mod that puts a SOS on a female will cause the universe to implode. If you try it, give me a heads up so I can duck in my bunker in case the worst happens... (The chasity piercings from zarias_restraints uses the same slot as the SOS. I did some things behind the scenes to make them compatible as a female but it'll fight if SOS tries to put one on a female...) Requirements: SexLab ZazAnimationPack SexLabAroused Devious Devices - Assets Devious Devices - Integration Devious Devices - Expansion - Same page as Integration. Zarias_restraints (enabling the .esp isn't necessary...) (Some of these aren't actually used currently... Just a little click happy when starting... I'll clean it up later...) Appreciation: Ashal - Sexlab Zaz and Xaz - Zap Zad and Min - Devious Devices Redneck2x - SexLabAroused Magnemoe - Zarias_restraints Skyrimll and jbezorg - SD+ and SD (I learned a lot by poking my head in there...)
  16. Version 20140824 EV5

    78,330 downloads

    Slaverun 20140824 + Enforcer V5 Planned features for Autumn: - ultra light mode MCM toggle (for weak rigs to handle limited amount of added furniture/npc) - MCM slider for 'Zaid's freedom' timer - adjust tags for slaveslut shackles for SexLab striping compatibility - adjust slaveslut shackles to equip different slots than calypsys toys (no idea how, for now) - try to reconstruct or repair or anything to fix the navmesh NPC pathing issues (I see little hope in this matter, though) - adjust stuff confiscation quest part for any amount of repeats for multiple visits to Whiterun while not being enslaved - add Zaid's death quest end scenario Green = done I do not plan any adjustment or advancement of the story/questline. I have other mod in my mind that I want to work on when mentioned stuff gets fixed. The idea Civil war has turned Skyrim bad. As men fight, women become victims of their rage and lust. Whiterun, now commonly called rather Slaverun, became a center of female slave trade. Every unwealthy female without resources to keep herself safe may become a victim of enslavement. Features Punishment square - punished and crucified slaves near the marketplace and path leading to it. Working slaves - some slaves were put to work. Enslaved Whiterun citizens - most young female citizens were 'enslaved'. Slave market - slave trading place near the Talos shrine. Entertainment square - slave locked in fence with wolf (no interaction yet though!) with chairs for men to watch Sexprison - Dragonsreach basement has been turned to prison where females are interrogated, broken and worse. Jarl's servants - Jarl has few new servants. Punished twins locked in public use pillories. Slave buyer with cages and office - immersion only. Slave gear trader - buy ZaZ and Calypsys items! Immersive dialogue - get to know slaves, slavers and their little stories! Enslavement quest - take part in the slave business more than you'd actually like to! (female characters only) Brutus now has more dialogue options and some of them are checking the main quest stage and responding accordingly. Wolfpit is now interactive! Pay for show.. Dragonsreach now has some slaves to be used. Extended player enslavement questline, including punishment and 'training'! Dragonsreach dungeon is bigger with additional slavery gear. MCM for Lite version setting. SlaverunEnforcer by WaxenFigure - the nudity law is now enforced for both player and NPC! (plugin already included in Slaverun package) Quest storyline finished! Player can now regain freedom once again. Or sort of.. Scripted enforcement of player shackles. Just adding warning: mod contains multiple PC vs. beast SexLab events! (bestiality) Green = recently new Alternate versions With v 20140624 only single version will be released. Lite mode can be set up using MCM! Requirements & Credits SexLab - by Ashal Zaz Animation Pack [2014-04-21] - by xaz (this mod is based mostly on his work!) Adult Toys Merchant - mod by Calyps, uploaded by Foaman SexLab Aroused - mod redneck2x Diablo-esque Decorations - by nooblet123 NEW REQUIREMENT Strongly recommended mods Prison Overhaul SexLab Nude Creatures Other recommended mods Devious Devices Slavegirls Radiantprostitution Tweaked ..many more! Recommended Prison Overhaul settings 1) Turn off 'Crowd Gathering' 2) Set pillory punishments to 'Male Only' (thanks jfraser for pointing out these settings!) Conflicting mods Spectator Crowds and Guards - I am not able to prevent slaves playing their idles to 'attend the spectating'. Does not really break the game, but will cause issues. Dawn of Whiterun - custom furniture conflict [clipping through] (thanks Derk for reporting) Known bugs AFAIK the lighting inside new rooms in Dragonsreach dungeon is not ideal and might create bad looking results. No effect on playthrough, though. Next stage Quest tuning. Bugfixing. Q&A: Q: Do you plan to add male slaves? A: No. Q: The slaver (guard) at Whiterun inner gate keeps harassing me, even though I have already gone through his dialogue. A: This happens prior to version 20140603. Update the mod. Q: I've enjoyed the mod, but now I want to move on. Can I recover my gear? A: Yes. Your gear was confiscated by the slavers. They are in its possession.. (chests, keys, stealing, got it?) Q: Can I check the time I have to return to Zaid? A: Yes, read the note he left for you. Q: Can I remove the shackles manually? A: Use the proper MCM toggle. Q: The way some slaves are treated makes me sick. Can I make them disappear? A: Yes, use the proper MCM toggle (gore). Legal This mod is free to modify, use in parts or as a whole in other mods, etc. unless it's meant for any kind of financial profit. Just please mention my nick if you use the mod in any way. Full Change Log:
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