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  1. Diary Of Mine for Paradise Halls View File This mod is an extension to and heavily inspired from PAHE for Skyrim. It functions like its sister mod HSH by adding a new set of slaves with extra functionalities and starting with version 7.12 the player can also be a slave (soon to be functional). It can be used with or without PAHE installed. Diary of Mine adds personality traits for all unique NPCs and PAH faction actors. A dialogue line "Let's have a serious talk" is added to actors where the player can ask them about their personality and their feelings. Traits are based on the HEXACO personality model used in sevetal psychological studies. There are 6 personality traits linked to 6 feelings. For PAH slaves, feelings will change depending on emotions and training. Traits can also change but at a much slower pace. For other NPCs, traits and feelings are constant. In this case feelings correspond to their general feelings in life. I also added 6 physical and psychological facets acting as emotion filters, so an actor can be calm but physically extremely sensitive. See the personality system section below for more details. Also check my DOM Stories add-on for different ways to solve the Skyrim quests. If you enjoy DOM and use it regularly, remember to fill in the poll on my patreon and post any suggestion you might have there, or on my discord server, or in the support thread. If you wish to support my work my Patreon is also the way to go: https://www.patreon.com/user?u=75574226 Here is a short list of what this mod includes: Description: The mod will add one new topic for all unique NPCs "Let's have a serious chat" where you can ask them about their personality and their feelings. Other topics, will become available once an actor is enslaved or recruited as a slaver. DOM also adds potions, spells, leashing collars and weapons to help the process of capturing and training slaves. Installation: See installation tab for a full list of what to download, required and recommended mods, and voicepacks. Interacting with Slaves, Slavers and NPCs: There are three ways to interact with actors in DOM, with the 'E' key (usually starting a dialogue but not only - see next section) with the UI Wheel menu and with direct order hotkeys. The wheel menu needs to be bound to a hotkey in the MCM wheel menu tab. Default keys for wheels are Y, shift-Y, U and shift-U, L and shift-L. For those without UI extensions it is possible to turn on a replacement message box menu instead of the wheel, in the MCM. See the DOM slave dialogue sections for more details. The dialogues are organized as follow and the 6 first dialogues correspond to the 6 wheel menus: "Let's have a serious chat" dialogue or Status wheel (SHIFT-Y key): Most actors will have this new dialogue line to chat, learn about their personality, recruit them, free them if they are slaves, ransom their family members and clean actor's outfit or factions. For NPCs it will give you the opportunity to chat with them to get to learn their personality and feelings in a RPish way. Talking to them might increase their relationship toward the player, strengthen their personality and modify their feelings. The Status wheel for slaves also includes the duties (be respectful, be silent and fight for me) as well as the tasks (clean, mine, cutwood, ...). "You'll do exactly what I tell you" dialogue or Order wheel (Y key): For slaves owned by the player and NPCs with lover relationship. Ask actors to follow you, wait, untie, open inventory, tie them up, pose, bag them, set slave duties (including be respectful), put them to work, or order to (this last one is the vanilla Skyrim "favor" option). The order wheel menu doesn't include the duties (be respectful, be silent and fight for me) nor the tasks (clean, mine, cutwood, ...) nor the orgasm policy (see other wheels for those). "Listen to me slave" dialogue or Training wheel (U key): For slaves owned by the playerand NPCs with close friend relationship. Train actor with praise, comfort, punishments, insults, flatter, threaten, make promises, brand them, make them drink (potions or alcohol) and force them to wash. "Come here slave" dialogue or Abuse wheel (SHIFT-U key): For slaves owned by the player and NPCs with lover relationship. Abuse actors with stripping, sex, items (gags, plugs, blindfolds) kisses, body inspection, masturbation, check value, bow and reset. The abuse wheel also includes orgasm policy. "I need you to do something for me" or Management wheel (L key): For slavers and trainers. Give management orders to slave trainers and slavers: List trainees, set camp, go to camp, guard area, gather trainees, add trainee, unload trainee and unload all trainees. The dialogue also includes the usual orders: follow, wait, ... "Let's talk about the slaves" or Abuse wheel(SHIFT-L key): For slavers and trainers. Give abuse orders to slave trainers and slavers: display, tie-up, chain, restrain in furniture, order to dance, order to masturbate , punish and rape trainees. For close friends and loving NPCs if the NPC interaction dialogue is enabled in the MCM, the following options will be added to the "You'll do exactly what I tell you" dialogue branch: "Follow me, I need to show you something": Order to follow player. "Wait here, I'll be back soon": Order to wait and stand still. "You can go back to your duties now": Clear the follow and wait status and resume normal packages. "Surprise! You're mine!": Abduct the NPC. It is advised to use this dialogue once you reached a secluded place or citizens will come to the rescue. For loving NPCs if they are told to be respectful and have been flattered, insulted, shamed, punished, tied-up, and hugged (all 6 at least once each): "I want you to be my slave!": Enslave the NPC willingly. The actor will receive a huge boost in resignation, submission and respect training but it doesn't mean they will be happy and won't try to runaway. For most NPCs: "Would you like to use one of my slave?": Send the NPC to have sex with the last marked for sex, slave (see "Honour your master" dialogue). NPC can refuse or even prefers to rape. "Would you like to defile one of my slave?": Send the NPC to rape the last slave marked for sex (see "Honour your master" dialogue). NPC can refuse or try to be gentle. "Would you like to have sex with me and and my slave?": Send the NPC to have a threesome with the player and the last marked for a threesome (see "Honour your master" dialogue). NPC can refuse or try to be gentle. Results depends on the Sexlab scenes you have registered and scene can fail if no threesome is found. For PAH slaves only: "Come and be a good sex slave!": Only for PAH slaves. Send the slave to the last slave marked for sex (see "Honour your master" dialogue). PAH slaves can not refuse. "I want to give you the special treatment": Only for PAH slaves. Will transfer the slave to DoM. This is found under the "Let's have a serious chat" dialogue branch. Capturing and Recruiting NPCs: DOM offers several ways to enslave or recruit actors, depending on the location, the time of day and whether or not the actors are hostile, the most effective method might be different. Combat: Once an enemy health goes beyond 30% or a fixed threshold (both adjustable in the MCM capture menu) pressing 'E' will bring up a message box with options to 'Enslave', 'Recruit' or 'Cancel'. Enslaving is 100% chance success, recruiting depends on the enemy honesty and open_mindness. Weapons: Weapons can be enchanted with the Abduction magic effect. They will automatically enslave an enemy once the health thresholds are met. Weapons can be set to enslave only males or females and to ignore creatures and beast races. Spells: There are two spells which could be used to capture actors. One captures living actors and the other one should be used to raise from the dead fallen foes. Sneak: Sneaking or just walking behind an actor and pressing the capture key (default 'H') will try to assault the actor and enslave. Beware that witnesses might react to your action and your victim might be faster than you think. Unawary victims (sleeping, sitting or in love with the assaulter) can even be assaulted from the front. Alarm and witnesses can be turn off in the MCM capture tab. Stun: If you get the bludgeon from Lucan (on his bench or as a reward for retrieving the golden claw with DOM Stories) you can sneak behind actors to try to stun them. Once again, this action can be cancelled by witnesses or if your victim is too fast and aware. This action doesn't start the enslavement, but rather puts the actor in unconscious state and allows for futher options, see next point. Actions: While an actor is sleeping, unconscious (see Stun above) or tied-up or in a bag, pressing the 'E' key will triggerr the action menu. Available actions depends on the specific case but can be one or several of these: 'Wake-up', 'Enslave', 'Recruit', 'Tie-up', 'Untie', 'Bag', 'Open bag', 'Open bag and tie-up', 'Talk to' and 'Cancel'. Beware that actors taken out of bag or restraints might turn hostile toward the player. It is usually a good idea to use 'Open bag and tie-up' rather than simply 'Open bag'. Chatting: Chatting with NPCs will make them love you more and loving NPCs might agree to become your slave (see dialogues above). NPC with honesty lower than 50 will see their stat value decreases the more you chat with them, this is called strengthening the personality and reflects the psychological influence of the player. Once actors reaches low enough honesty and high enough openness, they might agree to join you as a slaver. Diaries: Most slaves and slavers have a diary (not HSH and AYGAS slaves for now). Those can be read like normal books by pressing 'E' [Read] or holding SHIFT first and then pressing 'E' if the diary is in a container. Diaries contain useful information on the slave training process and may reveal their hidden kinks under certain circumstances. It takes some time for the diary to update and because dynamic books are not a Skyrim feature, the diary (which is only a book cover) will close and open a readable version. Often this fails miserably leading to blank pages. A trick to circumvent this 'feature' is to press ESC as soon as the diary opens and the 'Updating diary' message is displayed. The diary will close but a few seconds later it will reopen with the correct pages. If this trick doesn't work the diary can also be opened with the 'DOM Open diary' spell. The spell needs to be directed at the slave or slaver target and will display the diary's pages in more reliable message boxes. There is also a player's diary lying on the floor in Breezehome's entrance. It suffers from the same hiccups as normal diary books. The spell to open the player's diary is the same but it should be directed at non DOM actors to open the player's diary. For example if Lydia is your follower and not enslaved nor recruited, casting the 'DOM Open Diary' spell at her will open the player's diary. The player's diary contains a history of the the player's captures, recruits and current location, status as well as training levels of the slaves. Quest: To discover the mod's use of potions, spells and family relationships, you can try the small quest to retrieve Olava's niece. Meet Olava in Whiterun and ask her about what troubles her, she should be on her bench around 10am. This quest will ultimately take you to Drela's cottage, where you'll find Kimli and learn about bewitching potions. There are four bewitching potions and they are all craftable from the bewitching alchemy bench found in Drelas' cottage : Love potion, mind breaking potion, lust potion and lash potion. Drelas has been doing business with the occupants in Fort Greymoor. Someone from the fort is providing him with the base ingredients for the potions. Unfortunately the last shipment never arrived, and Drelas feels he might have been betrayed. He is very anxious and might attack on sight any unexpected visitor. If you plan to pay Drela a visit, you should definitely talk to Olava in Whiterun first. Hotkeys and Group orders: Options and MCM menu: The DoM MCM menu has 10 tabs Main tab: (main options) Capture & release tab: (Everything happening at capture or when enrolling a slaver) Player tab: Punishment tab: Equipment tab: Personality tab: NPCs tab: Pressing "ESC" for a hotkey will clear the value. Wheel menu tab: (Also see the "Hotkeys and wheel menus" section above) Hotkeys tab: See the "Hotkeys and wheel menus" section above Animations tab: Sex and gender tab: Notifications tab: Various toggles to turn on or off specific notifications. Debug tab: For experts only. Slaver roster tab: Lists all slavers on the left panel. Right panel shows actor status, training stats and allows to summon actor to player, reset actor, redisplay SlaveTats or delete actor. Slaves 1-43: Lists first 43 slaves on the left panel. Right panel shows actor status, training stats and allows to set actor name, title, gender (DoM and Sexlab gender) or summon actor to player, reset actor, redisplay SlaveTats or delete actor. Slaves 44-86: Same as above for slaves 44 to 86. Slaves 87-128: Same as above for slaves 87 to 128. Followers: If any nearby follower were detected, they will be listed here. Family: Will list nearby NPCs if they have an enslaved family member visible. Note for developers (keywords): Dialogues for DOM slaves: Dialogue branch "Let's have a serious chat": Information. To get slave status and personality, recruit or free them and moves them to/from PAH. Dialogue branch "You'll do exactly what I tell you": Orders. To force a slave into an action: follow you, wait, untie, open inventory, tie them up, pose, bag them, set slave duties, put them to work, or order to. Sub dialogue branch "I am going to make sure you stay here": To make slave pose in bondage. Sub dialogue branch "Entertain me slave": To make slave pose. Most poses are choosen depending on personality and training. Sub-dialogue branch "About your duties as a slave": Dialogue branch "Listen to me, slave": Psychological abuse. For praise, comfort, punishments, insults, flatter, threaten, make promises, brand your slaves, make them drink (potions or alcohol) and force them to wash. Dialogue branch "Come here slave!": Physical abuse. Abuse actors with stripping, sex, items (gags, plugs, blindfolds) kisses, body inspection, masturbation, check value, bow and reset. Sub dialogue branch "Undress now!": To manage slave equipment type. Sub dialogue branch "Honour your mistress/master, slave": To have sexual intercourse with slave. Conditional dialogues for DoM slaves: Those dialogues only appear if the slave fulfill certain requirements: Dialogues for DoM slavers: Dialogue branch "Let's talk about the slaves.": Dialogue branch "I need you to do something for me.": Potions, spells and weapons for the apprentice slave master: Traits generation and JSON files: Personality traits: Feelings and training: Slaver skills: Emotions, abuse and training: Personality traits evolution: Moods: Emotions: Race and class bonus to personality traits and number of kinks: Kinks: Training tips: Stripping and equipment policy: Changelogs: AYGAS, HSH and OStim integration: Disclaimer: I condemn physical and psychological violence of any form. Any under-aged actor is strictly forbidden from this mod. This mod is intended as entertainment only, remember this is only fantasy and have fun in Skyrim! Known bugs and FAQ: suggestions welcome Acknowledgements: Thanks to all teams who made this mod possible, with a special thanks to the authors of SKSE, UIExtensions, JContainers, PO3 Papyrus Extender, SkyUI, FNIS, Zaz and Sexlab! Thanks to @layam for the original PAH framework and for the whip and collars I reused in DOM. Thanks to @CliftonJD for all the help with coding, debugging and for allowing me to repack pieces of PAHE code. Thanks to @Musje for the immensely valuable help with patching HSH and AYGAS code. Tears textures and the essential message widgets are courtesy of @gooser from Apropos2 mod. @tznvlw took care of the translation of the MCM menu. @FriedTmprovided the code snippets for cbbe/3ba/himbo cloning. Fomod installer first version provided by @Tiress. Finally thanks to all the playtesters from LL for their support, reporting bugs and for their never ending suggestions. Animations, meshes, and textures courtesy of Leito, Babo, DarkAngel1265 as well as MiasLair/SexSlaves, Sexlab, ZaZAnimationPack and Devious Device teams. Voicing was done with xVAsynth. Slave tats with status by the always inventive @DocClox Alluring Potion Bottles v3 by jbvw http://www.nexusmods.com/oblivion/mods/33531/? Celtick Alchemy lab from Autan Waspeez https://www.nexusmods.com/skyrim/mods/54109 Thanks to Team TAL for their BDO & Overhit armor sets used in most of the screenshots. Other armors and outfits by COCO and Ninirim. The maid outfit is Backsteppo French Maid outfit. The harness is Venus Cage by Ninirim. Characters in screenshots are from Botox for Skyrim and personal work. All original assets and code contained in this mod are for personal use, are property of the creator and should not be distributed or reused without the author consent, in addition to the CC BY-NC-ND license. For all material included in this mod other than my own, please refer to the creators pages for license or CC BY-NC-ND otherwise. Submitter TrollAutokill Submitted 03/25/21 Category Adult Mods Requirements See description Regular Edition Compatible Yes Install Instructions What to download? Version 7.10 is the new stable version. It is available for Skyrim SE (including AE & VR). It doesn't depend on PAHE anymore. This is the recommended file to download and the only one needed for standard users. DOM 7.12 is the development version and is subject to frequent updates, use it for play testing, but don't forget to backup your stable version saves in case you need to revert. Version 5 is the legacy version. It is available for Skyrim SE (including AE & VR) all versions and LE up to 5.2.5. It is compatible with all recent PAHE versions (8+). Beware the documentation was updated for DOM 7, hence some dialogues and menus might not apply for version 5. Important note: If you're still running a Skyrim version lower than 1.6.1130, for DOM 7 and later you'll need to install Backported Extended ESL Support(https://www.nexusmods.com/skyrimspecialedition/mods/106441. Users of 1.6.1130+ don't need this patch. The DOM dependencies file is only for developpers and is not needed for normal users. Provided are also 2 clean save games for those who want to jump straight into the beginning of the game. Type 'showracemenu' in the console to customize your character appearance, gender and name. The first save is for a Breton in front of Fort Greymoore with Uthgerd as a follower, with no quest started beyond what's needed to enter Whiterun. The second save game is for a Nord in front of Breezehome with Lydia as a Follower, a few quests are already started to allow for the player to buy Breezehome and a horse was bought and is waiting at the Whiterun's stables. Installation: Here is a detailed installation procedure: Further notes about installation : If you have problem getting your save to load, it might be time to use Resaver and purge unwanted mods, including older versions of DOM and PAHE. Voicepacks and other recommended mods:
  2. Version 8.2.3

    482459 downloads

    This mod is an extension to and heavily inspired from PAHE for Skyrim. It functions like its sister mod HSH by adding a new set of slaves with extra functionalities and starting with version 7.12 the player can also be a slave (soon to be functional). It can be used with or without PAHE installed. Diary of Mine adds personality traits for all unique NPCs and PAH faction actors. A dialogue line "Let's have a serious talk" is added to actors where the player can ask them about their personality and their feelings. Traits are based on the HEXACO personality model used in sevetal psychological studies. There are 6 personality traits linked to 6 feelings. For PAH slaves, feelings will change depending on emotions and training. Traits can also change but at a much slower pace. For other NPCs, traits and feelings are constant. In this case feelings correspond to their general feelings in life. I also added 6 physical and psychological facets acting as emotion filters, so an actor can be calm but physically extremely sensitive. See the personality system section below for more details. Also check my DOM Stories add-on for different ways to solve the Skyrim quests. If you enjoy DOM and use it regularly, remember to fill in the poll on my patreon and post any suggestion you might have there, or on my discord server, or in the support thread. If you wish to support my work my Patreon is also the way to go: https://www.patreon.com/user?u=75574226 Here is a short list of what this mod includes: Description: The mod will add one new topic for all unique NPCs "Let's have a serious chat" where you can ask them about their personality and their feelings. Other topics, will become available once an actor is enslaved or recruited as a slaver. DOM also adds potions, spells, leashing collars and weapons to help the process of capturing and training slaves. Installation: See installation tab for a full list of what to download, required and recommended mods, and voicepacks. Interacting with Slaves, Slavers and NPCs: There are three ways to interact with actors in DOM, with the 'E' key (usually starting a dialogue but not only - see next section) with the UI Wheel menu and with direct order hotkeys. The wheel menu needs to be bound to a hotkey in the MCM wheel menu tab. Default keys for wheels are Y, shift-Y, U and shift-U, L and shift-L. For those without UI extensions it is possible to turn on a replacement message box menu instead of the wheel, in the MCM. See the DOM slave dialogue sections for more details. The dialogues are organized as follow and the 6 first dialogues correspond to the 6 wheel menus: "Let's have a serious chat" dialogue or Status wheel (SHIFT-Y key): Most actors will have this new dialogue line to chat, learn about their personality, recruit them, free them if they are slaves, ransom their family members and clean actor's outfit or factions. For NPCs it will give you the opportunity to chat with them to get to learn their personality and feelings in a RPish way. Talking to them might increase their relationship toward the player, strengthen their personality and modify their feelings. The Status wheel for slaves also includes the duties (be respectful, be silent and fight for me) as well as the tasks (clean, mine, cutwood, ...). "You'll do exactly what I tell you" dialogue or Order wheel (Y key): For slaves owned by the player and NPCs with lover relationship. Ask actors to follow you, wait, untie, open inventory, tie them up, pose, bag them, set slave duties (including be respectful), put them to work, or order to (this last one is the vanilla Skyrim "favor" option). The order wheel menu doesn't include the duties (be respectful, be silent and fight for me) nor the tasks (clean, mine, cutwood, ...) nor the orgasm policy (see other wheels for those). "Listen to me slave" dialogue or Training wheel (U key): For slaves owned by the playerand NPCs with close friend relationship. Train actor with praise, comfort, punishments, insults, flatter, threaten, make promises, brand them, make them drink (potions or alcohol) and force them to wash. "Come here slave" dialogue or Abuse wheel (SHIFT-U key): For slaves owned by the player and NPCs with lover relationship. Abuse actors with stripping, sex, items (gags, plugs, blindfolds) kisses, body inspection, masturbation, check value, bow and reset. The abuse wheel also includes orgasm policy. "I need you to do something for me" or Management wheel (L key): For slavers and trainers. Give management orders to slave trainers and slavers: List trainees, set camp, go to camp, guard area, gather trainees, add trainee, unload trainee and unload all trainees. The dialogue also includes the usual orders: follow, wait, ... "Let's talk about the slaves" or Abuse wheel(SHIFT-L key): For slavers and trainers. Give abuse orders to slave trainers and slavers: display, tie-up, chain, restrain in furniture, order to dance, order to masturbate , punish and rape trainees. For close friends and loving NPCs if the NPC interaction dialogue is enabled in the MCM, the following options will be added to the "You'll do exactly what I tell you" dialogue branch: "Follow me, I need to show you something": Order to follow player. "Wait here, I'll be back soon": Order to wait and stand still. "You can go back to your duties now": Clear the follow and wait status and resume normal packages. "Surprise! You're mine!": Abduct the NPC. It is advised to use this dialogue once you reached a secluded place or citizens will come to the rescue. For loving NPCs if they are told to be respectful and have been flattered, insulted, shamed, punished, tied-up, and hugged (all 6 at least once each): "I want you to be my slave!": Enslave the NPC willingly. The actor will receive a huge boost in resignation, submission and respect training but it doesn't mean they will be happy and won't try to runaway. For most NPCs: "Would you like to use one of my slave?": Send the NPC to have sex with the last marked for sex, slave (see "Honour your master" dialogue). NPC can refuse or even prefers to rape. "Would you like to defile one of my slave?": Send the NPC to rape the last slave marked for sex (see "Honour your master" dialogue). NPC can refuse or try to be gentle. "Would you like to have sex with me and and my slave?": Send the NPC to have a threesome with the player and the last marked for a threesome (see "Honour your master" dialogue). NPC can refuse or try to be gentle. Results depends on the Sexlab scenes you have registered and scene can fail if no threesome is found. For PAH slaves only: "Come and be a good sex slave!": Only for PAH slaves. Send the slave to the last slave marked for sex (see "Honour your master" dialogue). PAH slaves can not refuse. "I want to give you the special treatment": Only for PAH slaves. Will transfer the slave to DoM. This is found under the "Let's have a serious chat" dialogue branch. Capturing and Recruiting NPCs: DOM offers several ways to enslave or recruit actors, depending on the location, the time of day and whether or not the actors are hostile, the most effective method might be different. Combat: Once an enemy health goes beyond 30% or a fixed threshold (both adjustable in the MCM capture menu) pressing 'E' will bring up a message box with options to 'Enslave', 'Recruit' or 'Cancel'. Enslaving is 100% chance success, recruiting depends on the enemy honesty and open_mindness. Weapons: Weapons can be enchanted with the Abduction magic effect. They will automatically enslave an enemy once the health thresholds are met. Weapons can be set to enslave only males or females and to ignore creatures and beast races. Spells: There are two spells which could be used to capture actors. One captures living actors and the other one should be used to raise from the dead fallen foes. Sneak: Sneaking or just walking behind an actor and pressing the capture key (default 'H') will try to assault the actor and enslave. Beware that witnesses might react to your action and your victim might be faster than you think. Unawary victims (sleeping, sitting or in love with the assaulter) can even be assaulted from the front. Alarm and witnesses can be turn off in the MCM capture tab. Stun: If you get the bludgeon from Lucan (on his bench or as a reward for retrieving the golden claw with DOM Stories) you can sneak behind actors to try to stun them. Once again, this action can be cancelled by witnesses or if your victim is too fast and aware. This action doesn't start the enslavement, but rather puts the actor in unconscious state and allows for futher options, see next point. Actions: While an actor is sleeping, unconscious (see Stun above) or tied-up or in a bag, pressing the 'E' key will triggerr the action menu. Available actions depends on the specific case but can be one or several of these: 'Wake-up', 'Enslave', 'Recruit', 'Tie-up', 'Untie', 'Bag', 'Open bag', 'Open bag and tie-up', 'Talk to' and 'Cancel'. Beware that actors taken out of bag or restraints might turn hostile toward the player. It is usually a good idea to use 'Open bag and tie-up' rather than simply 'Open bag'. Chatting: Chatting with NPCs will make them love you more and loving NPCs might agree to become your slave (see dialogues above). NPC with honesty lower than 50 will see their stat value decreases the more you chat with them, this is called strengthening the personality and reflects the psychological influence of the player. Once actors reaches low enough honesty and high enough openness, they might agree to join you as a slaver. Diaries: Most slaves and slavers have a diary (not HSH and AYGAS slaves for now). Those can be read like normal books by pressing 'E' [Read] or holding SHIFT first and then pressing 'E' if the diary is in a container. Diaries contain useful information on the slave training process and may reveal their hidden kinks under certain circumstances. It takes some time for the diary to update and because dynamic books are not a Skyrim feature, the diary (which is only a book cover) will close and open a readable version. Often this fails miserably leading to blank pages. A trick to circumvent this 'feature' is to press ESC as soon as the diary opens and the 'Updating diary' message is displayed. The diary will close but a few seconds later it will reopen with the correct pages. If this trick doesn't work the diary can also be opened with the 'DOM Open diary' spell. The spell needs to be directed at the slave or slaver target and will display the diary's pages in more reliable message boxes. There is also a player's diary lying on the floor in Breezehome's entrance. It suffers from the same hiccups as normal diary books. The spell to open the player's diary is the same but it should be directed at non DOM actors to open the player's diary. For example if Lydia is your follower and not enslaved nor recruited, casting the 'DOM Open Diary' spell at her will open the player's diary. The player's diary contains a history of the the player's captures, recruits and current location, status as well as training levels of the slaves. Quest: To discover the mod's use of potions, spells and family relationships, you can try the small quest to retrieve Olava's niece. Meet Olava in Whiterun and ask her about what troubles her, she should be on her bench around 10am. This quest will ultimately take you to Drela's cottage, where you'll find Kimli and learn about bewitching potions. There are four bewitching potions and they are all craftable from the bewitching alchemy bench found in Drelas' cottage : Love potion, mind breaking potion, lust potion and lash potion. Drelas has been doing business with the occupants in Fort Greymoor. Someone from the fort is providing him with the base ingredients for the potions. Unfortunately the last shipment never arrived, and Drelas feels he might have been betrayed. He is very anxious and might attack on sight any unexpected visitor. If you plan to pay Drela a visit, you should definitely talk to Olava in Whiterun first. Hotkeys and Group orders: Options and MCM menu: The DoM MCM menu has 10 tabs Main tab: (main options) Capture & release tab: (Everything happening at capture or when enrolling a slaver) Player tab: Punishment tab: Equipment tab: Personality tab: NPCs tab: Pressing "ESC" for a hotkey will clear the value. Wheel menu tab: (Also see the "Hotkeys and wheel menus" section above) Hotkeys tab: See the "Hotkeys and wheel menus" section above Animations tab: Sex and gender tab: Notifications tab: Various toggles to turn on or off specific notifications. Debug tab: For experts only. Slaver roster tab: Lists all slavers on the left panel. Right panel shows actor status, training stats and allows to summon actor to player, reset actor, redisplay SlaveTats or delete actor. Slaves 1-43: Lists first 43 slaves on the left panel. Right panel shows actor status, training stats and allows to set actor name, title, gender (DoM and Sexlab gender) or summon actor to player, reset actor, redisplay SlaveTats or delete actor. Slaves 44-86: Same as above for slaves 44 to 86. Slaves 87-128: Same as above for slaves 87 to 128. Followers: If any nearby follower were detected, they will be listed here. Family: Will list nearby NPCs if they have an enslaved family member visible. Note for developers (keywords): Dialogues for DOM slaves: Dialogue branch "Let's have a serious chat": Information. To get slave status and personality, recruit or free them and moves them to/from PAH. Dialogue branch "You'll do exactly what I tell you": Orders. To force a slave into an action: follow you, wait, untie, open inventory, tie them up, pose, bag them, set slave duties, put them to work, or order to. Sub dialogue branch "I am going to make sure you stay here": To make slave pose in bondage. Sub dialogue branch "Entertain me slave": To make slave pose. Most poses are choosen depending on personality and training. Sub-dialogue branch "About your duties as a slave": Dialogue branch "Listen to me, slave": Psychological abuse. For praise, comfort, punishments, insults, flatter, threaten, make promises, brand your slaves, make them drink (potions or alcohol) and force them to wash. Dialogue branch "Come here slave!": Physical abuse. Abuse actors with stripping, sex, items (gags, plugs, blindfolds) kisses, body inspection, masturbation, check value, bow and reset. Sub dialogue branch "Undress now!": To manage slave equipment type. Sub dialogue branch "Honour your mistress/master, slave": To have sexual intercourse with slave. Conditional dialogues for DoM slaves: Those dialogues only appear if the slave fulfill certain requirements: Dialogues for DoM slavers: Dialogue branch "Let's talk about the slaves.": Dialogue branch "I need you to do something for me.": Potions, spells and weapons for the apprentice slave master: Traits generation and JSON files: Personality traits: Feelings and training: Slaver skills: Emotions, abuse and training: Personality traits evolution: Moods: Emotions: Race and class bonus to personality traits and number of kinks: Kinks: Training tips: Stripping and equipment policy: Changelogs: AYGAS, HSH and OStim integration: Disclaimer: I condemn physical and psychological violence of any form. Any under-aged actor is strictly forbidden from this mod. This mod is intended as entertainment only, remember this is only fantasy and have fun in Skyrim! Known bugs and FAQ: suggestions welcome Acknowledgements: Thanks to all teams who made this mod possible, with a special thanks to the authors of SKSE, UIExtensions, JContainers, PO3 Papyrus Extender, SkyUI, FNIS, Zaz and Sexlab! Thanks to @layam for the original PAH framework and for the whip and collars I reused in DOM. Thanks to @CliftonJD for all the help with coding, debugging and for allowing me to repack pieces of PAHE code. Thanks to @Musje for the immensely valuable help with patching HSH and AYGAS code. Tears textures and the essential message widgets are courtesy of @gooser from Apropos2 mod. @tznvlw took care of the translation of the MCM menu. @FriedTmprovided the code snippets for cbbe/3ba/himbo cloning. Fomod installer first version provided by @Tiress. Finally thanks to all the playtesters from LL for their support, reporting bugs and for their never ending suggestions. Animations, meshes, and textures courtesy of Leito, Babo, DarkAngel1265 as well as MiasLair/SexSlaves, Sexlab, ZaZAnimationPack and Devious Device teams. Voicing was done with xVAsynth. Slave tats with status by the always inventive @DocClox Alluring Potion Bottles v3 by jbvw http://www.nexusmods.com/oblivion/mods/33531/? Celtick Alchemy lab from Autan Waspeez https://www.nexusmods.com/skyrim/mods/54109 Thanks to Team TAL for their BDO & Overhit armor sets used in most of the screenshots. Other armors and outfits by COCO and Ninirim. The maid outfit is Backsteppo French Maid outfit. The harness is Venus Cage by Ninirim. Characters in screenshots are from Botox for Skyrim and personal work. All original assets and code contained in this mod are for personal use, are property of the creator and should not be distributed or reused without the author consent, in addition to the CC BY-NC-ND license. For all material included in this mod other than my own, please refer to the creators pages for license or CC BY-NC-ND otherwise.
  3. Version 5.2.3.1

    6300 downloads

    UPDATE: seems newer version is out. Checking out what was added ingame since its on steam somehow. Said it includes stuff from the discord. https://steamcommunity.com/sharedfiles/filedetails/?id=3476784883 also below is a submod, seems other stuff is included but not sure about animations. Somehow deleted the original first line of text and accidentally saved when editing, but this mod has had many people work on it, below was the first and I wanted to go over them first. I really didnt do much but fiddle around in the tww3 modding tools for a bit. 2. Lynn1999 with extra additions in 2023, 3. and kaladal with some bug fixing in 2024, I merged lynn's and kaladal's mods together. I found that updating both and using separately worked. Where as just using just lynn's had the invisible chaos spawn, gors, and manticore issue. Using just kaladal's fix had no issues, but then the chariots, heros, and lords had no fun bits. So I assumed they were reusing script but didn't have all the script, so by merging them it cut down the size from 2gb to 1.2. Currently Known Issues Mod has no errors, but does have 12 warnings as of right now but I cant find any issues in game. So until someone does I'm just gonna be playing the mod as is. On the campaign map, the custom raze/sack images are still there, but not the custom text when hovering over raze or sack button. This isn't related to the errors so I'm not sure where to start on fixing it, but I am sad about it as I always liked that fluff. Not sure if others noticed it was here to begin with. I may have messed up the 3 custom units recruitment by ai. Shouldn't be that big a deal but basically units had a arbitrary number to signify a order or the like for ai to recruit in. for the 3 units in question it was 9, 5, and 13. CA updated the system where its now tier 1-12345, tier 2-12345, tier 3-12345, tier 4-12345 and just tier 5. I translated 9 to tier 2-4 for example, but as I looked at another mod that was outdated, its had units at 40 and 60 of the old system, so perhaps my translation is not accurate. FIXED uploading new version Jabberslythe has borked textures and looks like a raw chicken, will see if this was because of the merge, if it wasnt may take longer to fix. For some reason when used together or merged, lynn's and the kaladal version change the mesh. Yet apart, work as intended. Plans So after doing a beastman campaign, I have lost my motivation to learn how to add my own stuff since having actually played a 100+ turn beastman campaign, it gets too samey unlike most other races from turn to turn. I will keep it maintained of course till someone posts a version with more stuff or the like, but don't expect any content updates from me. When I looked in the discord it sounded like lynn was still active just doing other stuff. Additional Mods Sewerat's Community Beastman Add-on was a little out of date so I added a updated version in the comments on his post. UPDATE reason it was out of date is it still being worked on. Feel free to use the updated old version, but a new massive version is coming. Corrupted Candlemancer's Candles' Beastmen Events & Ancillaries 0.3.1, currently out of date, halfway done fixing, but currently stuck on a couple of buffs and the like. I could change the buffs to be something else but I'm trying to figure out how to replicate what the original had. Updated version on the discord https://discord.com/invite/W4qkrNwUMk Endo's Matched Combat, which is what gave me the incentive to do all this can also find on the discord https://cdn.discordapp.com/attachments/1025523634745385014/1277314490907758602/endo_matched_updated_mod01.pack?ex=66e47251&is=66e320d1&hm=f349214b111df57a2fc38aa17eb38e42c319183774b45206082ded05a845034c&. From game play seems to work with all Gors, Ungors, poison warhounds (not normal ones for some reason), and some of the smaller heros. Minotaurs also work but seem to rarely do it. THIS NEEDS TO BE BELOW THE COMMUNITY BEASTMEN MOD IN THE LOAD ORDER (if above it screws up the 3 custom units unitcards for some reason). Extra stuff So does anyone remembers that "goblin horny empire" mod? Not Endo's goblin hordes but the one with the custom faction in cathay with angels and stuff. I ALREADY HAVE THE FILES, It was on here a couple of months ago and it was even updated from 0.1 to 0.2 but then it vanished. I may try to fix it (but where as other mods had max 40 error, the 0.2 ver has 230), but I'm not sure if its ok to even re-release it. I don't even know who made it now since the page is gone. If anyone has any info to share on the who what and why that would be great.
  4. Version 2.1.3

    117363 downloads

    A separate tats archive download is still necessary. The latest tats archive is 2.1.1. The loose files archive is no longer necessary, the BSA should include all files needed. There's a new cow color available, make sure to download the tats file as well! JSON format for the morph JSON file has changed. Use the 2.0.3 JSON for all versions 2.1.1 and below, use the matching 2.1.2 JSON file for versions 2.1.2 and above! Make a backup before installing if you don't want to lose your changes! The SE tails enclosed in the main archive are ported from Fantasy Creatures HDT SMP tails. The extra tails archive by @Unknown22923 is an alternate version! If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Make sure to have at least one Breastfeeding animation activated. Also make sure to allow creature sex and have at least one animation involving giants activated if you do not disable Ritual Cow side quest. Devious Devices - Assets, SE: DD 5.2 optionally (recommended) with DD-NG patch. Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. For SE/AE CBBE 3BA users, see this post to get MME using the appropriate morphs. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive You need at least one active sex animation with the tag "Breastfeeding". For the quest "Ritual Cow", at least one active creature sex animation involving a single giant is required, that quest can be disabled in the debug options, though. Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Backported Extended ESL Support ("BEES", older SE versions only) to make the SE 1.6.1170 esp work on older Skyrim SE versions like 1.5.97, etc. Face Discoloration Fix (SE only) to combat the blackfacing which occurs occasionally when changing face parts. Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Skyrim Phone Directory (SPD) (SE only) (have multiple mods renaming npcs work together) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three 2 archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes.
  5. Being a Cow (Alternate Version) View File A separate tats archive download is still necessary. The latest tats archive is 2.1.1. The loose files archive is no longer necessary, the BSA should include all files needed. There's a new cow color available, make sure to download the tats file as well! JSON format for the morph JSON file has changed. Use the 2.0.3 JSON for all versions 2.1.1 and below, use the matching 2.1.2 JSON file for versions 2.1.2 and above! Make a backup before installing if you don't want to lose your changes! The SE tails enclosed in the main archive are ported from Fantasy Creatures HDT SMP tails. The extra tails archive by @Unknown22923 is an alternate version! If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Make sure to have at least one Breastfeeding animation activated. Also make sure to allow creature sex and have at least one animation involving giants activated if you do not disable Ritual Cow side quest. Devious Devices - Assets, SE: DD 5.2 optionally (recommended) with DD-NG patch. Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. For SE/AE CBBE 3BA users, see this post to get MME using the appropriate morphs. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Backported Extended ESL Support ("BEES", older SE versions only) to make the SE 1.6.1170 esp work on older Skyrim SE versions like 1.5.97, etc. Face Discoloration Fix (SE only) to combat the blackfacing which occurs occasionally when changing face parts. Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Skyrim Phone Directory (SPD) (SE only) (have multiple mods renaming npcs work together) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three 2 archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes. Submitter botticelli Submitted 04/04/22 Category Other Requirements see text Special Edition Compatible Yes
  6. skyrim special edition moded with nice bdsm mods and beautiful npc replacers vs Conan exiles enhanced thrall modding n stuff. which is a better choice among these 2. I have the first one but recent spike about Conan in feed peaked my interest.
  7. Bitch Land is a 3D/Sandbox/FPS/Strategy/Sex/Builder/Exploration game In a post-apocalyptic world, you start in the BitchLand city that your parents built. And now it's your time to venture into the Open World wilderness and build your own cities, drive tanks/cars, get resources, invade visit settlements and capture acquire new people for you. But first you must complete some missions in the starting city, which serve has the tutorial! Developer: Breakfast5 - Patreon, Ko-Fi, F95 Zone Censored: No OS: Windows Language: English Genre: 3D Game, Character Creation, Big Ass, Big Tits, Exhibitionism, Groping, Masturbation, Prostitution, Sex Toys, Slave, Vaginal sex, Anal sex, Combat, Dystopian setting, Sandbox, Simulator, Futa/Trans, Female protagonist, Male protagonist, Pregnancy Public Download: Pixeldrain, MediaFire Discord: Bitch Land Server Screenshots:
  8. Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine View File This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. It also features buying and selling slaves. ESL flagged. Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training. There are currently 4 unique npc's on a fixed location that can be bought directly, 10 that are connected to 4 separate quests, and 22 that can be randomly found in the repeatable quests. There is 1 unique item that can be found. The quests are independent from each other. Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest. For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in the major cities: Solitude, Windhelm, Whiterun, Markarth, and Riften. If you have too many slaves, visit the slavers in the Solitude Docks, the Windhelm Docks, or the Raven Rock Docks. They will buy every slave you bring them, no questions asked. And they might have something for you to buy as well. And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods. This feature can be turned off through dialogue ingame. Requirements: See the install page Detailed overview Simple Unique Slaves with fixed location These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours. Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training. They work as generic prostitutes before you buy them. Bunny, Breton: in the BraidWood Inn Tilu, Dunmer: New Gnisis Cornerclub There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters. Astia, Imperial: in the Riften Jail Yatava, Orc: Dawnstar jail A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself. Simple Slaves with randomized locations As mentioned in their sections, the Rescue repeatable quest, the Jail Market, and the Slavers can include unique characters that can't be found any other way. Each time these start, they have a chance to select a random NPC from their list. Each of these NPCs has a unique backstory, and they might have connections with other NPCs or quests from this mod. Jail Market There are 6 unique NPCs that can found in any of the jail markets, they cost the same as the generated prisoners (750 gold). See Jail Market below for more details. Rescue repeatable quest There are 7 unique npc that can be rescued. They are divided between bandit captives, mage captives, or cave captives. Currently no unique NPC is set up to be rescued from caves unless SPID is used to assign more. You can choose to enslave them, or to free them. If you decide to free them, they will remain in the game world. They'll spend a day in the inn, and then they will return to their home location. They become regular followers and marriage candidates. See Rescue below for more details. Slaver There are 5 unique NPCs that you can buy from the slavers. They all come with high training stats. See Slavers below for more details. Lucky finds There are 4 unique NPCs that you can find in random dungeons. You can capture them, recruit them, or free them. If they're freed, they'll return to the location between brackets. See the Lucky Find quest below for more details. Adding new NPCs to these systems Do you want more NPCs to rescue or buy? You can add more NPCs to these systems with SPID or Skypatcher. Give an NPC one of Enthralled's factions, and from then on Enthralled can use them. If you have a bunch of follower mods, you can send them to Enthralled's systems. I'll walk you through on how to use SPID for this. An example script with the correct setup is provided in the downloads. You must add one or more of the following factions to the NPC of your choice: PqJailedFaction PqCapturedBanditFaction PqCapturedMageFaction PqCapturedCaveFaction PqCapturedSlaverFaction PqLuckyFindFaction If DOM is installed, there is an additional faction. NPC with this faction can be recruited as DOM slavers to train your slaves, hire them for 500 gold near the Slave Buyers. There are no custom NPCs yet, only those you add through SPID. PqRecruitSlaverFaction First you must have a spid _DISTR.ini file, either make a new one or work with the example in the downloads. Before we start, remember that enslaving vanilla NPCs might break quests or scenes. It's safest to select NPCs that aren't important for anything. Do note that SPID adds these factions when the NPC is first loaded in your save file. If you use SPID for a NPC that already exist in your game, it's possible SPID will skip them. Depends on SPID version. Adding based on name Adding based on conditions Adding from a different mod If you have any questions about this, feel free to ask in the comments. Quests: Riften Beggars and Nobles This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with. A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort. She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs. First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking. Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge. First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them. The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them. Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill him and Esmee is yours. Unwilling Bride In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape. If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them. For the location, click the spoiler. Once the way is clear, you can take Silvia with you. The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens. After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed. Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia. After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends. Thalmor Assets This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls. As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently. First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location. Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact. If the NPC's are loaded in DOM, it will require Resignation instead of Submission. Sisters of the North This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console: Sister of Battle The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you. There are multiple paths to complete this quest, though it will end the same for her: Once that Fjora is enslaved. The other two quest become available. Sister in Chains Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start. You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead. There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim. Once you find Soin, you need to get some answers from him. There are again multiple paths. Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats. This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well. If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes. As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved. Completing the quest will also result in a significant training boost for Fjora. Sister of the hunt This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera. You will need Fjora's help to progress on this quest. This will require: Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp. In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route. Jail market There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. An adventurer could also sell their captured bandits in here. In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Most of them are randomly generated, but there are unique prisoners amongst them with custom dialogue and appearance. Some of them have relationships with other npcs in this mod. The random prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training. The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture. Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine. If you want to sell a slave in the jail, speak to the slave you wish to sell and tell them that the guards will take care of them, then seal the deal by speaking to a guard in the jail. The guards will pay 500 septims regardless of training level. The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets. There is only one unique prisoner available, and a new one is selected only once the jail fully resets. If you don't buy the unique prisoner, they can show up again, including in different jails. If you want, you can turn this feature off: More details in the spoiler. Repeatable quests Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them. They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, Garvey from the Markarth Warrans, Deals-In-Chains on the Windhelm Docks, and Ghagrub the Respectable Trader on the docks of Solitude. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends. Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers. There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates. Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr. If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Solitude, Windhelm, Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards. Collect ingredients Common 5 separate quests, 1 for each information broker An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons. When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it. possible ingredients: Collect bonds Common 5 separate quests, 1 for each information broker A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold. Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl. possible items: mod tip: ZAZ Crafting by Herowynne gives the ability to craft these items at the forge. Wealthy Bandits uncommon 5 separate quests, 1 for each information broker The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich. This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest. Personal tip: my ZAZ Items Skypatched mod makes these items valuable so you can sell them to a general merchant. It also changes their name for more immersion. Rescue The rescue quests are divided in subtypes, depending on the location it will send you to. You'll be asked to rescue a missing person from a dungeon. This can be either a unique captive or one generated from your leveled lists. The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well. All dungeons are in Skyrim, you will not be send to Solsteim. If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it. The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor. If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system. If the captive you were sent to rescue was unique, they will not be disabled, they'll stay in the inn for a day, and will then travel to their home location. See the Simple Slaves with randomised location section for more information on them All generated captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc. There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments. Rescue from Bandits uncommon 5 separate quests, 1 for each information broker Locations: Bandit or Forsworn Reward for rescue: 500 gold Number of backstory dialogues: 11 Rescue from Mages rare 1 quest, can be obtained from each information broker Locations: Warlock or Hagraven Reward for rescue: 600 gold Number of backstory dialogues: 6 Rescue from a dangerous cave rare 1 quest, can be obtained from each information broker Locations: Vampire or Falmer or Draugr Reward for rescue: 650 gold Number of backstory dialogues: 8 Full list of all vanilla dungeons with the CaptiveMarker and their type: Sell Worker uncommon 3 separate quests, 1 for each information broker With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done. A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity. The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each. You'll be payed well, the price has a minimum of 900 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the standard price. Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions. If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option. Once you've selected your slave, speak to the questgiver, and sell your slave. After selling, the quest ends and the sold slave is removed. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Sell a Custom Order rare 3 separate quests, 1 for each information broker If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices. You get a request for a slave with a specific type of training and possibly other characteristics. Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 2100 septims, and the price can go much higher. It is always more than the standard price. The base price is always multiplied by 1.5, so the price is at minimum 50% higher. There are always 5 conditions, these can be: *A specific race (60% chance) The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls) It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture. If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase. *Virgin (10% chance) (DOM only) The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality". If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins. If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price. *one or two major traits For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price. The requested training level ranges from 70 to 80 *minor traits (1 to 3) The rest of the conditions will be filled out with minor traits until there are 5 conditions. Minor traits in Pah are: Anger, Fear, Pose, Combat, Sex Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex (Note that if virginity is asked, none of the sex trainings will be asked) Training levels range from 65 to 80 For both minor and major traits, you'll get a bonus the more the requested training level is above 65. Exceeding the training level will raise the base price, and thus also the price that you'll get. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Lucky Find Clearable dungeons might randomly have an NPC to rescue, selected from the NPC with the PqLuckyFindFaction. If no unique NPC can be found, a NPC will be generated. Any dungeon can contain a captive, as long as they are clearable but not yet cleared, and have at least one of: A CaptiveMarker (also used by rescue quest, both Enthralled and Vanilla) A CentreMarker A BossContainer (marked as such in the CK) The vast majority of Vanilla dungeons have at least 1 of those. Mod added dungeons might work as well if the author set it up. The chance to find a captive is by default 15%, but can be changed by modifying PqLuckyChancePercent in the console. set PqLuckyChancePercent to 50 Gives a 50% chance to find an NPC in each dungeon. Set it to 0 or lower will disable this feature. You get several options when finding an NPC: Free them, they'll run to town themself. No reward yet, but a future update might add one. Escort them. They'll follow you, Once you've reached a safe place you still have options. A save place is any location with LocTypeHabitation keyword, including all towns, villages, farms, inns, ... Free them after escorting, again no reward yet, might be added in future update Enslave them anyway. This gives some bonus training. Enslave them without escort, they are brought directly to PAH/DOM Take advantage. Starts a Sexlab/Ostim scene, gives some submission and humiliation training (repeatable, other options can still be selected) Kill them, this option removes their essential flag and lowers their health. You'll still need to do the final blow. This will only remove the essential flag given by this mod, if they're essential from some other mod this option won't work. Slavers There are 3 major slavers: Deals-In-Chains (argonian) in the Windhelm Docks, Ghagrub the Respectable Trader (orc) on the docks of Solitude, and Davur Dres (dark elf) in Raven Rock. They can buy any slave you bring them. Speak to the slave to select them, then speak to the slaver to confirm it. The sold slave is removed from the game. The price you get is based on the slave's training and basic attributes. It pays less than the specific Sell Worker or Sell Custom quest, but that's the price of convenience. The slavers might also offer slaves for sale as well. Speak with her and pay the cost, 1500 septims. The slavers only offer unique slaves, and they all have good to high training. Prices Slave prices that aren't fixed are calculated based on the slave's innate properties and on their training level. A standard price is calculated based on this. Depending on the sale a modifier is applied on this standard price. Selling slaves to slavers is 100% of the standard price, selling requested workers is 125% of the standard price (up to a fixed maximum), and selling custom slaves gives between 150% and 294% of the standard price. If you have DOM installed, it will start with the slaves worth. If you're using PAH, it will use a similar function using PAH's training stats. A difference between DOM and Enthralled is that DOM also includes the actor's weight to get to their worth, Enthralled does not. So for a thin NPC, Enthralled will use a higher worth than DOM. For a heavier NPC (weight above 65), DOM gets a higher worth value. This worth is then multiplied by a factor calculated from the player Slaver skill. This factor ranges from 0.25 (at 0 Slaver skill) to .75 (at 100 Slaver skill). This product gives the standard price that is used in the rest of the mod. Reputation The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you. Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet. There are no negative consequences to a high reputation. Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it. If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests. The jail system will also count as +1 each time you buy them. General tips Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function. Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days. Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement. Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while. There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime. Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised. Diary of Mine If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework. If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette. NPC's that are loaded in Pahe will still require Submission, even if DOM is installed. Version 7 requires a patch, this patch will also remove all dependencies on PAH. The patch is esl flagged. Version 5 and 6 work without a patch. My personal recommendation is to use the latest stable version of DOM, this will give you the most features. More details on DOM versions: NPC appearance on screenshots This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I used for the screenshots. Different replacers will result in a different appearance. Body: 3BA with OBody NG Skin: Bnp with Racial Skin Variance -SPID Vanilla eyes: Improved Eyes Skyrim Enthralled can use your leveled list to generate prisoners for sale and damsels to rescue. It can be worth it to have mods that make them better looking, either by adding new npcs in the list (such as Deadly Wenches, ...), or by making vanilla bandits prettier (botox, ...) WIP This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback. Future changes and ideas: Changelog: Credits: Submitter a_random_user Submitted 12/01/24 Category Adult Mods Requirements Paradise Halls Extended with Sexlab Addon OR Diary of Mine, Fuz Roh D-oh Regular Edition Compatible No Install Instructions All files are espfe/esl flagged. Download and installation Enthralled Custom NPC Quests You will always need this Enthralled Diary of Mine Patch needed if you use Diary of Mine version 7, this will also remove the PAH dependency of the main file. Those that use older versions of DOM don't need a patch. NOTE: The FOMOD of Diary of Mine version 7.9.4a includes an Enthralled patch. That patch is now out of date. Use the patch provided on this page. Do not let DOM overwrite any files of this mod. Enthralled Botox Patch makes the npc better looking using Botox of Skyrim Enthralled High Poly Head and KShairdos patch makes the npcs better looking using High Poly Head and KSHairdos. Comes with a light flagged plugin, load after main esp. Only use 1 appearance patch, let it overwrite the main file. Enthralled Missive Patch The repeatable quests will be posted on the Missives boards of their city. The quest givers (Belethor/Vekel/...) will no longer offer this service. Enthralled JK Solitude Outskirts Patch Moves the Solitude Slaver back on his boat. Extra Enthralled Spid example shows how you can use SPID to add NPCs to the repeatable quest, jail, or slaver. It's not intended for a playthrough but it does work. Extra Enthralled preset collection is a pack containing all the presets made of the capturable NPCs. Useful if you want your PC to look like them, or make new faces based on them. You'll need HPH, KSHairdos, makeup overlays of scarlettdays21, and Koralina's Freckles or you'll get purple faces when you load them in racemenu. A patch might have a version number lower than the main file. All file that are available on the download are up to date for the latest version. Hard requirements: Paradise halls extended, with Sexlab addon OR Diary of mine version 7+ Fuz Roh D-oh, for the silent dialogues And all their requirements, of these SKSE, PapyrusUtil and Jcontainers are used in Enthralled. Soft requirements: optional, the mod will function fine without, but they add content. Diary of Mine (version 7 requires a patch, versions 5 and 6 do not. The patch also removes the PAHE requirement) Sexlab (It's still a hard requirement for PAH, but not if you use the DOM patch) Ostim Standalone. If both Sexlab and Ostim are detected, Ostim will be used. If neither of them are detected, sex scenes are skipped. Supported mods without patches Real Names - Extended: If RNE is detected, the automatic renamer from the jail and repeatable quests will be turned off in favor of RNE's system Slaver Start: Live Another Life Alternate Start for Diary of Mine: Any NPC you didn't choose at the start can be bought from slavers/jail. Bloodline - A Fertility Mode Companion Mod: All unique and non unique NPCs from this mod should have appropriate factions for Bloodline Devious Devices: Keys can be found in some quest rewards Voicepack Enthralled Custom Npc Quests Voicepack on Nexus Mod suggestions These mods are not needed, but complement some feature of Enthralled. ZAZ Crafting by @Herowynne gives the option to craft almost all ZAZ restraints and items. Useful for the Collection repeatable quest. ZAZ Items Skypatched Name Price Weight my own mod that gives values to ZAZ items and makes their names more immersive. Useful for the Wealth Bandits repeatable quest Problems and their solutions Npc's have the dark face bug. You can only have one of the appearance patches installed. Make sure that you have the requirements of the appearance patches, and that you have the latest version of them. Make sure that the patches overwrite the main file Npc's have colored smudges on their face. You have the dark face bug, and have Face Discoloration Fix installed. Face Discoloration Fix tries to regenerate the textures and meshes, but does it wrong. See the dark face bug above for solutions. After that, reinstall the textures and meshes (or the entire mod) from download as the original textures and meshes have been overwritten. Wood elves look weird, other races are fine This can happen if the skin mod you're using doesn't have a wood elf folder. Vanilla reuses the high elf normalmap textures for wood elfs, but HPH uses a separate folder. I know that Pure Skin has this issue, others might as well. It's easy to fix: go to Data/Textures/Actor/Character (likely in your skin mod), find highelffemale folder, copy it and rename the copied folder to woodelffemale and faces load up normally. The dialogue is invisible. Or the the subtitles plays to quick to read. Reinstall Fuz Ro D-oh. Make sure you have the right version of it. The courier doesn't come. This is a vanilla bug where the courier got stuck somewhere, you can use the console to get him back on the job. In the console, type: prid 00039FB7 moveto player If you didn't see him appear, type in enable The courier should now stand before you, see if you can speak with him. If you get the letter, all quests should proceed as normal. It can happen that you get a letter from multiple quests, including vanilla and other mods if your courier has been stuck for some time. An alternative method is to move the player to the courier, for this, type player.moveto 00039FB7 You should be near the courier now, either in the world space where he got stuck, or in the Courier Cell itself. If you're in the cell, there will be a locked barrel there, select it in console and type unlock Now you can open it, the letter should be in there. My mod organiser says that there's a conflict with Even More Eyes? This mods contains some of the textures of Even More Eyes, it's save to overwrite. You can delete the Koralina folder in Textures if you already have Even More Eyes installed.
  9. Version 1.7.2

    31086 downloads

    This mod adds custom made NPCs to Skyrim, with quests to capture them in the Pahe framework or the Diary of Mine framework. It also features buying and selling slaves. ESL flagged. Some of the quests are short and simple, some quests are more complex and have multiple stages. The new characters come with a variety of training, based on their backstory and circumstances. If you have Diary of Mine installed, they will also have relevant personality, kinks, and slaver training. There are currently 4 unique npc's on a fixed location that can be bought directly, 10 that are connected to 4 separate quests, and 22 that can be randomly found in the repeatable quests. There is 1 unique item that can be found. The quests are independent from each other. Each character has their own backstory. You can discover this by speaking to them, finding notes, or speaking to people familiar with them. Many of these references are unlocked with the character's training, quest progress, or your own speech skill. Some dialogue options can increase training stats immediately or in a future stage of the quest. For the questing adventurer, there is a setup for repeatable missions, inspired by Missives. Rescue damsels, deliver yokes, "rescue" damsels, find a fitting slave for a demanding client, and more. The repeatable quests start in the major cities: Solitude, Windhelm, Whiterun, Markarth, and Riften. If you have too many slaves, visit the slavers in the Solitude Docks, the Windhelm Docks, or the Raven Rock Docks. They will buy every slave you bring them, no questions asked. And they might have something for you to buy as well. And if you just want to buy a slave without combat, check out the prisons of Markarth, Riften, Solitude, and Whiterun. There you can find 4 or 5 randomly generated prisoners that the Jarl has sentenced to slavery. These prisoners are based on the leveled lists of your game, so you might see faces that were added by your own mods. This feature can be turned off through dialogue ingame. Requirements: See the install page Detailed overview Simple Unique Slaves with fixed location These are slaves with a custom appearance and backstory, but are not attached to quests. Approach their owner and pay gold, and they're yours. Currently, there are 2 slaves that you could buy in an inn. They cost 2000 gold, which you pay to the innkeeper. They come with decent training. They work as generic prostitutes before you buy them. Bunny, Breton: in the BraidWood Inn Tilu, Dunmer: New Gnisis Cornerclub There are 2 slaves that you could buy in a prison. They cost 1500 gold, which you pay to any guard in the same cell. Their training is poor, however, they make for decent DOM trainers and taskmasters. Astia, Imperial: in the Riften Jail Yatava, Orc: Dawnstar jail A special case is Nille. She's a slave to Gisli in Solitude. There are two ways to get her: if you have completed the first part of the Riften Beggars and Nobles questline, you can buy her from Gisli, but there are some conditions to this. Or you could just kill or enslave Gisli and take Nille for yourself. Simple Slaves with randomized locations As mentioned in their sections, the Rescue repeatable quest, the Jail Market, and the Slavers can include unique characters that can't be found any other way. Each time these start, they have a chance to select a random NPC from their list. Each of these NPCs has a unique backstory, and they might have connections with other NPCs or quests from this mod. Jail Market There are 6 unique NPCs that can found in any of the jail markets, they cost the same as the generated prisoners (750 gold). See Jail Market below for more details. Rescue repeatable quest There are 7 unique npc that can be rescued. They are divided between bandit captives, mage captives, or cave captives. Currently no unique NPC is set up to be rescued from caves unless SPID is used to assign more. You can choose to enslave them, or to free them. If you decide to free them, they will remain in the game world. They'll spend a day in the inn, and then they will return to their home location. They become regular followers and marriage candidates. See Rescue below for more details. Slaver There are 5 unique NPCs that you can buy from the slavers. They all come with high training stats. See Slavers below for more details. Lucky finds There are 4 unique NPCs that you can find in random dungeons. You can capture them, recruit them, or free them. If they're freed, they'll return to the location between brackets. See the Lucky Find quest below for more details. Adding new NPCs to these systems Do you want more NPCs to rescue or buy? You can add more NPCs to these systems with SPID or Skypatcher. Give an NPC one of Enthralled's factions, and from then on Enthralled can use them. If you have a bunch of follower mods, you can send them to Enthralled's systems. I'll walk you through on how to use SPID for this. An example script with the correct setup is provided in the downloads. You must add one or more of the following factions to the NPC of your choice: PqJailedFaction PqCapturedBanditFaction PqCapturedMageFaction PqCapturedCaveFaction PqCapturedSlaverFaction PqLuckyFindFaction If DOM is installed, there is an additional faction. NPC with this faction can be recruited as DOM slavers to train your slaves, hire them for 500 gold near the Slave Buyers. There are no custom NPCs yet, only those you add through SPID. PqRecruitSlaverFaction First you must have a spid _DISTR.ini file, either make a new one or work with the example in the downloads. Before we start, remember that enslaving vanilla NPCs might break quests or scenes. It's safest to select NPCs that aren't important for anything. Do note that SPID adds these factions when the NPC is first loaded in your save file. If you use SPID for a NPC that already exist in your game, it's possible SPID will skip them. Depends on SPID version. Adding based on name Adding based on conditions Adding from a different mod If you have any questions about this, feel free to ask in the comments. Quests: Riften Beggars and Nobles This quest start with the beggar Bette. You'll find her in front of the temple of Mara in Riften. Talk to her, and eventually she'll offer to sell herself if you pay her debt to the temple. Pay the money to a priest (Maramal, Dinya, ...) and return to collect your prize. Some of the dialogue choices you make here will affect the initial stats that Bette will start with. A few days after buying Bette, you'll receive a letter from the courier. Bette's friend Esmee has a similar proposal, but this time it will take more effort. She wants to find whoever is responsible for her and Bette's misfortune. And she wants revenge at all costs. First, you'll need to find the bandits responsible for the attack. Esmee can give you some advice on where to start looking. Once you have the evidence and the mastermind has been revealed, speak to Esmee again to start the quest Esmee's Revenge. First, you'll have to hand over the evidence to the steward of Riften. They'll give you a warrant, allowing you to legally 'arrest' your targets, or kill them. The targets of this quest are still hidden, luckily, Bette is very familiar with them. Speak to her for the location of two of the three. She'll also give you some advice on how to deal with them. Bring the message to Esmee, wait a few days, and Bjar will appear in Falkreath. Kill him and Esmee is yours. Unwilling Bride In the temple of Solitude, you'll find a woman, Silvia, desperately praying. Speak with her, and you'll discover that she's fleeing from her marriage, and would do anything to truly escape. If you accept, you'll first have to kill the two scouts that are watching her. The first is a blue Argonian on the battlements, the second is better hidden. Look for someone who doesn't fit. If you are persuasive enough, you don't have to kill them. For the location, click the spoiler. Once the way is clear, you can take Silvia with you. The scouts carry with them a letter from instructions from their leader, including said leader's current location. You can act on this information now, or you can wait and see what happens. After a few days, the captain of the Lucasta will start sending thugs after you. These will happen in wilderness encounters. One of them will drop a note with information on their leader's location, taking it will start the quest Hunting the Hunters. The random encounters will end once the quest has been completed. Note for players with OBIS installed: It has been reported that OBIS might prevent the thugs from spawning in a world encounter. You can still continue the quest by going to Brittleshin Pass after capturing Silvia. After dealing with the Lucasta in Skyrim, you'll need to Silvia again, and the quest ends. Thalmor Assets This quest starts with Belethor. You can buy a suspiciously cheap slave from him, for 600 gold. The slave is an Altmer named Curime. You can pick her up south of Chillfurrow Farm, in the little building without walls. As soon as you've raised her Submission to 10, she'll volunteer information about a unique artifact called the Vision of Vigor. It is a circlet with a unique Detect Life spell, that can be cast silently. First you'll need to find a Thalmor Justiciar by the name of Iniel somewhere in Skyrim. Optionally, you can first discover her location in a secret Thalmor location. Once you've captured her, you must raise her Submission to 80 before she reveals the hiding place of the artifact. If the NPC's are loaded in DOM, it will require Resignation instead of Submission. Sisters of the North This quest chain consists of 3 separate quests, starting with Sister of Battle. This quest will start automatically if you enter Whiterun when your reputation is at least 5. If you want to skip ahead and set your reputation high enough, you can use the console: Sister of Battle The starting quest of the three. If you get involved with the slave trade enough, eventually a woman in Whiterun, Fjora, will challenge you. She'll be standing close to Breezehome and forcegreet you. There are multiple paths to complete this quest, though it will end the same for her: Once that Fjora is enslaved. The other two quest become available. Sister in Chains Fjora mentions the names Tridi and Soin. Tridi is her sister, who she believes was kidnapped by Soin. Speak to her about them, and this quest will start. You will need to get information to find them. Asking innkeepers, carriage drivers, and information brokers might give you a lead. There are several ways to get to the next point. It could be very short, or you're walking around several cities in Skyrim. Once you find Soin, you need to get some answers from him. There are again multiple paths. Tridi is in a random bandit or warlock dungeon in Skyrim. Clear the dungeon, speak to Tridi, and enslave her. Tridi comes with very high training stats. This location will never be in Solsteim. If you have mod added dungeons with proper radiant quest setup, they can be chosen as well. If Tridi and Fjora are close enough to each other, one of them will ask for permission to have a talk with her sister. If you agree, a short scene between the two will play, and the quest ends once this scene is done. You can tell them to have their conversation in private, the scene is skipped and the quest end. You can tell them to wait for a better moment, they'll ask again in 30 in-game minutes. As a note: Skyrim scenes can be a bit finnicky. If they ask to start the scene, but there are some complications around (enemies, weird terrain, one of them is trying to run away,...) you should postpone it until that issue is solved. Completing the quest will also result in a significant training boost for Fjora. Sister of the hunt This quest is started by taking a letter from Fjora's inventory, and it will lead you to Fjora's other sister Mera. You will need Fjora's help to progress on this quest. This will require: Once you've done the prerequisites, speak to Fjora again. She'll point you to a camp in Haafingar, across the river from the Haafingar Stormcloack Camp. In the camp you'll meet a pair of vanilla bandits, and an injured slave hunter. Talk to the slave hunter after defeating the 2 bandits, and they'll tell you in which direction Mera went. On you way up, you'll come across other slave hunters. 2 dead and 3 living. Kill the remaining hunters, and you can finally speak with Mera. You have several options. Remember that both Fjora and Tridi spoke about what you should do here, this can help you getting the optimal route. Jail market There are a lot of criminals in Skyrim, and occasionally, the guards capture a few of them. These criminals can be sentence to slavery as an alternative to imprisonment or execution. An adventurer could also sell their captured bandits in here. In the Jails of Markarth, Riften, Solitude, and Whiterun, you'll find 4-5 convicted prisoners. If you want to buy one, speak to them. They cost 750 gold each, regardless of prisoner type, thanes will get a 200 gold discount. Most of them are randomly generated, but there are unique prisoners amongst them with custom dialogue and appearance. Some of them have relationships with other npcs in this mod. The random prisoners come in several different types, of which Captured Bandits are the most common. Each type comes with a bit of training. The training the prisoners get also depends on the jail you buy them from. Solitude is the only jail in Skyrim with a dedicated torture room, not to mention the rumors about the court mage. Prisoners from Solitude get bonus fear training. The corruption from Riften frustrates even the prisoners, and they'll have bonus anger training. Whiterun on the other hand, gives a bonus to Submission/Resignation. Markarth gives a mixture. Markarth differs from the other 3 in the types of prisoners available. Bandits and warlocks are rare. Instead, Forsworn will be the most common in Cidhna Mine. If you want to sell a slave in the jail, speak to the slave you wish to sell and tell them that the guards will take care of them, then seal the deal by speaking to a guard in the jail. The guards will pay 500 septims regardless of training level. The prisons will reset after 20 hours, or if the player has travelled far enough away. All prisoners that weren't bought will be removed, and new ones will be placed the next time you enter the jail. If you want an new group of prisoners immediately, speak to a jail guard. For a small fee, the old group of unsold prisoners will be replaced with a new group. The fee rises each time you use this feature, and resets when the prison resets. There is only one unique prisoner available, and a new one is selected only once the jail fully resets. If you don't buy the unique prisoner, they can show up again, including in different jails. If you want, you can turn this feature off: More details in the spoiler. Repeatable quests Skyrim is a place full of opportunities and dangers, and some people can make money by making sure that unscrupulous adventurers get access to information. These are the information brokers, if you want quickly find a job that pays well, you go to them. They are Belethor from Whiterun, Vekel the Man in the Riften Ragged Flagon, Garvey from the Markarth Warrans, Deals-In-Chains on the Windhelm Docks, and Ghagrub the Respectable Trader on the docks of Solitude. Go to them, ask about profitable work, and they will show you a list of possible jobs. You can read the notes without taking on the quest, if you do take the quest notes, an objective will be marked in your journal. You can quit the quest at any time, open the quest note and you'll get a messagebox asking you if you want to quit. Select yes and the quest immediately ends. Every 2 days, quests that aren't accepted will be refreshed, quests that are accepted will only be refreshed if you have completed or quit it. The check is done when you enter the same cell as the information brokers. There are three levels of refresh rate: common has an 80% chance of a new quest, uncommon has a 60% chance of a new quest, and rare has a 33% chance of a new quest. Vekel from Riften has a higher refresh rate than the other two, he's better informed because of the thieves guild, and he's more annoying to reach, so this compensates. Should the original information brokers die, their job will be taken over by Ysolda, Keerava, or Kleppr. If you have the Enthralled Missive Patch installed, the quest notes will be placed on the Missive board in Solitude, Windhelm, Whiterun, Riften, and Markarth. The dialogue option of the information brokers is disabled. Other cities will not receive Enthralled quests on the missive boards. Collect ingredients Common 5 separate quests, 1 for each information broker An alchemist needs a handful of ingredients. Seems innocent enough, if it wasn't that all these ingredients are used in paralysis and fear poisons. When you have enough of the required item, bring it to alchemist, they'll pay you 150 gold for it. possible ingredients: Collect bonds Common 5 separate quests, 1 for each information broker A trader needs some restraining devices, discretion appreciated. You'll need to bring 3 sets of a certain zaz item to the trader, they'll pay you 150 gold. Tips: all items in this list can be found in the Wealthy Bandits repeatable quest. You can also use a mod that allows crafting zaz items, I personally use Zaz Crafting 2.0 which I've manually flagged esl. possible items: mod tip: ZAZ Crafting by Herowynne gives the ability to craft these items at the forge. Wealthy Bandits uncommon 5 separate quests, 1 for each information broker The slavery business is both profitable and cutthroat. When bandits get involved, they can quickly earn a lot of gold, and make some enemies. And those enemies would gladly point an adventurer in the direction of that gold. The bandits die, the adventurer walks away rich. This quest will point you to a bandit dungeon with a boss chest, the quest will end once you've opened that chest. On top of its normal content, it will contain an extra 500 gold and several restraints. All restraints that are found here can be used in the Collect bonds quest. Personal tip: my ZAZ Items Skypatched mod makes these items valuable so you can sell them to a general merchant. It also changes their name for more immersion. Rescue The rescue quests are divided in subtypes, depending on the location it will send you to. You'll be asked to rescue a missing person from a dungeon. This can be either a unique captive or one generated from your leveled lists. The dungeon is determined by the type of quest, and they must have a CaptiveMarker placed. If a mod adds a dungeon with the correct keyword and a CaptiveMaker, then that can be used as well. All dungeons are in Skyrim, you will not be send to Solsteim. If you want to rescue them, bring them to an inn and speak to the innkeeper. The captive will despawn and you'll be promised a reward. A day later, the courier will deliver it. The captives can be asked to wait or to follow, and they are set essential for the duration of the quest. Skyrim's outfit system might automatically equip them some armor. If you want to keep them, you can either tell them when you first find them, or quit the quest while escorting them, they will be automatically captured in your system. If the captive you were sent to rescue was unique, they will not be disabled, they'll stay in the inn for a day, and will then travel to their home location. See the Simple Slaves with randomised location section for more information on them All generated captives will be randomly assigned a short backstory, based on the dungeon where they're found, some backstories differ based on race. A Breton captured by the Forsworn might get a different fate than a Nord. You can talk with them about it before and after rescuing them. This backstory might also influence their starting training. If they mention they're a maiden, then virginity is set up, if they were a warrior, they'll get bonus combat training, etc. There are 25 of these backstories in total, some have more strict requirements than others. If you have a suggestion for more, let me know in the comments. Rescue from Bandits uncommon 5 separate quests, 1 for each information broker Locations: Bandit or Forsworn Reward for rescue: 500 gold Number of backstory dialogues: 11 Rescue from Mages rare 1 quest, can be obtained from each information broker Locations: Warlock or Hagraven Reward for rescue: 600 gold Number of backstory dialogues: 6 Rescue from a dangerous cave rare 1 quest, can be obtained from each information broker Locations: Vampire or Falmer or Draugr Reward for rescue: 650 gold Number of backstory dialogues: 8 Full list of all vanilla dungeons with the CaptiveMarker and their type: Sell Worker uncommon 3 separate quests, 1 for each information broker With the war going on, many laborers aren't available. Fields go unploughed, trees aren't chopped, and mines aren't dug. People go looking for alternative means to get the work done. A questgiver ask you to bring them a slave to use as a worker. There's no need for high training, as long as they don't run at first opportunity. The slave you bring must have Submission 60 in Pah, or Resignation 60 in DOM, as well as a fear and anger training of 50 each. You'll be payed well, the price has a minimum of 900 and can go as high as 3500 septims, depending on the quality of the slave. The price between these values is 25% higher than the standard price. Speak to your slave when you're near the questgiver, a dialogue option should appear "You'll be sold to ..." or a similar phrase. The quest will check if your slave has the required conditions. If they don't you'll get a notification of this in the corner of your screen. If they do, a notification will show you what price you'll get for the slave. You can still change your mind and select a different slave with the same dialogue option. Once you've selected your slave, speak to the questgiver, and sell your slave. After selling, the quest ends and the sold slave is removed. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Sell a Custom Order rare 3 separate quests, 1 for each information broker If you want to earn real money, you won't get it by selling workers to farmers. You get it by selling rich people the exact type of slave that they want and charging them ridiculous prices. You get a request for a slave with a specific type of training and possibly other characteristics. Selling them is the same procedure as the Sell worker quest, with the most important part being the price: you'll get a minimum of 2100 septims, and the price can go much higher. It is always more than the standard price. The base price is always multiplied by 1.5, so the price is at minimum 50% higher. There are always 5 conditions, these can be: *A specific race (60% chance) The slave you bring must be of this race. Only the standard playable races will be asked (no vampires, no elders, no trolls) It is not an even distribution for which slaves are asked. Nords are asked the most often, Argonians are asked the least often. I tried to make this roughly match the rate of NPC's you can capture. If this option is asked, the price rises by 40%. This is multiplicative with the standard 50% increase. *Virgin (10% chance) (DOM only) The slave must be a virgin. This refers to vaginal virginity only, so yes, you can deliver a "virgin by technicality". If you have trouble finding a virgin, note that several of the Rescue quest backstories are virgins. If this option is asked, the price rises by 40%. This is multiplicative with the race condition, if both are asked, the multiplier is 1.5*1.4*1.4 =2.94, or a 194% increase in the price. *one or two major traits For PAH, this is Submission and Respect. For DOM, the major traits are Resignation, Submission, Respect, and Humiliation. These traits have a greater weight in calculating the price. The requested training level ranges from 70 to 80 *minor traits (1 to 3) The rest of the conditions will be filled out with minor traits until there are 5 conditions. Minor traits in Pah are: Anger, Fear, Pose, Combat, Sex Minor traits in DOM are: Anger, Fear, Pose, Combat, House keeping, Work, Vaginal sex, Oral sex, Anal sex (Note that if virginity is asked, none of the sex trainings will be asked) Training levels range from 65 to 80 For both minor and major traits, you'll get a bonus the more the requested training level is above 65. Exceeding the training level will raise the base price, and thus also the price that you'll get. WARNING: the slave you sold is completely removed, there is no way recover them if you change your mind. Don't use this with slaves that are important for quests. Lucky Find Clearable dungeons might randomly have an NPC to rescue, selected from the NPC with the PqLuckyFindFaction. If no unique NPC can be found, a NPC will be generated. Any dungeon can contain a captive, as long as they are clearable but not yet cleared, and have at least one of: A CaptiveMarker (also used by rescue quest, both Enthralled and Vanilla) A CentreMarker A BossContainer (marked as such in the CK) The vast majority of Vanilla dungeons have at least 1 of those. Mod added dungeons might work as well if the author set it up. The chance to find a captive is by default 15%, but can be changed by modifying PqLuckyChancePercent in the console. set PqLuckyChancePercent to 50 Gives a 50% chance to find an NPC in each dungeon. Set it to 0 or lower will disable this feature. You get several options when finding an NPC: Free them, they'll run to town themself. No reward yet, but a future update might add one. Escort them. They'll follow you, Once you've reached a safe place you still have options. A save place is any location with LocTypeHabitation keyword, including all towns, villages, farms, inns, ... Free them after escorting, again no reward yet, might be added in future update Enslave them anyway. This gives some bonus training. Enslave them without escort, they are brought directly to PAH/DOM Take advantage. Starts a Sexlab/Ostim scene, gives some submission and humiliation training (repeatable, other options can still be selected) Kill them, this option removes their essential flag and lowers their health. You'll still need to do the final blow. This will only remove the essential flag given by this mod, if they're essential from some other mod this option won't work. Slavers There are 3 major slavers: Deals-In-Chains (argonian) in the Windhelm Docks, Ghagrub the Respectable Trader (orc) on the docks of Solitude, and Davur Dres (dark elf) in Raven Rock. They can buy any slave you bring them. Speak to the slave to select them, then speak to the slaver to confirm it. The sold slave is removed from the game. The price you get is based on the slave's training and basic attributes. It pays less than the specific Sell Worker or Sell Custom quest, but that's the price of convenience. The slavers might also offer slaves for sale as well. Speak with her and pay the cost, 1500 septims. The slavers only offer unique slaves, and they all have good to high training. Prices Slave prices that aren't fixed are calculated based on the slave's innate properties and on their training level. A standard price is calculated based on this. Depending on the sale a modifier is applied on this standard price. Selling slaves to slavers is 100% of the standard price, selling requested workers is 125% of the standard price (up to a fixed maximum), and selling custom slaves gives between 150% and 294% of the standard price. If you have DOM installed, it will start with the slaves worth. If you're using PAH, it will use a similar function using PAH's training stats. A difference between DOM and Enthralled is that DOM also includes the actor's weight to get to their worth, Enthralled does not. So for a thin NPC, Enthralled will use a higher worth than DOM. For a heavier NPC (weight above 65), DOM gets a higher worth value. This worth is then multiplied by a factor calculated from the player Slaver skill. This factor ranges from 0.25 (at 0 Slaver skill) to .75 (at 100 Slaver skill). This product gives the standard price that is used in the rest of the mod. Reputation The people of Skyrim will take notice if you start capturing or buying slaves, and word will get around about your activities. This might attract attention, both good and bad, to you. Currently, Only the Sisters of the North quest interacts with this, it will start once your reputation is at 5. Planned quests and dialogue options will expand this, but they aren't implemented yet. There are no negative consequences to a high reputation. Your reputation will start at 0, and increase by interacting with Enthralled quests. As a rule of thumb, enslaving someone within a populated area gives +1. A covered up sale, or a capture that's just outside civilisation gives +0.5. A capture in the wilds does not raise reputation as nobody will know about it. If you are particularly brazen or violent, a further bonus is given. For example, the Riften Beggars and Nobles will give a +4 if you fully complete all quests. The jail system will also count as +1 each time you buy them. General tips Belethor can point you in the direction of this mod's NPCs. If Belethor is dead, Ysolda takes over this function. Several of the quests require time to pass. If nothing happens after turning in a quest and the npc has no relevent dialogue, try waiting 2-5 days. Some of the quest require you to train a slave to a certain level of Submission. If the slave is loaded in DOM, it will require Resignation. Once you've reached the required level, question the slave again. It sometimes takes a bit of time before the dialogue registers that a training value has met a quest requirement. Some of the dialogue depends on the NPC's training stats or your own skills, they might tell you more if you talk to them after a while. There are a few times in the quests where you have to kill someone in a settlement. If you aren't the sneaky assassin type, there are ways to complete these without incurring a bounty. Remember that if they attack you, even if you provoked them, you won't be considered guilty of a crime. Capturing an npc before the quest tells you to do it might break that quest. Cloning a unique npc is not advised. Diary of Mine If Diary of Mine is installed, the NPCs will get appropriate Personality, Kinks, and DOM training. Dialogue based captures will place the NPC in the DOM framework. If the NPC is loaded in DOM, some of the dialogue checks are changed. Instead of requiring Submission, it will require Resignation. This affects the quests for Fryssa, Curime, and Iniel. This also effects the conditional dialogue of Yatava and Bette. NPC's that are loaded in Pahe will still require Submission, even if DOM is installed. Version 7 requires a patch, this patch will also remove all dependencies on PAH. The patch is esl flagged. Version 5 and 6 work without a patch. My personal recommendation is to use the latest stable version of DOM, this will give you the most features. More details on DOM versions: NPC appearance on screenshots This mod will use your installed body, skin and vanilla eye textures. Here are the replacers that I used for the screenshots. Different replacers will result in a different appearance. Body: 3BA with OBody NG Skin: Bnp with Racial Skin Variance -SPID Vanilla eyes: Improved Eyes Skyrim Enthralled can use your leveled list to generate prisoners for sale and damsels to rescue. It can be worth it to have mods that make them better looking, either by adding new npcs in the list (such as Deadly Wenches, ...), or by making vanilla bandits prettier (botox, ...) WIP This mod is still being worked on, though everything in here should work. Feel free to leave a comment to report bugs or to give feedback. Future changes and ideas: Changelog: Credits:
  10. Version 2.1.3 changed UnevenBreasts mutation application thanks to @theevillfox in two ways: (1) for 3ba it now scales L/R Breast01..03 nodes instead of NPC L/R Breast and (2) it optionally now also uses the json file, just add 2 sections à la "MutationUnevenLeftBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "L Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast03", false, [ 0.8 ], [ 0.0 ], true ] ], "MutationUnevenRightBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "R Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast03", false, [ 0.8 ], [ 0.0 ], true ] ] fixed alias assignment in quest bac_cowgrazing having had the 5th plant alias omitted from distribution thus causing weird behaviour of that quest fixed quest After Storm where the quest script would remove MME's Being Milked Passive spell to stop milking only to have the player alias start milking again because of Untamed Milk auto start. When getting strapped into any milker, MME will not start milking if it is already running changed already added follower dialogue to the vanilla DialogeFollowerQuest to optionally fire a mod event for EFF on wait/follow options fixed spell bac_bovine_degrading (one of the "Being A Cow" spells) to no longer use RegisterForUpdate() in favor of RegisterForSingleUpdate(). The former could cause a race condition with the grazing start so you'd get hungry while at the same time the hungry timer starts again. Due to high script load the hungry checking could take more than 5 seconds which was the interval of the update timer thus causing the next update to overtake the current one. added generic clearing of BAC's body morphs upon successful de-bovinification. Else, e. g. Steatopygia would hang on. fixed debovinification process where the pc cow would sometimes and seemingly at random unequip all items. changed the default SE tails from 6b (short) and 5e (long) from Fantasy Creature HDT SMP Tails to its next version Fantasy Creature HDT SMP Race Menu Tails II changed NiOverride dumps to produce sorted output in the console added a debug option to MCM to reset BAC's stuck reequip quests, this option will automatically trigger once on game load added a toggle for the curse starts on sex option to choose if you want it to start with all animation tags present vs. any one tag present changed cow head scaling. Prior versions did a scale on CowHead1..8 mutations and another scale on CowNeck mutation. Both scales nulled each other somehow. Now, head scaling starts with at least CowHead1 and/or CowNeck. Base head scale is 1.0 and CowNeck adds 0.1. Each CowHead mutation adds another 0.0125, so with CowHead8 and CowNeck you end up at 1.2. This honors the section "ChangeHead2" of the json file meaning it is multiplied by the factor you put in there. (SE only) added optional support for SPD which I created on the nexus. Use this, if you want concurrent re-naming of your bimbo cows between BoS and BAC. BoS will support that in its newest version. With that in place, you can have bimbo cows attributed by BAC and renamed by BoS, e. g. "Ayrshire Jarl Elli the Whore". Version 2.1.2 I now create the distribution based on the SE version. The LE esp version is backported using this xEdit script: https://www.nexusmods.com/skyrim/mods/114984. If you encounter problems using this, please try to find a solution based on the SE esp first, I have no better idea. added HDT-SMP tails for SE only, optional alternate SMP tails made by @Unknown22923 are also available added visible cow flop for SE changed format and scanning of actor_base.json to allow a completely SLIF-free morphing and to greatly reduce the string spelling problem. If you don't use any SLIF keys in there, SLIF is no longer required for BAC. However, this may require you to reformat you own json file. Store that away before installing the new one to be able to adapt it afterwards. If you've used the JSON before and changed it, make a backup to be able to migrate the changes to the new format. added an MCM page to display all bodymorphs applied by BAC via NiOverride (as opposed to SLIF) changed Acolyte Jenssen's service quest to apply the bodymorph reductions only after SexLab has deregistered the player as opposed to within the AnimationEnd mod event. Else the removals would not take place immediately under SE but needed change of location first. added sliders to change the growth steps for breasts and feet due to voluptuousness/podomegaly potions added a toggle option on request for @Ricordi to disable leg node transformations (no thicc thighs) changed Paul's remote punishment removing the repeated potion application for each step and replacing it with a single overall boob/hooves morphing thus hopefully reducing the script load at least at later stages changed overlay reservation on cow registration for SE/AE. Since the visibility order in SE is opposite to LE, the slots will be assigned highest first in SE (LE: Ovl[0] ist first, SE: Ovl[<max - 1>] is first) added a toggle option to have the vertical tongue position automatically adjusted with the large CowHeads (5 throught 8). Each of those will add 1 (CowHead5) or 2 (6 through 😎 to the tongue's height position set in MCM with this option active. added some face morphs via ActorBase.SetFaceMorph() to npc cows depending on their FaceCow mutations. These do not show on npcs with prefab heads but may occur later when mutating with CowHead1, etc. Version 2.1.1 fixed an endless loop in bac_actor.pex (ExecuteOrgasmEnd) added a toggle to stop MME milking loop at end of curse to not have the curse trigger on milking immediately again added options to change the slot assignments of the cow items. This requires editing the meshes (.nifs) and the armor/armor addons (in CK) to assign those changed slots. With BodySlide generated items, only the ShapeData blueprint mesh needs to be changed and then re-generated, for other items, the files distributed in data\meshes\bac (distributed in the bsa) need to be changed. Use with extreme caution! I will not be able to help you there should items stop appearing. If you intend to do that, I recommend making an addon mod to BAC and change those slots there collecting all meshes required in the process and storing them separately from BAC so that you don't need to redo all of this each time I publish a new version. Be warned! There are currently shy of 700 meshes involved since each appearance facet normally carries extra meshes. added options to bypass up to 3 otherwise blocked mutations for single cows on Cow Settings page. This way you can generally disallow some mutations and still have them applied to selected actors. added an (non-)immersion option to have a UIListMenu pop up for mutation selection instead of just randomly selecting one thanks to @masterofgamespl. The first option of that menu will always be "Mutation for <cowname>" so you should be able to select the mutation for the intended cow should multiple cows transform simultaneously. If you select that line directly, the standard random selection will take place. With less than two mutations available the menu will be skipped. added some script functionality to change your name back after you exit Paul's slavery (*not* just after debovinification!). This will not work in a running game where the renaming already took place. During your cow alias phase, you may edit your original player name in BAC MCM. If you clear that name, it will be reset to its value when entering MCM at menu exit again. Having an empty player name would result in dysfunctional gameplay. added a new Coldharbour effect "Coldharbour's Cord" which will double any growth effects from Paul's Voluptuousness and Podomegaly as well as Enormous Boobs potions. added a new cow color "Brown Spots" to represent brown spotted cattle (Ayrshire) which prompted me to rename the old "Brown (Spots)" color to "Black Spots". Textures are thankfully provided by @Addywil. This requires downloading of the tats archive again since the fur textures end up in there. added a slider on the Sounds page to configure a volume percentage for sounds played while in a dialogue menu so that they can be drastically reduced in volume to hear what's being said. Keep in mind that sounds already playing when entering or exiting dialogue will keep their volume. This is applied to all BAC sounds of all cows present, though footstep sounds will be unaffected since the script cannot influence them. Version 2.1.0 remapped ~150 property values lost due to inaccessability of property lists and CK constantly losing them one by one when trying to view the property list of a given script with the cause being property zadLibs of script bac_store.psc. Access to zadLibs has been isolated into bac_zad_access.psc to no longer harm my property lists. Finding this out took 3 months, frustration pauses included, since the available error from the papyrus0.log only states "property list too large" and does not mention the culprit - in this case script zadLibs.psc. That error may appear with any script that directly or indirectly uses zadLibs as a property itself. The problem originated in a) my installation of SLIF (patched) which apparently shipped an outdated version of zadlibs.pex overwriting the newer one from DD 5.2 and b) a wrong duplicate setting in SkyrimEditor.ini (bInvalidateOlderFiles in section [Archive] was set to both 1 and 0 with the latter setting being applied). Apparently it did not appear with *all* those scripts depending on the mood of the LE CK weather or something else because that error appeared with *different* scripts each day. This requires a clean save / fresh start! Also make sure to clean out any residual loose bac scripts as described in item #3 of the FAQ on the file page. changed face tint application to only happen after at least CowHead1 or FaceCow1 mutation is active, also added a toggle in MCM to turn it completely off for those of you experiencing some blackfacing issue replaced old cow horns with @Addywil's new horns, also added the horns with circlets (=helmet) and the milkstone misc item, also the smaller horns & ears are now twin objects for slots 42 and 55 each. It turned out that with some foreign mod hairstyles the slot 42 items were not rendered correctly added a misc quest to obtain a milkstone and have Madesi craft the circlet which then can be applied by Paul. That quest can be started either by asking Paul about helmets or by looting a dead cow (there's a configurable chance in MCM to find a milk stone). In any case that milk stone is intentionally not a quest item! This is done for those of you who do not care for it but find it nonetheless in a dead cow and then want to sell it. There's only one active milk stone available at any given time meaning you'll have to complete that misc quest by getting the circlet applied to someone (pc or npc) before being able to find the next milk stone. fixed bell & nose ring removal if that item is disabled via MCM to encompass the shadow item in slot 47 thanks to a post from @astor2015 reworked the objectives and marker locations of quest bac_afterstorm so Proventus should now move coherently and lead you to the milker. Also changed milk target checking to MME's mod event which saves us a lot of lag getting caught by the hunters (either pack of them) will now dispel all running magic effects as it's essentially the same as getting jailed changed the misc quest for the recipe to Conditions instead of manually filling the aliases added options to start/progress the curse on being raped and (optionally) *not* to progress on milking. Disabling progress on milking will currently render the pc unable to lose the curse. added a toggle option to enable forced item equipping during quest furniture scenes - use with caution. ZaZ furniture tends to CTD when something changes the z base transform (e. g. high heels) Version 2.0.10 fixed a function call in bac_menu.pex which apparently shadowed a "private" function of the same name in SKI_ConfigManager.pex changed (Un)Block(Self)Bovinification to also service male MilkMaids, if enabled in MME changed degraded cow Moo dialogue to also award a moo skill point if dialogue leads to breastfeeding changed naming dialogue (Cow 32/Maggie) to trigger YPS via ModEvent, so that YPS also recognizes the new name added an option to skip face tint fix for custom races added package overrides for Marc so that he proceeds straight to Whiterun and does not reverse his journey halfway changed freak show dialogue actor selection to no longer consider actors active in a SexLab animation added reaction to YPS' yps_GenderChange mod event (will occur with YPS version from 6.7.2 onwards) to re-register NiOverride slots, etc. for an already registered cow added mod event calls for yps on name change ("Cow 32") and for udders/tongue equip (since those use piercing slots and tend to get unequipped by YPS) reduced calls to NiOverride.RemoveNodeTransformPosition/Scale to those transformations that actually exist fixed Paul's service reopening which previously only happend on game load because I mixed up OnUpdate() and OnUpdateGameTime() added new Coldharbour effect "Coldharbour's Glow" which will distribute arousal and thus make all npcs horny around the pc. Also there's a configurable chance of any npc actor (ActorTypeNPC) undressing when their arousal exceeds 50 changed Coldharbour's Aura effect to no longer play crotch idle when npc is in combat because that would cause them to stop fighting actively changed text of scroll recipe to include the info to use it on a tanning rack added removal of CowBack1/2 and CowNeck when locking the pc into the milking machines in Captured Cow 1 and 2 (and re-setting of the spine when exiting). This will ignore "Cow Back Reduce in Animation" setting from MCM since the machine is not able to lock you in when your center of gravity is too far away from the actual furniture and disabling this would still cause the quest to get stuck changed beginning of Hammerheart, the objective "Find Paul in Riverwood" will be displayed at a somewhat later time since you are not already cursed when starting the game. added dialogue to quit enslavement to Paul once you've cleared your debt. Any deposit at this point will either be split between you and Paul (Paul's base mood between -10 and 10) or withheld by Paul (base mood less than -10) or given to you (base mood greater than 10), if you accept. Version 2.0.9 added tint mask support for npc cows. Now each time a cow head is applied, the original tintmask from that npc's prefab head should be restored added options to optionally make BAC mutations cause BoS (Bimbos of Skyrim) corruption if you have that installed added hand footstep sets to the stage 13 hands as well fixed two calls to SLIF in bac_camerapos.psc to point to NiOverride when SLIF is not installed moved tats color selector from the BAC settings page (player only) to the cow settings page where it now features for every cow. This will also load the color preset for the new color if present added a toggle to apply the regular fur tats with NakedAss mutation as an individual setting for each cow. This way you do not need to disable NakedAss, if you just not want it for some specific cows. Let them get it nonetheless and disable the naked fur tats here. instead of the pc color selector, there are now toggles for each color. With these you can narrow the range of colors randomly selected with any new cow to those you like. You must leave at least one color active and it will not affect color forcing by potion or MCM. added a new dialogue option for Marc at the end of Cow's Tears. To avoid the hunter combat you can now submit directly to Marc. Please give the script some 10 seconds to catch up. If you disallow fur in MCM, CowNose will now be disallowed, too since it's technically a fur part. fixed freeing up of NiOverride slots on debovinification thanks to @PNclarity001. added load/save functionality for MCM settings. This does *not* include custom race settings. Those IDs are absolute and would likely cause a CTD on a new game with different load order. It also does not include the color settings. Those are still saved from the Cow Settings page. merged cow height calculation into one function to get the same comprehensive height for every call (was calculated separately for tall/stunted vs. normalized cow before) Version 2.0.8 MCM random max stage slider now has a range from 30 to 50 added milkier tats for cows with LactationBursts to replace those gained with UntamedMilk. This requires downloading of the tats archive again! split LongHorns mutation into two: Long Ears and then LongHorns thanks to a suggestion from @H Bof. This requires downloading of the loose files archive again! added keyword zad_Lockable to all mutated hands and hand hooves (they already have zad_DeviousGloves) added keywords zad_Lockable and zad_DeviousCollar to all cowbell/ring combo items made a wilderness encounter (WE) quest to hopefully speed up the hunter encounter. I had those hunters happen on me the regular way every time I tried to test that, though, so it's considered experimental added dialogue to Paul to exchange the pc cow's nosering as long as you got that from Paul's branch of the intro (quest After Storm). This is just the immersive option to the already existing MCM option moved the milker in Dragonsreach from the cellar to the kitchen to make that more accessible added a check for filled alias bacFurniture at stage 10 of quest Captured Cow re-implemented ready message when Paul is again willing to service you added two new mutations thanks to @darkdraketom called Small Cavity and Large Cavity. They can be obtained after stage 15 (small) and 18 (large) because they require udders. Assuming those udders take in air which creates air pockets, the milk starts sloshing around and creates sloshing sounds. The small udders will only ever issue the small cavity sounds regardless of your rank in this mutation. Those sounds are attached to the udders as footstep sets, so their volume is set by the general footstep volume setting. In addition, they are played on StageStart, StageEnd, LeadInStart, and LeadInEnd SexLab mod events. The volume of these occasions can be adjusted on the sounds page in BAC MCM. enabled the secondary mutations Hungry, ShortArms, LargeHooves, and HugeHooves also for slim cows, slim cows now also get Defecate and all the rest changed mutation checking so that you can disable a mutation target already applied to the pc. It will *not* remove the mutation from the pc, but after losing it e. g. via debovinification she will not get it again made an option to clear npc cow outfits on registration. Those cows will be given their outfit items one last time but they may not equip them again and again after destroying them as a cow. changed cow item equip function to respect DD devices. It will still unlock/unequip that device in hardcore mode but use the zadLibs function for that, so that it is properly removed together with its shadow object. If that item appears to be a DD quest item, it will *not* be removed and you get a message box instead. added new cow color black (named Black Angus) plus color switch potion for black with the black cow, I re-created the white head fur like the black based on the brown so it should fit better around the eyes suspended cow defecating while actor is active alias for blacksmith workloop. Else she would leave the furniture and the workloop would complete without her being serviced. added new mutated hands from @Addywil now completed with shoed versions (do not forget to run BodySlide). When you get them shoed and they mutate further afterwards, those shoes will burst off and need to be reapplied by Paul - the same goes for debovinification and losing the hand hooves for those hands again and also for the feet. if the foot hooves grow or shrink, any irons will now need to be reapplied again. made the SE version after finally getting my SE setup cleaned up and reinstalled. This version is just the converted LE version as done by @evilbom previously. Two differences: (1) I created the bsa and the texture bsa from CK and not with CAO. That way, they are way smaller and (2) I did not convert the head meshes with NIF Optimizer but used @Obryanov's method instead, so those should be SSE head meshes and no longer cause CTDs. Still this is provided as is since I do not have the time to test it on SE. Version 2.0.7 added an option in MCM Mutation Settings to remove CowBack/CowNeck for RaceMenu visits (experimental) added a new lesser power "Soul Gift" which will essentially cast a Soul Drain on your sex partner upon orgasm to gift their soul to Molag Bal. This will be added with cow stage 6 (and removed again when dropping below 6) fixed loading of preset (nose alpha value was incorrectly loaded as int from float thus resulting in 0.000) changed Coldharbour's Aura effect to an area spell which does the schlong growing more reliably. Also, it will no longer play the animation on targets hit, if they are in a sit or mount state now clearing StrongBoxKey alias on A Craftsman's Masterpiece at stage 50 when you've obtained the plans, so you can get rid of the key Changed Coldharbour exit "portal" to an actual door. This way the text "To Abandoned House" does not stay on the screen after leaving Coldharbour Changed item toggles to menu options similar to the mutation targets, so you can enable/disable things differently for PC vs. NPC Added Bell/Ring item toggle menu made Paul's workloop cooldown a little more dynamic. Base wait time is random between 3 and 6 hours game time. Each npc cow you create will reduce the lower time by 1 game minute, thus e. g. 60 cows will lead to a cooldown between 2 and 5 hours. With such crowds wanting his service, Paul is inclined to work a bit more often made a timeout check on defecating quest to reset it if it hangs The percentage values behind Paul's nag messages (e. g. "I noticed that my hooves are larger even more!") are now turned off by default. They can be turned on again in the debug menu reworked the market place boob potion feed loop of the Freak Show quest to no longer overtake itself by trying to start the next actor/scene while the current one is still running. Implemented a 90-second timeout on actors not responding to the scene because they are otherwise occupied so it will not hang indefinitely. Freed actors from short-time amnesia, i. e. they will remember what you're doing once they have talked to you and have a slightly different dialogue next time. removed the transparency flags from the mutated hands so they should no longer appear translucent in some ENBs Version 2.0.6 added Soul Husks from the Soul Cairn to grazeables added an option to Cow Settings to include indiviual cows in the milking auto start with Untamed Milk despite having player only setting on that (MilkMaids only) changed activator of Cow Flop so it can be picked up and sold (for 5 septims to merchants or for 10 septims to farmers) Quest bac_cowgrazing will now be marked as failed if you do not find any grazeables within ~5 minutes changed assignment of plant aliases in quest bac_cowgrazing so that quest markers always appear changed Paul's dialogue and quest bac_blacksmith_workloop to service npc cow followers as well. You need to talk to your cow follower when she's at least stage 13 (cow hands) and you are only a short distance from Paul (<2000'). She'll have a dialogue option to put her in the work alias. Then you can talk to Paul the usual way (Hi Paul!) and get an extra option to have him service her instead of you. Then you need to direct her to take a seat in the furniture. This was a nuisance since (a) there was no navmesh inside the stables building and (b) even with a navmesh the space is too crammed for two huge cows for one to be able to direct the other. Plus, that horse tends to get in the way too. So, I removed the inner stable wall and the second door to get it working. Paul will just walk up and say something and that's it for now. You can tell her to follow you again afterwards. I added some dialogue options for non-standard followers to vanilla DialogueFollower quest to be able to ask them to do something for you and follow you again afterwards. I'd recommend saving the game before asking Paul to service your friend because it can be quite tedious to get her into the furniture and the quest may time out on you. I've found the best place to direct your follower from to be just a little space off Paul's workbench on the left of the door so that you can see inside the stables and also fully see the furniture. changed the UnBlock Bovinification spell to (hopefully) work on vampires as well. At least it does on Serana now. some integration work to have BAC run alongside Bimbos of Skyrim and make Bimbo cows possible. added an option to Cow Settings menu to dump Node Overrides from NiOverride to console in an effort to quell those questions about not having enough overlay slots Debug menu now uses text options instead of toggle option (which were never toggled) changed Data\Textures\actors\character\SlaveTats\bac\cowface.dds to no longer ship the colors. Instead, those are now set by the same mechanism as the stretch colors and can be changed in Cow Settings MCM. If you already saved those as presets, those presets might need saving again to include those new settings. Version 2.0.5 fixed a typo in the hand hooves mutation message fixed dremora messenger dialogue not correctly redeeming souls when choosing to remove Coldharbour spell effects removed no-interiors constraint from grazing quest removed bac_mcm_base.psc/pex (old menu base script) along with the quest scripts for the old menus added experimental iNeed support to the grazing quest added sliders for veins and cellulite alpha value and toggles for their glossiness fixed shoed version of stage 2 hand hooves using the wrong armor addon (hands vs. hooves) added slightly off-beat footsteps to the hand hooves to create an audio impression of four-leggedness added option to attach "titles" based on color (= breed) to npc cows (brown = Red Angus, white = Whitebred, spots = Holstein). Since player's display name cannot be changed by script, anyone wanting this for the pc would need to set it manually e.g. in Racemenu. Will also not work with npcs that already have a title (like e.g. Jarls). added an option to the Cow Settings to save the color settings as a preset json for that color. Any new cow of that color will then have these settings automatically applied. added FootSprintLeft and FootSprintRight to the resgistered animations for activity point checks for cow weight changes. The will grant 2 activity points each as opposed to FootLeft, FootRight, JumpUp, and JumpDown which all grant 1 activity point. added a "moo skill" which increases by 1 each time you sucessfully navigate a dialogue mooing and resets to 0 each time you get a mouth mutation (CowFace2 and all CowHeads) This skill capped to 50 will increase your chance to sucessfully speak instead of moo the next time added an option to make that skill persistent thus not resetting to 0 on mouth mutations and keeping its value across multiple cow cycles (i. e. getting debovinified and cursed again) added a json file to exclude quest related food items like the spiced beef for Voada from those items auto-fed by the Hungry effect. Feel free to add items there but heed to the JsonUtil FormList format "<base ID>|<modname>" with base ID being the decimal value of the last 6 digits of the item ID. E. g. Varian's extra spicy spiced beef from Summerset Isles has ID 0x0311fae8 within CK or e. g. 0x8F11fae8 within the running game. Take 0x11fae8, convert it to decimal e.g. with programmer's mode of Windows calculator resulting in 1178344, then add "1178344|summersetisles.esp" to the foodList in data\SKSE\Plugins\StorageUtilData\BAC\hungry_excluded_food.json. This is an optional file, download BAC_2.0.5_DeniedFood_JSON.7z. added an optional json file to make the grazeables list editable (data\SKSE\Plugins\StorageUtilData\BAC\grazeables.json). Needs to be downloaded separately in order not to be overwritten each time you install an upgrade. I experimentally included some Dragonborn plants and some BSHeartland (Beyond Skyrim - Bruma) plants as well in the sample file. If you want to add things there, go to CK WorldData/Tree and add the *decimal* base ID (only the last 6 hex digits converted to decimal) of the plant and its esp name to plantList *and* the decimal base ID (same issue) of the ingredient or potion (i.e. food item) - if not standard - to foodList. If the plant drops a LeveledItemList, you'll have to add each item of that list separately. This is an optional file, download BAC_2.0.5_Grazeables_JSON.7z. changed grazing quest to no longer play stomach sounds when all plants are collected (and eaten) changed orgasm mutation event handling to only register actor for mutation, if not already registered. It seems with SLSO actors could get registered twice resulting in the mutation process to get stuck added a slider to the curse options to set base progression of curse when not milking. The equivalent amount of milk added each full game hour without any milking is B * (6 - T) with B being this base progression value (0..10, default 1, 0 to turn it off completely) and T the transformation speed value (Ultra fast = 0 through ultra slow = 5), resulting in 1 milk unit on Ultra Slow with this set to 1 up to 60 milk units on Ultra Fast with this set to 10. added Blended Lactacid to LevelItemList LItemSkooma75, so it may appear in some mod's Skooma Barrels like MME's Lactacid Version 2.0.4 added options to set creature sexlab voice for cows depending on CowHead stage changed call to PO3_SKSEFunctions.GetSkinColor() to be compatible with different SE function signature added Keyword zad_Lockable to hooves and horns to allow coexistence with Bimbos of Skyrim mod added footstep set FSTBarefootFootstepSet to bac_hooves01AA armor addon to have stage 1 "hooves" (i. e. cramped feet) emit any sounds added a check after 5 minutes to the grazing preliminary loop (when the stomach growls but the quest is not yet started) to end it there and not keep the stomach endlessly growling. Also removed IsArrested() from the prohibitive conditions of CanGraze() since that method reports true on any bounty and not the actual arresting. Added toggle to disable stomach sounds when male SOS schlongs grow due to Coldharbour Aura changed grazing again. Comestibles will be eaten only after all are harvested. Else sometimes a race condition will be encountered where eating a herb will add one again triggering the eating and so on. the milker scene in After Storm should now disable "Milk Pump and Cuirass sells milk" in MME MCM, if active. Else you'll never get milk bottles which are required for this quest. changed after storm milker alias to only remove 50 bottles of milk in total and not of each milk you have in your inventory. changed Coldharbour's Lure to a miniquest that moves the creature towards you and starts sex after half a minute. If the creature gets killed first, no sex will happen. If you initiate sex first, that also counts. After you're done and another 10 seconds, the creature is moved back to its origin. made a debug toggle to cleanup maid lists sice sometimes a maid is added twice removed an error from Milkmaid list page where the list of cows vs. the list of milkmaids was used to calculate number of pages. Also renamed "Milkmaid View" and "Milkmaid Settings" menus to "Cow View" and "Cow Settings" as they only display cows as opposed to the Milkmaid List menu which display all milkmaids added @Addywil's new hand hooves. First stage (at stage 13) with two thick fingers may feature reinforcement by Paul at a later time. For my convenience I already integrated the dialogue with Paul. So, if you want to get improvements on the hands, you get them - with no extra visual effect yet. Normal cow hands do +25 unarmed damage, light (i. e. shoed) hands do +35 and fully armored hands do +45. The hoof stage is now a regular mutation configurable under Mutation Targets menu and may happen after stage 15. There are no extra bonuses for hooves vs. hands. Hardcore mode weapon equip denial now only works with those. You can still equip weapons with the mutated hands or if you allow weapon equip in handscore mode via MCM. DO NOT FORGET TO RUN BODYSLIDE!!! Tried to revive the forced progress without milking. This is experimental, not sure as to how it will work, though. Version 2.0.3 Grazeable plants should no longer include disabled plants (mostly in Whiterun around the Gildergreen). Grazing will now only equip 1 or 2 harvested herbs (2 in case of Green Thumb perk) and no longer all present Acolyte Jenssen is now protected during his rescaling service quest to prevent him from dying (e. g. by succubus drain) Extended services of Molag Bal's messenger. He'll now also remove the secondary effects from Coldharbour for the usual fee Added Coldharbour Aura as another souvernir from there. It will cause male schlongs around you to grow (SOS only). Added HorkerRace, ElkRace, SpiderRaces an ChaurusRaces to ColdharbourLure race list Coldharbour's Lure now checks vicinity to enemies to both player and sex partner and will only initiate sex when distance is at least 2000 feet Introduced optional json file for all the morphs in data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It will *not* be included in the distribution since it would overwrite your changes each time. Download bac_2.0.3_BodyMorph_JSON.7z separately and place it in the path mentioned, then change it to your liking. Merged the three MCM menus into one again sadly scrapping all the Add...OptionST() calls and replacing them with their respective Add...Option() calls thus no longer hitting the 128 options maximum limit obviously in place with the state based methods. Should be safe to install on a running game since bac_update will first unregister the old menus and then MCM will register the new one. Give it some time on the 1st load, you should see some messages. New debug option to restart Being A Cow at stage 30 (Paul's radiant cycle), if stuck for some reason. Changed character names in messages from GetLeveledActorBase().GetName() to GetDisplayName() Moved Podomegaly vs. Voluptuousness potion chance from BAC MCM Debug to Story page Added option to pause/unpase cow visuals Fixed auto equip of blended lactacid once more, turned out to be caused by one MiscObject reference still lingering around Changed footstep set for shod hooves to something more resembling hoofbeats instead of coconuts. Since I could not find an adequate shod oxen hoofbeat sound, they'll be horse hoofbeats still... Version 2.0.2 fixed an error in the blended lactacid auto equip code where some hunter or bandit with blended lactacid would immediately try it out with no regards to being no milkmaid added option to block up to 3 mutations per individual cow (MCM MilkMaid Settings page). This will not check whether the chosen mutation can actually happen for this cow at all or if the chosen mutation is already applied (in which case it is *not* blocked) needed to split the menus once again - individual milkmaid/cow settings got too large. Now there's a 3rd menu with only the individual pages The grazing quest no longer forces pc into railroading. Instead, you'll get some objectives to harvest the plants and do it in you own time. This way, the quest no longer accidentally collides with the defecating quest Removed StartGameEnabled flag from bac_cowdefecate and bac_cowgrazing quests thus having them starting correctly the first time and not blocking the defecating because of them already running changed arousal gain by HornyCow from direct modification of sla_Arousal faction to slaFrameworkScr.UpdateActorArousal() call moved StorageUtil values for voluptuousness and podomegaly potions to base path BAC.Potion. from BAC.Cow. so they persist during debovinification implemented timeout to remove cows from faction bac_reequipping at the latest 5 minutes after last reequip started. This should reduce the annoying moments when you wait for overdue transformations added a dialogue branch to Marc at the return to the Talos statue. If the PC has a bounty, Marc should refuse to continue until that is cleared. fixed the inventory event filter in the player alias to react on blended lactacid potion item rather than misc item. Visiting Coldharbour (and getting forced upon by a dremora) now leaves you with a present Blocked actors (either pc or npc) will no longer auto-quaff (blended) Lactacid Changed auto-milking start chance calculation to not start with 0% setting Changed A Craftsman's Masterpiece stages 60 and 80 (collection of dwarven ingots and centurion dynamo cores) again to hopefully work correctly now Changed LevelUp potion to start leveling up from stage 0 Version 2.0.1 fixed bac_OnReadSetQuestStage.psc to correctly extend ObjectReference instead of ReferenceAlias ShrinkSelf spell now sets a marker before shrinking and moves the character back to that marker on end of shrinking as a workaround for mile-high Skyrim fixed automatic self-milking with Untamed Milk not to execute on MilkSlaves as MME does that already changed overlay slot allocation to a sparse model. Those things not enabled will no longer consume NiOverride slots with a blank texture. Once enabled and used, disabling will *not* cause automatic freeing up of the once used slots though. You can achieve this manually at the bottom of the Milkmaid Settings in MCM scrapped bac_watchdog spell. The functionality is now integrated in the aliases which already existed and no longer uses a seperate script instance. As a side effect of this, npc cows not 3d-loaded will no longer fart, moo, breathe heavily, or shit added removing cow registration upon MME deregister expanded mutation on end of sex to all cows. For npc cows, use a matchmaker mod or DIY LevelUp potion now works as LevelDown potion if in debovinification phase changed Hungry effect to feed on all types of food not just those with VendorItemFood Keyword added optional ripping of gloves/shoes/circlets in hardcore mode added option not to remove the ripped item(s) replaced blended lactacid MiscObject with its Potion object in the LeveledItem lists. Any existing MiscObjects will hopefully continue to work. changed cow registration behaviour. MilkMaids and MilkSlaves are now recognized by BAC and registered preliminary to assign an alias to them. This way we can scrap the blended lactacid MiscObject and feed the potion via alias directly. recreated NavMesh in Coldharbour, so Hugh should no longer get stuck when trying to get him out of his lockup changed Encounter Zone of Coldharbour to NONE to hopefully stop Afflicted from spawning Version 2.0.0 fixed quest marker for Paul in Riverwood added Shrink Self spell (and book) available from Acolyte Jenssen when suffering from CowBack1 (at least). Caution! Use this in 3rd person. It may still cause Mile High Club bugging, so save game before use! changed player's ActivateSpecialFurniture package in Captured Cow #2 back to Sit package with loop activation of the pump since ActivateSpecialFurniture is not always successful changed all cow aliases to block reequip while sitting in a milk pump to avoid CTDs due to equipping armor made an option for the renaming (unset this *before* quest Being A Cow is started) SaggingBreasts now trigger BreastGravity2 morph on SE/AE/VR as opposed to BreastGravity on LE fixed A Craftsman's Masterpiece staging from 50 to 100 if you already have the dwarven ingots and/or the dynamo cores when talking to Paul fixed a bug where bac_capturedcow2 would accidentally stop bac_blacksmith and not start it again. Now it only stops the Scene from bac_blacksmith while Paul is at the auction (so that he doesn't run off to Whiterun) and starts the scene again after Paul is done milking the character. added sound volume settings. This made it necessary to move the sound settings to the 2nd menu since the 1st got too large again fixed Ritual Cow startup with a dead Severio after the battle of Whiterun where the quest would fail at start and give you a punishment quest instead Version 1.9I MCM will now start displaying the cow you point your cursor at, if any, else the player. made two sliders in MCM for configuring BigNipples mootation. several small fixes added Nightingale armor check to progress quest TG08A with hooves and horns and only Nightingale armor worn. separated Milkmaid settings from Milkmaid view because the page got too large. added sliders for default and individual CowBack/CowNeck length scales. changed debovinification (optional) from instant to milk-off process for which you have 1 game week. Mutations will be removed in reverse order (sorry no randomize possible because they are dependant on each other). For cows already in progress when installing this, there will be a default reversing since the mod did not record the order of mutations before. Mutations gained past the final stage will count as extra stages, i. e. milking off a cow from stage 40 who got one extra mutation (e. g. by potion) will be like milking her off from stage 41. Each stage requires the customized amount of milk to be dropped (same calculation as needed to be gained). changed bac_blacksmith_workloop to now display its own objectives instead of bac_blacksmith objectives that didn't seem to work. disabled defecating and grazing while doing a job for Paul. This would break those little quests when triggering at the wrong moment, e.g while pole dancing or hanging from one or treading a mill. Made Paul optionally demand sex after finishing a job with his mood below 0 (evil and neutral jobs with the exception of the treadmill because that ends without Paul interaction). added an option to unlimit Paul's base mood (skyrimfet limited the base mood to values betwen -15 and +15). added optional detection event for farting added optional milking start chance with UntamedMilk. This will not trigger during Captured Cow and/or Captured Cow 2, else it would break the scenes (see below) moved werewolf feeding code to PlayerWerewolfChangeScript.psc. Since this is highly volatile with other mods changing this also: If the feeding effect of BAC does not register, check data\scripts\source\PlayerWerewolfChangeScript.psc, function Feed(). There should be a line "SetStage(10)" right at the end. Insert these lines directly before that and compile: int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed") ModEvent.PushForm(m, Game.GetPlayer()) ModEvent.PushForm(m, victim) ModEvent.Send(m) In 1.9H Script data\scripts\PRKF_PlayerWerewolfFeed_0002BA1D.pex was altered. You should delete that, since altering the wererwolf feeding perk itself does not help. This seems to be hardcoded somehow. Changed bac_huntersgonnahunt2 (Combat in Riften) to be a run only once quest making the hunters in that quest essential, so that the player cannot kill them and making the player protected so that the hunters cannot kill her. Captured Cow 2 will now also start on player bleedout if that's reached before the health check. Changed bac_capturedcow2 The hunter accompanying the master is now a new hunter since the recycled one from HuntersGonnaHunt2 was not always pacified when appearing in the cellar (even though StopCombat(), StopCombatAlarm(), etc. were called several times on him). If he is still in combat, the master would run away instead of starting the dialogue. removed several reassignments of the quest's aliases done by skyrimfet at some stages. If quest aliases are changed during a running scene that uses them, the scene will break. the parade scene may not commence due to script load. I've found that when the player, the master, and the hunter stand indefinitely behind Honeyside, entering the console and exiting it again will kick the scene into motion. The auction room scene would often hang after the hunter said "Time to move, cow". This being due to the fact that it waits until all actions for the phase are complete and the one action not completing being the player's action to stand exactly on the assigned marker (radius 0) which was often occupied by the hunter. So this action now has radius 200 hopefully resulting in the scene to proceed normally added optional alternate hunter tats done by @Crewdoh, Just let them overwrite the existing files. Version 1.9H fixed cure MilkSlave script fixed cow start on Lactacid amount changed level calcuation to a more comprehensive one changed sliders on the udders (needs BodySlide rerun on those at least) relocated Paul from Riverwood to Whiterun stables so he'll no longer run off if no scene runs. Overall scene handling for Paul needs quite some rework though which will come in a later version. remove cows from free attachment factions (bac_feet and bac_hands) when unregistering removed CurvyCow effect when unregistering added new Mootations "CowBack1" followed by "CowBack2" and/or "CowNeck" (without SLIF usage!) with an option in 2nd MCM Mutation Settings to toggle this off at SexLab scene start and on again at end added option to force-feed you the first Blended Lactacid encountered when already a milkmaid on opening of the container added Real Feeding-like effect for Ring of Namira and Werewolf that will count towards HungryCow. introduced new overlay register (will work on newly registered cows, already registered cows will use the old method). Instead of searching for a slot each time an overlay mootation happens and thus stacking the tats in random order, BAC will now reserve a number of overlay slots at cow register trying to get 13 body slots, 4 face slots, and 2 hands and feet slots each. These are then used on overlay mootations in definite ordering so they will stack in the same order every time: Body (lowest to highest slot): Veins Fur Fur supplement (wrist connector) Ass stretch marks Breast stretch marks Belly stretch marks Cellulite #1 Cellulite #2 Breast bondage marks (punishment) Brandings Ritual Cow paint Dirt Liquids (Untamed Milk and Horny Cow) Face (lowest to highest slot): Fur Cow Nose Brandings Dirt Hands and Feet each (lowest to highest slot): Fur Dirt Due to some mods meddling with other mod's tats and also due to intermediate cow drop out, tats slots may become occupied by other mods thus changing the ordering in an inapproriate manner, e. g. having YPS fashion lipstick in face overlay slot #0 will result in the cow tats covering it. To get around this problem, a new option "Reset Overlay Slots" is available on the MilkMaid View page. With this option, BAC tat slots in one area (i. e. either body, face, feet, or hands) will be reassigned, so e. g. if you ended up with the BAC face tats in slots #2 though #5 you can free up slots #0 and #1 in SlaveTats or with the foreign mods options, then choose this option and BAC will reassign its own face slots to #0 through #3. Version 1.9G changed quest priority of and auction scene start in bac_capturedcow2, so that package interference with Hammerheart will no longer prevent scene from starting included meshes and textures for @Addywil's new collar and bell CowFace mootations will now save the old preset to be able to restore it on cow exit and also store the current preset from MCM for each cow, so if you change it in MCM for the next cow, it will no longer affect cows who have already been face-transformed. Accumulated milk amount at cow register will be saved and deducted from the level calculation truncated Hammerheart (bac_blacksmith) to being the intro quest only providing the furniture for the work quest and made a new respawning work quest "Paul hard at work" (bac_blacksmith_workloop) for the actual accessory attachment/removal work. This way, Hammerheart doesn't need to be restarted again and again. Also the workloop can be forced via setstage, etc. not impacting other quests. Warning! Use this on an existing game with caution. Make sure, quest bac_blacksmith is a) running and b) exactly at stage 20 before upgrading! Added new mootation "AlternatingPelvis" as extension to CowPelvis. Instead of only growing and needing to be handled by Acolyte jenssen, an alternating pelvis will grow until it reaches the max growth from MCM and then shrink again to 0, so it keeps constantly changing. Added a switch to MCM on request to disable OnLocationChange event handling. If you switch this off, npc cows will not update their presets (face mainly) so they will no longer show. Version 1.9F2 To Kill an Empire does no longer require the player cow to wear a chef's hat Optional setting for the pain threshold (= mooing) to be based on percentage of max milk amount as opposed to fixed amount of milk Udders size may optionally affect max milk Transformation sounds can be switched off Swapped thought messages for CowFace1 (nose) and CowFace2 (mouth) cleaned through bac_blacksmith, bac_unowned, and bac_quest_ctr some more in the hope that the furniture issue is now gone needed to move debug page to 2nd menu due to MCM issues new miscellaneous quest to get rid of the curse and/or MilkSlave available after you cleared at least half of your debt. Starts with dialogue from Acolyte Jenssen. Paul will not release you, though. You will need to dedicate other MilkMaids or MilkSlaves to Molag Bal to get a boon (for 3 apiece). The Slave Tats and Eartag will now only mark those cows that have been dedicated. You can of course catch that curse again (and get rid of it again). Grazing quest is now on hold during bac_capturedcow and bac_capturedcow2 to stop it from endlessly trying to get up from a milk pump and back in again. Marginally reduced high heels lift on large and huge shoed and heavy hooves (BodySlide generating necessary) changed crowd collection at the stables from MIscUtil.ScanCellNPCs() to (optionally, if PO3 is available) PO3_SKSEFunctions.FindAllReferencesOfFormType() or old style loop of Game.FindRandomActorFromRef() to prevent CTD in Skyrim VR. BAC will no longer automatically adjust camra position, if Customizable Camera is installed to prevent jumping camera position. If you use CC, you'll have to adjust the cam position in CC manually. Version 1.9F1 changed Degraded dialogue chance: It will now kick in with a base chance of cow phase * 2% and then the old speechcraft check. E. g. with phase 1 you'd have a 2% base chance, with phase 40 an 80% base chance. bailout of that dialogue can now be speeded up with Speechcraft. You can set the percentage of your Speechcraft value (max. 10%) than will raise the chance to get out of the mooing. Each Moo the chance to get out is raised by 1% plus a random part of the the set percentage of your Speechcraft value. optional setting for udders size to effect milk maximum scale (small = +0.5, regular = +1.0, big = +1.5) bugfix in the second semihooves SliderSet Version 1.9F due to LL size limits this had to be further split up. The main archive does no longer contain the loose files, if you need those, download the additional archive. The SE models for the semi hooves are in the separate BodySlide file created a new SEQ file (translating to Startgame Enabled Quests and *not* Sequence). Hopefully this will help solve the MCM issue on SE. reworked bac_blacksmith Whiterun stables furniture handling to use regular quest aliases instead of local variables. If bac_blacksmith is already running in your save game, it needs to be restarted: in the console do resetquest bac_blacksmith, setstage bac_blacksmith 10, setstage bac_blacksmith 20. If you have issues with the furniture, check sqv bac_blacksmith. If there are aliases pointing to NONE, you need to restart it. changed Diplomatic Immunity Solitude Stables scene so a cow can travel to the Thalmor Embassy with her hooves on and is no longer requires to wear the Party Shoes changed WICommentNaked and WIChangeLocation01 to not trigger with naked cows and made an alternate comment quest bacWICommentCow for cows. The old BAC comments were integrated in this quest and are no longer triggered by script added semi hooves by @Addywil (2 stages) which will change basic cow staging from stage 9 to 16 (don't forget to run BodySlide). The old progess was: 9 - small hooves 10 - fur 11 - small tail 12 - hand hooves 13 - large tail 14 - large hooves 15 - fur 16 - small udders New progress will instead be: 9 - semi hooves #1 10 - fur 11 - small tail 12 - semi hooves #2 13 - hand hooves 14 - large tail 15 - small udders 16 - large hooves If you install this on an existing character between stage 14 and 16 who already has shoed hooves: The shoes will come back with stage 16 added optional Degrading which comes in two flavours: you slowly lose coherence and forget that you are able to speak requiring you to go through a series of Moos until you remember again. The formula is: Degradation = 2 per cow stage + 1 per extra mutation (max. 119) This can be worked against with Speechcraft, but there will always be a minimum 5% chance of this happening. When initiating dialogue, (Speechcraft - Degradation)[max 95] will be checked against a random percentage and if lower will start the extra dialogue (with PO3 only) once every day or so (depending on your metabolism), you'll feel the urge to graze on some herbs by the road or some grocery plants. This is a forced scene which already checks a lot of conditions but is not error prone. E. g. I had Skyrim spawn a dragon on me just after the scene started and when the IsInCombat check had returned negative. There will be one advance warning about 20 seconds before the start and you can go to sneak or start combat or swimming to postpone the scene added immersive transformations as in sounds and thought messages (player only). With NPCs you'll get the sounds but the messages will stay the old debug messages added optional clothes ripping at those mutations that massively increase mass/size like FatCow1/2, CurvyCow, UnevenBreasts1/2, TallCow, ImaginaryPregnancy, and BigUdders. If this happens to an NPC, her default and sleepwear outfits will be set to NONE. exchanged the standard fur tats with the ones provided by @Dr.Lefse (download the tats file) added 2 alternatives to the forced start with first milking. You can have either the old style or one or both of the new options active: Lactacid score. You can configure the "free" amount of lactacid. Any value higher than increases the chance to trigger bovinification. E. g. having 10.0 as free amount, a Lactacid score of 20.0 would give a 10% chance each milking tick to become a cow Blended Lactacid. This is something dropped by bandits and some magic types. It comes as a Misc Object because potions do not offer the possibility to attach a script. If you take this from some dead enemy or out of a chest, you're compelled to try it out. Further instances of this (after becoming a cow) will give 5-15 Lactacid. You can hand this to your followers and they will also eagerly try it out. Just pass only one of these at a time. The script cannot determine stacking. changed UnevenBreasts1 and UnevenBreasts2 mutation to be persistent, i. e. SLIF is no longer allowed to level the breasts again attached the eartag to the branding faction (bac_mark) instead of the bell faction. You get it with bac_mark faction rank greater than 1. If you don't want any brandings but still the eartag, set the fation rank to at least 4. Version 1.9E1 several bug fixes in the new quests mainly disabling some actors and activators until quest start and enabling the quest to start on Forsworn end of Cidhna Mine quest added 2 sliders to the udders: #1 is Nipple Length (default), #2 is called Udders. I would have used Breast, but that one is inverted and I couldn't make OutfitStudio change the Udders size in the right direction. So, the Udders slider is triggered by BAC breast potions but probably not by other mods. You need to re-generate the udders with Bodyslide to get this. Added a second Eartag for slave cows Version 1.9E fixed end of Captured Cow2 where after the breastfeeding with Paul the regular questline wouldn't start changed Hammerheart to make 10 tries to enable furniture instead of 1 moved some legacy slavetats code to external script changed Ritual Cow so that the spontaneous sex scenes with giants should only occur while wearing the paint some minor bug fixes added new hooves thanks to @Addywil - don't forget to run Bodyslide added an eartag to the stage 3 & 4 ears changed spotted cow head fur to actually show spots added 2 new quests, the first of which will start at some random point after a) Being A Cow has started, b) House of Horrors is completed, and c) No one escapes from Cidhna Mine is completed, the second is hidden in the first. Version 1.9D5 added mutations from skyrimfet's last unpublished version. These are: Steatopygia, Flat/Sagging Breast (either, or) and Big Nipples added Hungry Ability for fat cows. !Use with caution! The script is unable to detect food quest items. My cow ate the spiced beef before I could deliver it to Voada. If you need to carry things like that, make sure, your cow eats regularly *before* the script kicks in (every game hour for fat cows and every half game hour for fat2 cows) added optional support for PowerOfThree's Papyrus Extender (see optional mods above). With that I can attempt to keep the face texture sets on npc cows with CowHead mutations (still not the morphs, though). It also features a far better randomizer than Bethesda's builtin one. added default max cow phase slider, so may go up until stage 40, also added a randomizer option so that each cow gets her own max stage added a pelvis contraction block toggle to the MilkMaid View page. With this and some matchmaker you can endeavour to make your npc cows a bit more fat bottomed. bugfix for camera only to update on player cow size changes. removed limit of disabled mutations. did some stabilizing changes on the Ritual Cow quest for it to proceed even if unexpected things like dead giants happen removed a rare race condition that would kick in upon loading a save file where the cow is being milked and the levelup kicks in just after loading. In that case the reequip run from the game load would block the levelup halfway through and then respawn itself. Version 1.9D4 BugFix for both MCM quests. It turns out that with more than one MCM quest active, MCM will no longer fire OnConfigClose events for either. So I had to invent a workaround for that, else all the timed events will no longer take place (extra milk, lactation bursts, etc.) because maintenance mode doesn't get disabled again The Freak Show quest will now spawn its own potion and no longer MME's breast enlargement (the effect is integrated) a new 6th evil quest "Ritual Cow" should now be available per chance from Paul some other small bug fixes Version 1.9D3 BugFix in bac_capturedcow2 quest. Dialogue bailout of slave master does no longer happen Hopefully fixed recurring defecate message. Be still wary! If the first bowels message appears, make a save to have a backup, if this is still an issue Made tail shafts to match cow color Added missing havoc xml files for the tail Made a little dialogue quest with Acolyte Jenssen to remove the excess pelvis growth Made the pelvis growth customizable Moved the mutation specific settings to the 2nd menu, new page "Mutation Settings" for prior versions please see the original BAC mod.
  11. Diary Of Mine for Paradise Halls Русский перевод View File Русский перевод Моего Дневника. ТРЕБУЕТСЯ ОРИГИНАЛЬНЫЙ МОД. Всем привет! Я решил скинуть быстро переведенную версию данного мода. Но от этого она не потеряла в качестве по сравнению с прошлыми моими переводами. В будущем я всё таки хочу полностью переделать перевод, с последующими версиями данного мода и перевести его полностью, вместе со скриптами. А пока подписывайтесь на мой Boosty и Discord сервер. Там я стараюсь выкладывать переводы многих других модов. И так же выкладываю некоторый платный контент бесплатно. Submitter ArgynNanrivia Submitted 03/17/25 Category Adult Mods Requirements Regular Edition Compatible Install Instructions  
  12. View File Boukensha's Bitches Boukensha's Bitches Welcome to my next attempt at lewdifying Mount & blade 2: Bannerlord. If for some reason you haven't seen my other mods here they are: Boukensha's Binder where you can get kinky events to pop https://www.loverslab.com/files/file/13089-boukenshas-binder-stories-of-captivity/ Boukensha's Backgrounds for your sexy background replacer needs https://www.loverslab.com/files/file/23399-boukies-backgrounds/ What is this mod? Well, i'm using ATC - Adonnay's Troop Changer to make new troop trees and seed them throughout the world. There is a slavery troop tree for every major faction and currently a single elite unit shared across all factions. The units are pretty much naked but man, do they have good stats... and great... lore... It's pretty much feature complete except that i'd like to give them SOME clothing, at least once they're a higher level. Requirements KLB shackles: https://www.loverslab.com/files/file/15481-bannerlord-slave-gear/ ATC: https://www.nexusmods.com/mountandblade2bannerlord/mods/286 Installation: Like all bannerlord mod you just extract the zit and dump it into your Modules folder. Don't forget to activate the mod in the loader. Warning! This mod can be installed on an old save file, no problem. This mod CAN NOT BE REMOVED! At least not without ruining the save files that used it. Simply because it introduces things to the game that then disappear if you uninstall, which will cause an error and crash. If you want to uninstall the game, you have to kick out all the new troops from your party and every other party, caravan, militia or wherever else you can put them before uninstalling. It is therefore technically possible to do, but un-adviseable. It's also for this reason that only you the player gets to recruit these units. Just in case things break and you got attached to your save file. But don't rely on it!! Should you want to allow NPC lords to recruit these units too: It makes me glad to know you'll not uninstall this mod as long as you want to play this save file, your confidence is flattering and utterly misplaced. But you can change the options here: Next to the submodule you'll find a config file, inside it is an xml called: Boukensha_Slaves_ATC.modconfig Open it and remove all playeronly="true" from all the troops in all the kingdoms. Save the file, Done. But i am not turning it on by default. You can also change their spawn rates here (percent="10") means 10% of spawned units will be this unit for the specific faction. Feel free to adjust at will. In module data is also a text file called "useful notes" this is more for me, but i guess it has some flavor and might act as a changelog, maybe? It may take a little while before the units get seeded across the various settlements. \_(-_-)_/ just, like... wait a day or two. Visit the brothel if you've installed CE. or recruit normal units, or get captured by 7 looters. Let me know when/if and certainly HOW you crashed from this mod. But there should be no remaining issues left!?..?.?! It's a new mod, it might break, please don't use it on your main save. It hasn't broken for me (since i got rid of all the bugs) but who knows if it may in the future.?.. I've also recently started a ko-fi account just in case someone felt like they might maybe, perhaps, like, give me a few bucks/euros/pounds to a poor student. You know, for the effort... and food. https://ko-fi.com/boukensha I may also start using it for suggestions/polls/specials for events on Boukensha's Binder, i'm sure i'll put it on the mod page once i have an update ready. You get the idea, don't expect too much, give if you want, i'm not gonna put my mods behind paywalls, that'd be a little weird. but y'know, might write a special thank you event or something now and then. The Future I really want to give these units slave-specific equipment but i'm still looking into that stuff, for now https://www.nexusmods.com/mountandblade2bannerlord/mods/4680 VBody looks good with a few armo(u)rs but i don't want to add unnecessary requirements, KLB is already enough for now. I'm also working on a companion for this where i can get the bloody looters/bandits to seed... so don't worry if you never see them, neither did i. Thank you for checking out this little mod, i hope you get to enjoy it lots! and it doesn't completely destroy your save file... i cannot be held responsible for any damages to your save files. please don't sure for damages. And don't give me grief about all my mods using "BB" as initials. Submitter B0ukensha Submitted 02/19/2024 Category Other Games Requirements ATC - Adonnay's Troop Changer AND Bannerlord Slave Gear 0.2 Install Instructions  
  13. Bandit Paradise - Traduction française View File Mod de quête/histoire dans lequel le joueur est capturé et retenu comme esclave sexuel par des bandits. Comment allez-vous vous échapper ? Ou... le voudrez-vous seulement ? Intrigue : Cachée de l'autre côté des montagnes Velothi se trouve une vallée accessible uniquement par une grotte menant à Bordeciel. Dans cette vallée se trouve une ancienne forteresse construite il y a très longtemps et depuis longtemps oubliée par la plupart des gens. Elle est désormais occupée et entretenue par un groupe de bandits qui l'utilisent comme lieu de villégiature pour d'autres criminels recherchés cherchant à échapper à la justice. Seuls les criminels les plus prospères et les plus anciens de Bordeciel connaissent cet endroit. Ils l'appellent tous « le paradis ». C'est ici que les bandits viennent échanger leurs biens volés et leur or contre des lits douillets, de la nourriture chaude, de bonnes boissons et surtout... s'amuser avec des esclaves sexuels ! De nombreuses femmes et même certains hommes ont été capturés et amenés ici au fil des mois pour divertir ces bandits malfaisants. Ils viennent d'amener un nouveau prisonnier, plus précieux et plus désirable que tous ceux qui l'ont précédé : l'Enfant de Dragon ! Mods requis : Le mod original de Donuts4me : Bandit paradise Sexlab ZaZ 8.0+ Fuz Ro D-oh Mods recommandés : Creature Framework Furniture Framework Remarque : n'oubliez pas que la configuration requise a également ses propres exigences. Si vous rencontrez des problèmes avec les animations SL ou les objets ZaZ qui ne fonctionnent pas ici, essayez de voir s'ils fonctionnent ailleurs avant de me blâmer ! Comment ça marche : Il s'agit d'un mod de quête d'emprisonnement/esclavage. Vous serez fait prisonnier et envoyé dans ce nouvel endroit pour donner du plaisir à ceux qui vous ont amené ici, ainsi qu'à leurs amis et clients. Quel genre d'esclave serez-vous ? Serez-vous un esclave en colère et rebelle ? Un esclave effrayé et soumis ? Ou... serez-vous un esclave totalement débauché qui exprime sa joie pour tout ce que ses maîtres veulent faire ? La façon dont vous parlez à vos nouveaux maîtres détermine le type d'activités auxquelles vous serez confronté. Être impoli et rebelle envers vos maîtres entraînera généralement des punitions sous forme de coups de fouet et de torture magique, ainsi que des animations SL avec des tags « agressifs ». Être craintif et obéissant envers vos maîtres vous évitera les punitions et vous permettra d'avoir des animations SL plus calmes (en général). Mais là encore... vous pouvez simplement DEMANDER à vos nouveaux maîtres de vous punir et de vous baiser sauvagement pour leur plaisir et le vôtre (ils adorent ça) ! Comment vous échapper ? N'essayez pas de vous battre. Non seulement vous avez été complètement déshabillé et désarmé, mais il y a beaucoup trop de bandits pour que vous puissiez vous battre seul. De plus, beaucoup d'entre eux ont été marqués comme essentiels et ne peuvent être tués tant que la quête n'est pas terminée (ou échouée). Vous devriez parler avec vos compagnons d'esclavage pendant vos pauses et voir si vous pouvez élaborer un plan ensemble. Ils sont ici depuis plus longtemps que vous et ont déjà tenté de s'échapper avant votre arrivée. Ils savent ce qui ne fonctionne pas ! Est-il possible de s'échapper sans terminer toute la quête et sans l'aide de personne ? Peut-être... Je ne vais pas vous dévoiler comment. Sachez simplement que les occasions seront rares. Sans compter que vous passerez à côté de nombreuses actions intéressantes et de précieuses récompenses. De plus, s'échapper sera BEAUCOUP plus difficile sans aide ! Vous vous faites des amis en accomplissant des activités qui pourraient vous aider si vous essayez de vous battre pour vous échapper. Plus vous restez longtemps et plus vous accomplissez de quêtes/activités, plus vous pouvez espérer d'aide lorsque le moment sera venu de vous battre ! Je préfère appeler cela un mod HISTOIRE. La forteresse a une histoire et tous les esclaves ont leur propre histoire : d'où ils viennent, comment les bandits les ont capturés et depuis combien de temps ils sont là. Préparez-vous à beaucoup de dialogues sans voix et d'actions SL, mais pas beaucoup de combats ou d'aventures. Après tout, vous êtes un prisonnier ! Si vous n'aimez pas lire et que vous recherchez un mod de quête avec beaucoup d'aventures et d'exploration, je vous suggère de passer votre chemin et de chercher ailleurs. Comment démarrer la quête : Il y a quatre exemplaires d'un "Flyer de mercenaire" dans les auberges de Blancherive, Epervine, Vendeaume et Fort-Ivar. Lisez l'un d'entre eux et vous devriez obtenir une quête vous demandant de vous rendre à Faillaise. FAQ : Q : Dois-je assister à des scènes avec des créatures ? R : Non. C'est pourquoi Creature Framework est une exigence facultative. À un moment donné dans la quête, quelqu'un mentionnera avoir des relations sexuelles avec des animaux, et vous devrez simplement répondre que vous ne feriez jamais cela. En refusant les scènes avec des animaux, l'histoire prendra une direction totalement différente et la quête sera BEAUCOUP plus courte. Q : Un personnage masculin peut-il jouer cette quête ? R : Oui. Préparez-vous simplement à être utilisé par des bandits masculins et féminins, quel que soit votre sexe. Les chapitres consacrés aux créatures ont été conçus pour des personnages féminins. Si vous choisissez de jouer ces quêtes avec un personnage masculin, vous aurez besoin d'animations MC pour tous les animaux (les trios nécessiteront des animations MFC). De plus, si vous jouez les chapitres consacrés aux créatures, il y a des passages où le joueur se fait violer par des hommes ou violer à l'envers par des femmes. Prévoyez des animations pour cela. Consultez la liste des animations requises ci-dessous pour plus de détails. Q : Combien de temps faut-il pour terminer cette quête ? R : Cela dépend vraiment de vous. Vous pouvez trouver comment vous échapper rapidement et en finir en un rien de temps. Terminer toute la quête sans participer aux activités créatures prendra au moins deux heures. Avec les activités créatures, vous pouvez facilement doubler ce temps, car elles prolongent considérablement l'histoire. Sans oublier qu'il existe de nombreuses activités optionnelles auxquelles le joueur peut participer et qui ne sont pas liées à la quête. Plus vous terminez de quêtes, plus vous débloquez d'activités secondaires dont vous pouvez profiter. Vous pourriez finir par passer délibérément BEAUCOUP de temps ici ! Q : Cette quête est-elle répétable ? R : Non. Je vous recommande vivement d'effectuer au moins une sauvegarde supplémentaire avant de lire les notes de la taverne qui lancent la quête. Sinon, vous devrez créer un nouveau personnage pour rejouer. De nombreux événements peuvent se produire et l'histoire peut se terminer de différentes manières en fonction de vos actions et de vos choix de dialogue. Vous aurez sans doute envie de rejouer cette quête. Q : Puis-je mettre à jour le mod en cours de quête ? R : Mauvaise idée ! Si vous effectuez une mise à jour en cours de quête, les choses risquent de ne pas se dérouler correctement et les nouveaux chapitres ne démarreront souvent pas, même avec les commandes setstage. Je vous recommande vivement de ne faire la mise à jour qu'avant de lire le prospectus de la taverne et de commencer la quête. Effectuez une sauvegarde avant de lire ce prospectus. Vous pouvez également effectuer la mise à jour une fois tous les chapitres de la quête terminés. Q : Dois-je avoir atteint un certain niveau avant de jouer à ce jeu ? R : Non. Les bandits et vos compagnons esclaves qui peuvent se battre gagnent des niveaux avec vous. Vous pouvez jouer à ce jeu à tout moment. Aucune autre quête n'a d'impact sur celui-ci. Q : KS Hairdos est-il une condition sine qua non ? R : Non. Les fichiers ont été copiés. Bugs connus : - Après avoir retiré les menottes, la vitesse du joueur ne revient pas toujours à la normale et vous vous déplacez lentement. Problème ZaZ. Je ne peux rien y faire. Cela semble se produire rarement, mais si cela vous arrive, sauvegardez, quittez le menu principal et rechargez. Votre vitesse de déplacement devrait revenir à la normale. - Si votre personnage entre dans un meuble de torture à un angle bizarre, essayez de bouger. Vous devriez en sortir, mais être aspiré à nouveau et, avec un peu de chance, vous vous retrouverez dans le bon angle cette fois-ci. Si un PNJ se trouve dans un meuble dans un angle bizarre, désactivez-le puis réactivez-le. Conflits de mods connus : -MCO - Provoque des problèmes avec les objets ZaZ et les scènes de flagellation. Il semblerait que tout mod affectant le combat au corps à corps puisse perturber les scènes de flagellation dans cette quête. Si vous êtes bloqué dans les scènes de punition et que vous utilisez ce type de mods, c'est probablement la cause du problème. -Sexy Adventures - Allez dans vos paramètres SA MCM et désactivez Gangrape ou modifiez les paramètres afin que la simple nudité ne le déclenche pas. Le joueur doit courir nu pendant la majeure partie de cette quête et les gangrapes aléatoires de SA interfèrent avec les scènes et la progression normale de la quête. -SL Nights - Les PNJ qui s'éloignent aléatoirement pour avoir des relations sexuelles nocturnes peuvent interférer avec les quêtes, les scènes et les spectacles. Désactivez SL Nights lorsque vous jouez à mon mod ou contentez-vous de monter des spectacles et d'accomplir des objectifs pendant la journée. La nuit, vous pouvez simplement dormir ou vous joindre aux autres pour vous amuser de manière aléatoire. -Devious Devices - Je ne l'utilise pas, mais on m'a dit qu'il y a parfois des quêtes qui vous obligent à garder certains types de vêtements/appareils. Dans ma quête, le joueur est complètement dépouillé de son inventaire, y compris des Devious Devices. Si vous portez/transportez quelque chose que vous n'êtes pas censé retirer de votre inventaire, ne commencez pas cette quête ! De plus, j'ai entendu dire que DD et ZAZ ne font souvent pas bon ménage. Attendez-vous à avoir des problèmes avec les menottes et les colliers si vous utilisez DD. -Devious Framework - Enferme le joueur dans un pilori et le maintient coincé alors qu'il ne devrait pas l'être. La désactivation de ces fonctions de verrouillage semble résoudre le problème. Compatibilités des mods : -Survival - Il y a beaucoup de nourriture pour ceux qui en ont besoin. Il y aura même quelqu'un qui vous en donnera si vous le demandez. Les bandits ne veulent pas que leurs esclaves maigrissent trop. -Bathing in Skyrim - Il y a une petite piscine à l'extérieur et j'ai placé quelques ingrédients pour fabriquer du savon simple ainsi que du cuir pour des gants de toilette afin que les nouveaux esclaves puissent rester propres si nécessaire. -Fertility Mode - Il y aura ici quelques ingrédients contraceptifs pour les femmes qui préfèrent ne pas être mises enceintes par ces bandits ! Mods recommandés : -Sink of Scrubbing + Sexlab Integration - J'ai placé quelques lavabos dans le fort afin que les joueurs puissent se laver entre deux clients. -Vous devrez courir nu pendant la majeure partie de cette quête. Je recommande d'utiliser des mods qui désactivent les commentaires des PNJ sur votre nudité ou qui leur font faire des commentaires positifs. Leur réaction choquée ou négative n'a pas de sens ici. Je recommande les mods Nexus Naked Comments Begone ou Positive Undressed Reactions. Autorisations : -Téléchargements : personne ne doit télécharger ce mod ailleurs. Il reste ici sur LL. -Traductions : si quelqu'un souhaite télécharger des versions traduites de ce mod ici sur LL, vous avez ma permission pour le faire. Encore une fois, uniquement sur LL. Et bien sûr, mentionnez-moi en tant qu'auteur original et postez un lien vers ma page sur la vôtre afin que les gens sachent d'où cela provient (et vous pouvez retrouver le mod original de Donuts4me ici !) -Fichiers vocaux : je ne sais rien sur la création de fichiers vocaux et je suis trop épuisé pour même essayer. Si quelqu'un souhaite créer des packs vocaux pour cette aventure, vous avez ma permission pour le faire. Si je les aime, je posterai peut-être même des liens vers ceux-ci ici. -Patches et extensions : si quelqu'un souhaite modifier l'apparence des PNJ, ajouter des objets/dispositifs provenant d'autres mods ou corriger des problèmes de compatibilité avec d'autres mods, vous avez ma permission pour le faire. Évitez d'ajouter des quêtes ou quoi que ce soit lié à l'histoire. C'est mon travail ! Mode de traduction (Voltair) Une première traduction automatique est effectuée, puis les erreurs sont corrigées manuellement. Il en reste forcément, n'hésitez pas à me les indiquer via le support ! Submitter Voltair Submitted 12/16/2025 Category Adult Mods Requirements Regular Edition Compatible Install Instructions  
  14. Version v1.3.13

    7183 downloads

    Boukensha's Bitches Welcome to my next attempt at lewdifying Mount & blade 2: Bannerlord. If for some reason you haven't seen my other mods here they are: Boukensha's Binder where you can get kinky events to pop https://www.loverslab.com/files/file/13089-boukenshas-binder-stories-of-captivity/ Boukensha's Backgrounds for your sexy background replacer needs https://www.loverslab.com/files/file/23399-boukies-backgrounds/ What is this mod? Well, i'm using ATC - Adonnay's Troop Changer to make new troop trees and seed them throughout the world. There is a slavery troop tree for every major faction and currently two elite units shared across all factions. The units are clothes in slave gear of various types, so not much armor, but oh boy, do they have good stats! and great... lore... if you can keep them alive long enough they might even upgrade into freed slaves, wear armor AND have good stats. It's pretty much feature complete! And updated for War sails. Requirements New one! KLB shackles: https://www.loverslab.com/files/file/15481-bannerlord-slave-gear/ ATC: https://www.nexusmods.com/mountandblade2bannerlord/mods/286 B's Bindings https://www.loverslab.com/files/file/46241-boukenshas-bindings/ Installation: Like all bannerlord mod you just extract the zit and dump it into your Modules folder. Don't forget to activate the mod in the loader. Warning! This mod can be installed on an old save file, no problem. This mod SHOULD NOT BE REMOVED! At least not without ruining the save files that used it. Simply because it introduces things to the game that then disappear if you uninstall, which will cause an error and crash. If you want to uninstall the game, you have to kick out all the new troops from your party and every other party, caravan, militia or wherever else before uninstalling. It is therefore technically possible to do, but un-adviseable. It's also for this reason that only you the player gets to recruit these units. Just in case things break and you got attached to your save file. Nothing has broken for years, or ever in this mod, so i don't expect it to ever cause trouble. Should you want to allow NPC lords to recruit these units too: It makes me glad to know you'll not uninstall this mod as long as you want to play this save file, your confidence is flattering! You can change the options here: Next to the submodule you'll find a config file, inside it is an xml called: Boukensha_Slaves_ATC.modconfig Open it and remove all playeronly="true" from all the troops in all the kingdoms. Save the file, Done. You can also change their spawn rates here (percent="10") means 10% of spawned units will be this unit for the specific faction. Feel free to adjust at will. In module data is also a text file called "useful notes" this is more for me, but i guess it has some flavor and might act as a changelog, maybe? It may take a little while before the units get seeded across the various settlements. \_(-_-)_/ just, like... wait a day or two. Visit the brothel if you've installed CE. or recruit normal units, or get captured by 7 looters, i'm not your dad do whatever you want. Let me know when/if and certainly HOW you crashed from this mod. But there are no issues i know of. I have a ko-fi account just in case someone felt like they might maybe, perhaps, like, give me a few bucks/euros/pounds to a poor ex-student. You know, for the effort on the many mods, and food. https://ko-fi.com/boukensha I've already used it for polls, and will be working on those projects now. You get the idea, don't expect too much, give if you want, i'm not gonna put my mods behind paywalls, that'd be a little weird. but y'know, might write a special thank you event or something now and then. The Future; is now babyy!!! I really want to give these units slave-specific equipment but i'm still looking into that stuff, for now https://www.nexusmods.com/mountandblade2bannerlord/mods/4680 VBody looks good with a few armo(u)rs but i don't want to add unnecessary requirements, KLB is already enough for now. I'm also working on a companion for this where i can get the bloody looters/bandits to seed... The bandits should seed and the new equipment: -see new requirements!! Thank you for checking out this little mod, i hope you get to enjoy it lots!
  15. View File November Sims More sims for November. Submitter yachtcrash1 Submitted 11/10/2025 Category The Sims 4 - Sims Requirements  
  16. Version 1.0.0

    670 downloads

    More sims for November.
  17. Surprise! Ari is alive, yes and (after ages) I`m proud to present to you the fifth part of Adelheits tale. Finally! But why did it take so long? Many reasons, I tell you! Moneymakin, broken Skyrim, lost presets and custom areas, girlfriend, other games and last but not least I didn`t know were to go with my story. In short: it was no fun. .... Now fun is back, everything is good, story`s great, pictures are great, boobies are great, wich means cock is also great. Besides I got a new better suited format for Golden Cage. Easier to produce, much more space for content, easier to read and a lot more creative freedom: the comic oh yes, may the photoshop skills be with me! I hope you enjoy and do I have to say that this is realy rough stuff? If you don`t like, it don`t eat it! Golden Cage (part 4)
  18. The Auction House BETA View File (27/02/2019) NOTICE: I'm leaving FO4 modding for now due to time restrictions and personal sanity, probably I'll come back when a sexout framework comes and Bethesda stop being stupid with their updates. Thank you all for your support! :) (I'll update this mod tough since it's my most popular) THIS IS A BETA YET!!! EXPECT SOME SMALL GLITCHES AND/OR LOW FRAMERATES feel free to comment your issues on the chat below, but please, don't expect that I can solve every error on your specific game, as always check your load order and game files! WELCOME TO THE AUCTIONHAUS! A humble room on the top of Hotel Rexford in Goodneighbor Why u made this? (You mad bastard) This mod was specifically made for Ignotum's JustBusiness mod as a way for you sad slaver to trade your slaves outside of Nuka World in a nifty, lore friendly-ish, place on the center of the Commonwealth...Well...that was the idea at the start, It's safe to say that the Idea..."developed" Wonderful! But wait, that means... The Auctionhaus is not only a slave market! It's a bar! It's a Clinic and if you want, a mini dungeon with veeeery hard enemies and some unique legendaries! (or you could just...cough...pickpocket...stuff). The Auctionhaus features some secrets too as well some history on how the place started, a way to not break (too much) your slavery immersion! Now we have slavers roaming around the Commonwealth to delivery faster and more efficient your unwanted slaves to our loving abode! HOW TO SELL SLAVES: You can only sell slaves yet. To do it, press the extended interaction button you set up on Just Business MCM and then you'll see a prompt next to *Talk* called *sell* press *sell* when hovering over the servants or a snatcher and you should be golden (This mod requires that you have Just Business ver. 0.6.7 or above) All of that sounds wonderful but... This mod, as I said before, is a BETA and my most difficult mod, and there's Bethesda CK that is...funny to say the least. Just keep in mind that the mod it's not completely optimized so fps drops should be expected, I hope I get more time to optimize it more, but I'm afraid that the Gamebryo Engine is just too old for it to run smoothly... Hey! I downloaded this and now you flipped up my game! Whoa, Jeez m8, just relax and post on the comments exactly what's going on! My mod only changes the vanilla Hotel Rexford cell in Goodneighbor, but could happen that your game won't look as beautiful as the screenshots above, I use a Ultra modded game and obviously, I use ENB. Be polite and I'll listen to you, trust me, I know what's frustration over mods failing and flipping up. OK, the mod is great and all, but may I make a suggestion to improve it? Feel free to post your suggestion, just mind that my mod deeply requires Ignotum's Just Business, AND I DON'T DO SCRIPTING, don't ask anything that changes how his mod works, I can add NPC's, cells, maybe even models from other mods, but I won't touch on scripting! That said, these are the future plans to be implemented to this mod: already added being worked on impossible to me (requires scripting) Make the Servants not only buy, but sell their displayed slaves add random travelling traders, transporting slaves throughout the Commonwealth and available for you to sell yours. Make the displayed Slaves randomize fix the easy stealing and some doors being improperly open by aggroed NPCs ALL MY THANKS TO: IGNOTUM_VIRUM THE CREATOR OF JUSTBUSINESS AND BETHESDA SOFTWORKS FOR EVERYTHING ELSE Submitter kadsend Submitted 09/28/2018 Category WIP / Beta Requires Just Business [WIP] from ignotum_virum and all his requirements  
  19. How to use "Just Business" to Sell your Slaves In the wasteland, all struggle to survive. The sun shines down mercilessly scorching what's left of the dying greenery until it withers into dust. The animals that once created a kind of balance for the land have been irredeemable warped by the radiated landscape and transformed into monsters. And the people who live here are just as monstrous. In the wasteland decency is a rare and expensive commodity. For those who dispense with it, there is a lucrative set of opportunities to better one's station in life. But it shall come at the cost of your humanity, and remember conscience comes in one form or another for those with humanity and for those without...... Welcome to "How to use Just Business to Sell your Slaves." I wrote this tutorial for those of you who are trying out "just business" and you do not yet understand how to use all it's applications. In this case the Selling feature. The fact that you are here is not surprising to me. It is not immediately obvious how to use this feature. I would not call it self explanatory. Fortunately it is very simple once you know what to do. So take it easy, your frustration should end here, if you allow me to explain, step by step, exactly what to do. First of all, you can sell your slaves at any raider boss in Nuka World; Mason, Nisha, or Mags. That is as long as you have not completed the quest "Open Season." In that case they would all be dead. "Power Play" is another quest where you may have killed one of the raider bosses in Nuka World, so obviously that particular boss will not be available after completing that quest as well. Assuming that at least one of them is still alive in your game you can approach them to sell your captured slaves. Mason (Nuka-World) | Fallout Wiki | Fandom Nisha | Fallout Wiki | Fandom Mags Black | Fallout Wiki | Fandom If they are not available you can also sell the slaves at an auction house in Good Neighbor if you download this mod; The Auction House BETA - WIP / Beta - LoversLab Auction House The Auction House is located in Good Neighbor, at the top floor of the Rexford Hotel. Take the stairs to the third floor then enter the elevator. If you have this mod you can also sell to one of the numerous Snatcher npc's that show up outside the walls of your settlements and pop up in front of significant places like Good Neighbor for instance. Once you find either a Nuka world Raider boss an Auction House Vendor or a Snatcher, and you have your slave with you; Pause the game and go to the "Mod Configuration Menu" From there scroll down to "Just Business," and hit the action button to open it up. A for Xbox, X for PlayStation controllers From there scroll down to "hotkeys and game modes" assign a button to "Additional Dialogue Mode," in my case I used the A button to turn it on and off. Notice that this is the same menu where you assign a button to "Hunter Mode," in my case I used the H button to turn it on and off. When you exit the MCM menu you will want to hit H and make sure "Hunter mode is turned off. If it is still on then "Additional Dialogue Mode" will not work. Time to exit MCM and return to the game. Hit A or whatever button you assigned to activate "Additional Dialogue Mode." Make sure "Hunter mode is turned off. Now approach your slave and hit the action button on your controller-A for Xbox, X for Playstation. On the decision wheel hit the button for "Talk" Y for Xbox Triangle for PlayStation. This should open up the dialogue menu. Scroll down to "listen," and hit the action button. Once there, scroll to the dialogue option "I'm going to sell you. Behave decently." Then hit the action button to pick it. She is now marked as the object of sale. Next you should approach the Vendor or Raider boss you are going to sell her to. Hit the second talk option available on the decision wheel. X for Xbox, and Square for PlayStation. Time to make the sale. The dialog menu will open up again. Scroll to "I want to sell you a slave" and hit the action button to pick it. Congratulations! You have successfully sold your slave! You should get a short indication of the price you got for her in the upper left-hand corner triggered by a cha-ching sound at the time of sale. My slave had submission level of 100 so I got 1000 bottle caps for her. The slave will not disappear after the sale, but when you leave the area she will not come with you anymore. To sell the rest of your slaves rinse and repeat. Look how happy she is to be in her new home! It seems like one day your a fearsome gunner, the next day your toiling at nude forced labor. Isn't life full of interesting twists and turns? What's that honey? You don't think your going to like it here? You want to tear my head off by my pigtails?---What have I told you about sassing me army bitch? If you were still mine I would whip your ass with a car antenna! But now your someone else's problem. Don't worry though I can tell just by looking around that your going to like it here! See how happy all your new friends are? See! You'll be fine here! At any rate if you didn't want to be a naked slave peon then you should have been more careful! This is your life now. Forever! The End If you liked this tutorial or found it useful please feel free to leave a post on the forum. There is no monetary gain by me but it cheers me up.
  20. View File 1. Description 2. Requirements 3. Installing 4. Uninstalling (IMPORTANT!) 5. Updating (IMPORTANT!) 6. Compatibility & issues 7. Credits 8. Changelog 1. Description Allows you to control any animal or human and make them do your bidding. Also allows you to urinate, defecate, masturbate and engage in necrophilia and bondage. 2. Requirements SexLab: http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v124-updated-1020/ Zaz Animation Pack: http://www.loverslab.com/topic/17062-zaz-animation-pack-2013-10-08/ SKSE: http://skse.silverlock.org/ SkyUI: http://skyrim.nexusmods.com/mods/3863/? 3. Installing Place the following files in your Data folder and enable PuppetMaster.esp in plugin menu: PuppetMaster.esp PuppetMaster.bsa 4. Uninstalling (IMPORTANT!) * Load save game. * Open MCM menu and under Puppet Master > Uninstall, click stop scripts. * Save game. * Remove installed files or disable in plugin menu. 5. Updating (IMPORTANT!) * Uninstall mod completely as described in step 4 and remove PuppetMaster.esp and PuppetMaster.bsa from Data folder. * Load the save you made after stopping scripts, wait 10 seconds. * Save game again and exit. * Download and install the mod again as described in step 3. * Load the save you made after removing files from Data folder. You will lose control of all puppets but this is a much cleaner method of updating than just replacing. 6. Compatibility & issues 7. Credits Ashal and anyone else who worked on SexLab. ZaZ Chris & Xaz for their animation pack. jonx0r for defecation related resources (models, textures, sounds). 8. Changelog Submitter h38fh2mf Submitted 11/26/2013 Category Misc Sex Requires SexLab, Zaz Animation Pack, SKSE, SkyUI Special Edition Compatible
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