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Hi all. Thanks to the genius of Diary of Mine, I'm deep in the process of completely reworking my mod, Immersive Daedra Worship: Temple of Molag Bal. Since DOM now provides the AI system I've always dreamed of for ToMB, I'm essentially redoing ToMB to be a DOM extension. Rather than a simple "rape X times for points during a ritual" system, the worship of Molag Bal will now be tied to a victim's DOM status—scoring events will trigger on things like putting the victim into broken, terrified, or shocked moods, forcing them to masturbate to orgasm, etc. I'm also redoing the reward system from the ground up. You will now have two stats: Devotion and Favor. Abusing your DOM slaves (plus a few other things) will increase your Devotion, which goes from 0-100% but degrades over time. Devotion gets you a static blessing that scales based on your current devotion. While your Devotion is at 100%, further worship earns you Favor. Favor does not degrade over time, but can be traded in for truly powerful rewards. Essentially, the more you abuse your slaves in a way that pleases Molag Bal, the greater power he will grant you. What kinds of rewards would people like to see the King of Rape grant to his loyal cultists? I'm especially looking things that are lore friendly and reasonable to implement as a discrete reward—for example, a spell or an item you can obtain for cashing in X favor points. Favor rewards I'm planning include: - Vampiric Drain spell for non-vamps (and improved drain for vamps) - Amulet that saps an enemy's life force when they hit you - Summonable dremora followers - Cold-fire destruction spells - DOM potions - Oblivion gate travel - Spell like Frenzy, but makes enemies violently rape each other - Enchantment bonus when using black soul gems What would be an appropriate scalable static blessing for Devotion? I'm thinking either health/magic/stamina boost and/or regeneration. But is there something more interesting that I haven't thought of? I'm very open to including stuff from other mods that fit the theme. For example—assuming I can get the necessary permissions—stuff like various daedra-summoning conjuration spells, MB-themed armor/weapons. Are there features people are dying to see in a hardcore daedra worship mod? (Other than allowing the player to be the victim. I'm not at all interested in that kind of gameplay, and there are already plenty of player-as-slave mods out there.)
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View File Simple Slave Cellars - This mod currently adds a cellar underneath of Breezehome, Honeyside, and Vlindrel Hall - all set up to store slaves/prisoners/whoever the hell you want to keep in them. The goal is to eventually add one to every one of the base game player homes and possibly to Severin Manor as well. Right now though, it's Breezehome, Honeyside, and Vlindrel Hall. - Breezehome Cellar has 8 jail cells, a Master bedroom, and a guest bedroom for 2 followers. - Honeyside Cellar has 8 jail cells, a Master Bedroom, and a guest bedroom for 2 followers. - Vlindrel Sanctum has 6 slave pens (but can hold 9 slaves), a Master bedroom, and a guest bedroom for 4 followers. - I wanted to maximize compatibility so the cellar hatches are on the outside of the house, not inside of them. The Breezehome Cellar hatch is on the right side of the house - just off the walkway that runs between Breezehome and Warmaiden's. The Honeyside Cellar hatch is toward the garden area directly beneath of the window before the cart. Vlindrel Sanctum's is to the right as soon as you reach the top of the steps that lead to Vlindrel Hall. - All three require the same keys you use to get into the player homes. (Example: Vlindrel Sanctum requires the Vlindrel Hall key, etc.) - All clutter items are static. (aka they're goin' nowhere.) - Any crates you see are storage containers, and all storage is safe. (aka the shit you put in them aint goin' nowhere.) If you like this mod, check out my slave cellars for the Hearthfire homes: Hearthfire Menageries Submitter ShadowProctor Submitted 05/22/2023 Category Regular Mods Requires Skyrim Special Edition, Hearthfire DLC Regular Edition Compatible No
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View File Hearthfire Menageries -Adds a place to keep slaves/prisoners/whoever the hell you want to the cellars of the three Hearthfire houses. The new additions add 8 small cells, 2 larger cells, a master bedroom, and a guest room (with 2 beds for followers or whoever). They each also have a bathhouse/pool area. - I had to axe the Vampire Coffins because they were sitting in my doorways. Don't worry though, I more than made up for it. The very first room when you walk into the Menagerie is set up for 2 Vampires. Either you and a vampire follower or spouse, or vampire slaves, or whatever you want. -If anyone's seen or used the refurnished version of PAHE's Lakeview Manor Cellar addon or my newest remake of it, Lakeview Manor Prison - this is similar to that, but a whole lot better and completely my own. I was working off of someone else's mod with those, and it had some problems that I could never seem to work out, which made me want to create a replacement for it. - That said, it is extremely IMPORTANT that you do NOT use any of the PAHE Lakeview Manor Cellar versions, mine or otherwise, with this mod. They aren't compatible. When you open up the menagerie door in Lakeview Manor, you will see a few floor pieces and then the void. You have to use either this or that, not both. You've been warned. - Also, you might want to drop this pretty far down on your load order depending on what you've got installed. I had a problem where the water in the bathhouse lacked any animation - apparently some other mod was causing it, because dropping this mod down toward the bottom of my load order fixed it. I shouldn't have to mention that any other mods that edit the same part of the hearthfire cellars are going to be incompatible with this, but nonetheless. - Lastly, don't QuickClean this with xEdit, or the Vampire Coffins that were deleted to make room for the doors will return and you'll be sorry. Edit: Incompatible with the Fishing CC mod. If you like this mod, check out my other one: Simple Slave Cellars Submitter ShadowProctor Submitted 05/22/2023 Category Regular Mods Requires Skyrim Special Edition, Hearthfire DLC, Dawnguard DLC Regular Edition Compatible No
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Version 1.0.0
1,296 downloads
This file is an addition for the excellent Just Business mod here on Lovers Lab. What it does is make certain vanilla NPCs from the game into slave merchants using the same slave selling quest that's in Just Business. Requirements Fallout 4 Nuka World Far Harbor Just Business and whatever Just Business requires How Does It Work? The same way you'd sell slaves with the main mod. If you don't know how that works, then I recommend you read this excellent guide by @SlaveHunter311. Who Have I Added? From the main game: Penny Fitzgerald Arturo KLEO (I don't think she works for some reason) Cricket Joe Savoldi Eleanor Tommy Lonegan Connie Abernathy Trudy Daisy Fred Allen From Far Harbor: Allen Lee From Nuka World: Cora Monique Dunmore Katelyn Alden I've also posted up a pdf document of how I made the mod in the Creation Kit, but it's probably easier to look at it in xEdit and add more people there if you're so inclined. I usually play as either a good or amoral character who only takes raiders and gunners as prisoners. The new slavers I added are mostly already vendors, some of whom have a good reason to hate raiders, or have some other need for fighters/weapons testing/synth testing/whatever. Why? You now have some way to offload your excess slaves and make some caps right from the beginning of the game. Also, if you're like me and run Depravity by Thuggysmurf, there's a conflict with the Auction House mod. Optional 2024-February-08 - I'm adding an optional version/patch to work with The Auction House (BETA 1.3.4a version) that will obviously require The Auction House. I don't use that mod so can't really support it, but you would add Just Business and it's requirements, The Auction House, and then my Auction House version of this mod. You would only need one version of my plugin or the other, not both. Should let you sell to the vanilla vendors I added and still sell to the vendors added by The Auction House. One More (OK Two More) Things There are no scripts in this mod, it just adds conditions to the original quest in Just Business. It's also flagged as an esl file, so it won't count against your 255 plugin limit. Just install your prerequisites, then install this with your mod manager, and start selling.-
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Just Business More Slavers View File This file is an addition for the excellent Just Business mod here on Lovers Lab. What it does is make certain vanilla NPCs from the game into slave merchants using the same slave selling quest that's in Just Business. Requirements Fallout 4 Nuka World Far Harbor Just Business and whatever Just Business requires How Does It Work? The same way you'd sell slaves with the main mod. If you don't know how that works, then I recommend you read this excellent guide by @SlaveHunter311. Who Have I Added? From the main game: Penny Fitzgerald Arturo KLEO (I don't think she works for some reason) Cricket Joe Savoldi Eleanor Tommy Lonegan Connie Abernathy Trudy Daisy Fred Allen From Far Harbor: Allen Lee From Nuka World: Cora Monique Dunmore Katelyn Alden I've also posted up a pdf document of how I made the mod in the Creation Kit, but it's probably easier to look at it in xEdit and add more people there if you're so inclined. I usually play as either a good or amoral character who only takes raiders and gunners as prisoners. The new slavers I added are mostly already vendors, some of whom have a good reason to hate raiders, or have some other need for fighters/weapons testing/synth testing/whatever. Why? You now have some way to offload your excess slaves and make some caps right from the beginning of the game. Also, if you're like me and run Depravity by Thuggysmurf, there's a conflict with the Auction House mod. Optional 2024-February-08 - I'm adding an optional version/patch to work with The Auction House (BETA 1.3.4a version) that will obviously require The Auction House. I don't use that mod so can't really support it, but you would add Just Business and it's requirements, The Auction House, and then my Auction House version of this mod. You would only need one version of my plugin or the other, not both. Should let you sell to the vanilla vendors I added and still sell to the vendors added by The Auction House. One More (OK Two More) Things There are no scripts in this mod, it just adds conditions to the original quest in Just Business. It's also flagged as an esl file, so it won't count against your 255 plugin limit. Just install your prerequisites, then install this with your mod manager, and start selling. Just Business More Slavers and Auction House.7z Submitter travelmedic Submitted 02/02/2024 Category Quest Requires Fallout 4, DLC03 Far Harbor, DLC04 Nuka World, Just Business and whatever Just Business requires
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Version 1.2.1
1,936 downloads
A complete remake of the Ironback Hideout Player Home mod originally by Jokerine. The original was for Oldrim (this one is for SSE) and has open permission to use it however as long as Jokerine is credited as the original author. I ported it to Special Edition and rebuilt almost everything. The cellar is approximately x4.5 larger than the original and has a whole lot more features (such as a couple of jail cells with doors operated by levers on a nearby wall). Made it for my own PAHE/DoM playthroughs and decided to share it since I'm happy with the way it turned out. -All items placed on shelves are static. -All crates are custom storage containers, and all containers are safe storage. The screenshots say everything else.| Credits: - Jokerine for the original Ironback Hideout - BrightRider for the scripting of the courier letter/update 1.2 If you like this mod, check out my others: Simple Slave Cellars Hearthfire Menageries Hearthfire Baths Reborn -
View File Ironback Hideout - Slaver's Edition A complete remake of the Ironback Hideout Player Home mod originally by Jokerine. The original was for Oldrim (this one is for SSE) and has open permission to use it however as long as Jokerine is credited as the original author. I ported it to Special Edition and rebuilt almost everything. The cellar is approximately x4.5 larger than the original and has a whole lot more features (such as a couple of jail cells with doors operated by levers on a nearby wall). Made it for my own PAHE/DoM playthroughs and decided to share it since I'm happy with the way it turned out. -All items placed on shelves are static. -All crates are custom storage containers, and all containers are safe storage. The screenshots say everything else.| Credits: - Jokerine for the original Ironback Hideout - BrightRider for the scripting of the courier letter/update 1.2 If you like this mod, check out my others: Simple Slave Cellars Hearthfire Menageries Hearthfire Baths Reborn Submitter ShadowProctor Submitted 04/13/2023 Category Regular Mods Requires Skyrim Special Edition, Hearthfire DLC Regular Edition Compatible No
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What is and how to use the Convoy System in "Just Business" to send your captured NPCs to your settlements Be welcome to another “Just Business” tutorial. This time we are going to show the “Convoy System” for those of you who are trying out this awesome mod and do not yet understand how to fully use it. This feature may be tricky to find/understand /use, since it’s relatively new and it is not a “must” in order to send your victims to your settlements or for the mod to work properly. It is more an optional tool. Also, since it needs to follow some steps, it may not be an obvious nor straight forward tool to use. So, enough introduction, let’s get down to business (pun intended). First of all: if you haven’t, you need to check out both sell and capture tutorials first (and of course mod’s description), since this tutorial is written under the assumption that you already know those basic mechanics of the mod, especially the “capture” tutorial, since the Convoy System relapses on it and this tutorial itself is an extension of it. WHAT IS THE CONVOY SYSTEM? It is a way to send or follow your captured NPCs (guarded by up to 4 guards and the Convoy Leader) to one of your settlements minimizing the risk of them to escape, in a way war prisoners are guided in real life. You can follow two paths: since they are following the Convoy Leader to the settlement and not you, you can send them, guided by the Convoy Leader and the guards, to a settlement you previously chose so you can go and continue your adventures while they are on their way, OR you can follow them all the way down, and even capture more NPCs on your way. It’s up to you. But, what makes this tool useful if it isn’t part of the main mechanics and I can do basically the same shit without it?, you may ask. Well, basically, it adds two things: group automatization and immersion. We just covered a bit of the automatization part, but, why immersion? Well, because they are guarded all the way from point A to point B on a straight line (like war prisoners). They are not running like headless chickens behind you, and you don't need to send them on their own, which also ruins immersion. Returning to the automatization, if the settlement they're heading to has empty duties, they will be assigned to them automatically (the whole group until the duties are filled). BUT ALSO, if you have some... ehhmmm... empty "restrictive" stuff at the settlement, they will be assigned automatically to it too (see mod's page for what you need to do before for this feature to work correctly), so, that way, if you let them go on their own, or if you stay with the group, at your arrival to the settlement you are going to see the marvelous way this mod works with that automatization. One last point is that the Convoy Leader and the guards will also continue with their previously assigned duties after they arrive (yes, they can have an assigned duty AND their 2nd job is the convoy. NOTE that this will only work if you send them back to the settlement they were previously assigned to before you called the convoy). HOW CAN I MAKE THE MAGIC HAPPEN? Ok, ok, everyone calm down, I know it was a long lecture and by this time you may be impatient to know the how, so let’s start the show already, for God's sake! Here’s a step-by-step guide for you to follow in order to squeeze the most juice out of this feature. Remember to read at least the “capture” tutorial first before you continue beyond this point or you’re going to visit a dark place full of doubts, misery, and scary shit, and I know you don’t want that. Ok, first things first. Before you even try to use this tool, you need at least 1 NPC with a submission score of 100, not 100.000001, not 99.999999. Exactly 100. This NPC needs to be assigned to a settlement already. To know his/her submission score, talk to the settler, select “Info” and then “About”. When you have one, as I do, you need to talk to him/her again and assign as Convoy Leader by selecting “About your work…” and “I’m appointing you head of the convoy”. It doesn’t matter if (s)he is assigned to a duty already, (s)he can have a 2nd job as the Convoy Leader and that is not going to end his/her recent duty. If you want to assign some guards to the convoy too (up to 4, all of them need 100 submission points), then this is the time to do so. To assign them, you need to talk to them and select “About your work…” followed by “I assign you a guard…”. This is completely optional as the convoy can work with the Convoy Leader only. Although, I recommend to assign guards as it minimizes any escape attempts. 2 guards will be ok for small groups (6-10) and 4 for larger groups (11 and more). The guards need to be assigned to a settlement already (ideally, the same one as the Convoy Leader for the mod automatization tools to function at full capacity). After that, you can go and continue your game normally, and with that, I mean continue hunting, because that’s why you downloaded this mod, don’t cha? Now that you are finished with your relaxing hunting session, it is time to call it for a day. But wait… you are not going to bed with those 21 recently acquired raiders following you, are you?, unless you are hosting one of those special parties, of course. But if you are not, then it is time to call the convoy through your Pip-Boy via the Slave Control System holotape. (Note: the holotape is automatically added to your Pip-Boy when you download the mod. If it happens that you can't see it: go to the "Just Business" MCM menu, select "Debug and Other" and clic "Update". Return to game and you should see a notification top left. Now, open your Pip-Boy > Misc > Sup!, I'm the holotape and you should see me here now). You are going to see that a quest starts, and the convoy will begin its way to your location (which you can follow through the map by activating the quest). You don’t need to stay at the same place if you don’t want to, waiting for them to arrive. The convoy will change its destination to reach you if you move. After their arrival, the Convoy Leader will talk to you automatically. Select the “Expect guidance” option. Note: If your patience is below 0 and/or your PC needs to rush to the next mission because time is priceless, then you can previously assign a fast travel for the convoy at the MCM options (right at the “Convoy Settings” option). After that, the convoy will wait on its place. Now it’s time to talk to your captured NPCs (1 by 1) to assign them to their new life full of hard work without payment (just like any marketing startup agency) cof … I mean… to assign them to the convoy. When you talk to them, you’ll find a new dialogue that says "You will go under escort”. Select it. Once you have assigned all your captured NPCs to the convoy, then you need to talk again to the Convoy Leader and tell him/her to go to the settlement of your preference by selecting the “Go to your destination” option, aaaand you’re finally done. Piece of cake, right? Remember: if you send the convoy to another settlement that is not the one it came from, they will lose their previously assigned duties (their main job other than the convoy) automatically. Here's an example of the Convoy at work. You can see the Convoy Leader (front of the line), 2 guards (sides) and the prisoners in between. Also, as you can see, the prisoners are following them and not you, giving you the chance to go somewhere else or catch more prisoners on your way to the settlement. Be aware that if you encounter enemies on your way, the prisoners and the Convoy are going to attack them, meaning that the formation will be disbanded. After the enemies are killed, the Convoy will return to formation and continue their way as before. C'mon, you talk too much!! Let’s finish already!! Ok, ok, jeez… Last but not least, none of this stuff is going to work if you don’t have at least the 0.7.5 version of the mod, but I’m absolutely and completely sure you took care of that before reading all this bible chapter instead of trying to use the convoy feature with the wrong version and then rage in the support section, RIGHT? O.o Enjoy and thanks for reading! Special thanks to ignotum_virum for this great mod, and to SlaveHunter311 for the "Sell" and "Capture" tutorials and the great chat.
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Version 1.0.4
8,669 downloads
Okay I would like to apologize for updating this so much but a bug was found that affected game play and I did not want y'all to go through the weekend with it. So here is SlaverMod 1.0.3 I am so sorry I think I deleted stuff on the forums here...never let me write on forums. Anyways here is the latest Mod that fixes stuff. Here are the changes for SlaverMod 1.0.3 By the way i am sorry for another update but the weapon issue seemed like a major one to me so I fixed it and then figured I'd fix the other things people have mentioned. Anyways here we go. Oh and I'll try to find someone that knows what they are doing with forums to post things for me. Duh. Fixed a major bug where weapons would not strike where you were aiming after using furniture or freemode. Removed Shift L as a taken control that did nothing but spit out what anim mode you were currently running. (This was left over from testing ...oops) This is why I am not a doctor. "Hey nurse where is my scalpel?" "I dunno last time I saw it we were closing up the patient". Fixed penis non flopis ( penis not using physics ) after using either freemode or furniture. Let the penis flop in the breeze as the creators intended! By the way boobs now bounce afterwards also but who cares about boobs? Tightened up the boob physics on all items and also added it to freemode. I spent the day basically programming a virtual bra. Don't laugh they were too saggy and if they still are lemme know I have a wrench I'll tighten them up more. Thanks to 8BitKeion for bringing the weapon bug to my attention and to Suldra for testing her little fingers off. Thanks Tyra for listening to me rant. Tyra - Today at 5:31 PM You've done well, Young Skywalker. The Modding Force is strong with you. starchildmoon-
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Late at night, a slave trader brought three new slaves to the palace. The three came from razed kingdoms. The youngest, Miane, was the quietest, in addition to having an exuberant body, for which she caught the attention of Pharaoh Nezi-ra. The next day, the Pharaoh would choose his concubine. The three slaves made their presentation, but in the end he chose Miane. Miane tried to resist, but her body was weak from the long journey and the pharaoh was very strong. Months passed and Miane got used to the luxuries of being Pharaoh's concubine. He had many girls to choose from, so she also had time to relax. One day, the Pharaoh entered the room without warning. Miane and her companions were surprised. Nezi-ra was more serious than usual and that scared Miane, who went seeking refuge next to the older slave. Then, the Pharaoh ordered Miane and her companion to have sex in front of him. That shocked Miane. Miane didn't know what to do. It felt so bad but at the same time so good... Miane began to delicately touch her friend, while her other companion and the Pharaoh watched them both. The scene was so arousing that Naze-ra couldn't resist and grabbed the older girl. And impaled her until she was out of breath. When he got tired of the older one, she took Miane to finish inside her and fill her up. Now Miane carries the seed of Naze-ra inside. Will she be able to escape and getting rid of the Pharaoh's abuse? EXTRA:
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Upon reaching landfall at Solitude, rumor quickly found its way to his ear. The ancient denizen and ousted natives, the Falmer had degenerated into blind subterranean gremlins. Yet, they occasionally raided the surface for slaves to be broken underground. The lure of dwarven lore, treasures, and falmer slave practices brought him to Frostflow Lighthouse. a recently raided home to a redguard family on the northern glacial shelf. Saving the surviving mother and daughter, whom he would make love with later, he had won a few prizes. (Left) Naspia (Redguard)*, Withka (Redguard)*, Clivia (Imperial) (Right) Day 24 *According to Ramati, the Matriarch of the family, neither Naspia or Withka were part of their family. Both help take Sudi (daughter)(alive) and Mani (son)(deceased) down to the lower depths. Kori's Notes on the Falmer and their slave women: The Forgotten. Slaver group: Falmer Slavemaster style: The falmer are brutal taskmasters in the extreme. What they lack for finesse in the art of slavecraft, they make up in old fashion fear. The brutality of underground dwelling has made no room for anything but expediency. The men are swiftly brutalized and eaten/ feed to their Chaurus pets to instill fear. Those that don't give then and there are simply tortured until they break. those that do slightly less so. Falmer seem to take a more sadistic pleasure rather than sexual pleasure abusing slaves. There were signs of Chaurus zoophilia occurring. This warrants further investigation on a deeper expedition. Source: The Preference for Redguards in Nord dense areas imply that attacks are initially at random. How they likely use their sense of smell to find the like of those they already captured. Ramati and Sudi say their family heard activity for weeks (blaming Skeevers). This implies the Falmer raiding party spent quite significant effort to tunnel for the Redguard family. While blind, Falmer are extraordinarily determined. Slaves are taken from explorers in deep caverns, Dwemer ruins, or even in topside raids on unfortunate wanderers. Few ever escape bondage, even fewer escape alive. Slave group: The Forgotten Subjugation Methodology: Each slave has had their eyes put out and vocal chords cut in uniform manner. This is likely to keep slaves dependent on their masters for subterranean travel and prevent organized slave rebellion. Each slave bears great physical and presumably mental scars from their treatment, In most lighting their scars are not visible, having been magically healed and remaining scars glossed over with sacromancy. Most are given some form of eye covering mask as well and chaurus "armor". This protects very little in combat, despite some slaves carrying bows and melee weapons in their master's service. This is likely a shock tactic, to use broken slaves as shock infantry to make an opening for their masters to exploit. Likely the slaves that participate in raids have been adequately trained to help move plunder, and their armor is merely to keep their Charaus pets from attacking their property. The eye-masks seem to be a mockery of the seeing beings of surface Tameriel. Capture: Should one kill their blind overseers, extreme caution should be exercised. The Forgotten despite being mutilated mute and blind still oppose a significant threat due to their environment. The Forgotten have been familiarized with the locale to flawlessly navigate and fight even without their overlords. Slaves still attack with insane vigor undaunted by the death of their masters. Subduing with a blunt instrument or paralysis followed my restrains are the recommended means for capture. Forgotten must not be captured in groups of five or more, the increased group size seems to embolden disobedience to their new masters. Withka Training Day 2 (Pain stimulus with non-aggressive sexual congress as a reward) Care and Training: Due to their previous mutilation and torture, one must be able to gleam social ques to gauge personality and response to training. In terms of feed, the Forgotten will attempt to consume the glowing mushrooms of the underground. If above ground they will attempt to eat anything on the ground, usually fungi, vegetation and even insects. Feed your slaves a bland gruel of ground wheat three times a day. No seasoning, salt or other ingredients. This will wean them slowly off their diet of detritus. Slowly introduce seasoning, vegetables and meats as rewards for wanted behaviors. Fine foods can be used as final rewards and prizes for fully integrated Forgotten. Names must be invented and imposed upon each slave out of necessity. Forgotten cannot given their own names due to damage to their vocals and will serve as another avenue for reward and punishment learned behavior. Each Forgotten must be inflicted with pain every day as part of the training regime. This is to associate their previous training the imprint upon their new owner. Violence must be expressed on the first day, but can be slowly reined in as favorable behavior is developed. Day 23 Withka's Punishment: Withka was the Falmer Slavemaster's favorite and had attempted to assert authority over the other two without her Master's permission. She was then beaten into submission by Naspia and Clivia under orders of Kori. Wihtka submitted and was allowed to warm her lord and slave sisters again. What do you guys think?
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Version 1.1.2
2,383 downloads
-Adds a place to keep slaves/prisoners/whoever the hell you want to the cellars of the three Hearthfire houses. The new additions add 8 small cells, 2 larger cells, a master bedroom, and a guest room (with 2 beds for followers or whoever). They each also have a bathhouse/pool area. - I had to axe the Vampire Coffins because they were sitting in my doorways. Don't worry though, I more than made up for it. The very first room when you walk into the Menagerie is set up for 2 Vampires. Either you and a vampire follower or spouse, or vampire slaves, or whatever you want. -If anyone's seen or used the refurnished version of PAHE's Lakeview Manor Cellar addon or my newest remake of it, Lakeview Manor Prison - this is similar to that, but a whole lot better and completely my own. I was working off of someone else's mod with those, and it had some problems that I could never seem to work out, which made me want to create a replacement for it. - That said, it is extremely IMPORTANT that you do NOT use any of the PAHE Lakeview Manor Cellar versions, mine or otherwise, with this mod. They aren't compatible. When you open up the menagerie door in Lakeview Manor, you will see a few floor pieces and then the void. You have to use either this or that, not both. You've been warned. - Also, you might want to drop this pretty far down on your load order depending on what you've got installed. I had a problem where the water in the bathhouse lacked any animation - apparently some other mod was causing it, because dropping this mod down toward the bottom of my load order fixed it. I shouldn't have to mention that any other mods that edit the same part of the hearthfire cellars are going to be incompatible with this, but nonetheless. - Lastly, don't QuickClean this with xEdit, or the Vampire Coffins that were deleted to make room for the doors will return and you'll be sorry. Edit: Incompatible with the Fishing CC mod. If you like this mod, check out my other one: Simple Slave Cellars-
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Version 1.2.2
3,959 downloads
- This mod currently adds a cellar underneath of Breezehome, Honeyside, Vlindrel Hall, and Hjerim - all set up to store slaves/prisoners/whoever the hell you want to keep in them. The goal is to eventually add one to every one of the base game player homes and possibly to Severin Manor as well. Right now though, it's Breezehome, Honeyside, Vlindrel Hall, and Hjerim. - Breezehome Cellar has 8 jail cells, a Master bedroom, and a guest bedroom for 2 followers. - Honeyside Cellar has 8 jail cells, a Master Bedroom, and a guest bedroom for 2 followers. - Vlindrel Sanctum has 6 slave pens (but can hold 9 slaves), a Master bedroom, and a guest bedroom for 4 followers. - Hjerim Cellar has 8 jail cells and two Master bedrooms. - I wanted to maximize compatibility so the cellar hatches are on the outside of the house, not inside of them. The Breezehome Cellar hatch is on the right side of the house - just off the walkway that runs between Breezehome and Warmaiden's. The Honeyside Cellar hatch is toward the garden area directly beneath of the window before the cart. Vlindrel Sanctum's is to the right as soon as you reach the top of the steps that lead to Vlindrel Hall. The entrance to Hjerim's is directly to the right of the door. - All of them require the same keys you use to get into the player homes. (Example: Vlindrel Sanctum requires the Vlindrel Hall key, etc.) - All clutter items are static. (aka they're goin' nowhere.) - Any crates you see are storage containers, and all storage is safe. (aka the shit you put in them aint goin' nowhere.) If you like this mod, check out my slave cellars for the Hearthfire homes: Hearthfire Menageries-
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- player home
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Version 0.0.9
25,660 downloads
Seeker! Know you now that you hold in your hands the life's work of the great mage Korneum, often called "The Objectionable", though rarely to my face and always by lesser minds, jealous of my intellect. --Korneum The Objectionable. This is a collection of utility spells that make life easier for the average slave trader. I'm going to start simple and get more complicated as I go, so hopefully when RL strikes and I have to concentrate on other tasks, at least there will be something useful here. There are also some tattoos and there may be misc other stuff as time goes on Documentation I set up a blog entry with the documentation. t's easier to maintain that way. Installation Slavers_Spellbook_<version>.7z. is the main mod file. Install that in the usual way. Slavers_Spellbook_slhp.7z has a couple of spells specific to SexLab Hentai Pregnancy. The detect pregnancy and black soul gems and need SLHP's pregnancy faction to work. If you're using SLHP, install this. slavetats_pahe is a quick hack so that PAHE slaves appear with their new names in the slavetats menu. No more trying guess which of seven Bandits is the one you want to change. Doesn't do anything without slavetats, obviously. slso_exposure_rate tweaks SexLab Separate Orgasms so it doesn't set ExposureRate to 1 during sex. Means you magically induced nympomaniacs will now fuck like the sluts they are. pahe_slso allows sex training/discipline to be more effective the more times your slave orgasms. Melt her brain and she'll be much more co-operative. slhp_display_names gives pregnant slaves their assigned names on the pregnancy list. Other Mods These are all designed primarily with PAHE, SLSO and Hentai Pregnancy in mind. But they should be useful for anything that uses SexLabAroused, although the spells are generally designed not to affect the player. I'll just leave these here. Notes These are basically all wrappers around SexLab Arousal Redux. You can't do anything with these that you couldn't do with the SLA MCM Puppet Master tab, but this allows for a bit more immersion and roleplaying. Essentially, I was doing this anyway through the MCM interface, and I finally decided to make a nicer way to do it. Currently you need to add the spells through the console. I have plans for a bit of a quest to get them, but on the basis of "keep it simple", I'm doing the spells first and the quest second. (there is a book in Cronvangr Cave now, but it doesn't seem to work yet. Even when it does it should be considered as a stop gap measure). If I get all that done, then I have tentative plans for conjured restraints (Bound Bindings), some training enhancers. Maybe a vendor, and some options to turn Convangr into a base befitting a vampire late-sleeping slave trainer. I'll probably move the PAHE/SLSO patch and the SlaveTats/PAHE patch to this page as well, assuming the respective mod authors don't want to incorporate the code. (I have no idea if it's SSE compatible or not, so I put "no". Feel free to try it out and see) Submitter DocClox Submitted 02/27/2019 Category Misc Sex Requires SexLab, SexLab Aroused Special Edition Compatible No -
SlaverMod View File Okay I would like to apologize for updating this so much but a bug was found that affected game play and I did not want y'all to go through the weekend with it. So here is SlaverMod 1.0.3 I am so sorry I think I deleted stuff on the forums here...never let me write on forums. Anyways here is the latest Mod that fixes stuff. Here are the changes for SlaverMod 1.0.3 By the way i am sorry for another update but the weapon issue seemed like a major one to me so I fixed it and then figured I'd fix the other things people have mentioned. Anyways here we go. Oh and I'll try to find someone that knows what they are doing with forums to post things for me. Duh. Fixed a major bug where weapons would not strike where you were aiming after using furniture or freemode. Removed Shift L as a taken control that did nothing but spit out what anim mode you were currently running. (This was left over from testing ...oops) This is why I am not a doctor. "Hey nurse where is my scalpel?" "I dunno last time I saw it we were closing up the patient". Fixed penis non flopis ( penis not using physics ) after using either freemode or furniture. Let the penis flop in the breeze as the creators intended! By the way boobs now bounce afterwards also but who cares about boobs? Tightened up the boob physics on all items and also added it to freemode. I spent the day basically programming a virtual bra. Don't laugh they were too saggy and if they still are lemme know I have a wrench I'll tighten them up more. Thanks to 8BitKeion for bringing the weapon bug to my attention and to Suldra for testing her little fingers off. Thanks Tyra for listening to me rant. Tyra - Today at 5:31 PM You've done well, Young Skywalker. The Modding Force is strong with you. starchildmoon Submitter starchildmoon Submitted 01/27/2018 Category Misc Adult Mods Requires
- 16 replies
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2
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- conan exiles
- conan mods
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Forbidden Land Of Debauchery XXX(RP or Not) Anything Goes In These Lands, So Be Prepaired For The Worst Exiled. I decided to make a gritty server for players like me who like a little chaos in their games. I played on some of the servers listed on here but they did not have that grit I was looking for. Slavery of players and npcs is the goal with full scale battles if people are willing. Debauchery is encouraged in this server so break out your depraved side. Your items drop when you die so it punishes you for dying. Your buildings can be destroyed by other players but they do not expire and your chests remain in your ownership. I personally like what crassus has to offer with piking your defeated enemies so using that mod is encouraged. If you want to RP on this server then that is fine though I personally do not care for it. Join in the fun if you wish. Update Started doing a sort of DND thing on the server putting random quests around the world, plus a hub where adventurers can get quests. Mods used on server: (The mods are in this order) Pippi: https://steamcommunity.com/sharedfiles/filedetails/?id=880454836&searchtext=pippi Conan Sexiles https://steamcommunity.com/sharedfiles/filedetails/?id=1206493209&searchtext=conan+sexiles Unlock plus with pickup: https://steamcommunity.com/sharedfiles/filedetails/?id=877108545&searchtext=unlock Crassus https://steamcommunity.com/sharedfiles/filedetails/?id=1138927186&searchtext=crassus ExilesExtreme https://steamcommunity.com/sharedfiles/filedetails/?id=933782986&searchtext=exiles+extreme SlaverMod https://steamcommunity.com/sharedfiles/filedetails/?id=1303001091&searchtext=slaver+ BBJigglePhysics (settings in menu) http://steamcommunity.com/sharedfiles/filedetails/?id=1121057177&searchtext=physics Name and IP: Forbidden Land Of Debauchery XXX(RP or Not) 45.35.207.33:28900 There is no password
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Back to the creationkit: I am thinking to model the various "unfree" relationships between NPCs E.g. a guard and a prisoner a slaver and a slave / a slaveowner and a slave etc.. The CK documentation is far from exhaustive on this matter. Are there any other guides? Recommendations for LL purposes? Or just opinions? I'd be glad to hear any of them
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- creationkit
- skyrim
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Slave Framework Not a modder myself but have an idea I would like to share. That is about slavery mod. we have so many slavery mods we can install many of them at once and play but it gets slowly boring and that because they lack diversity. what we need to put more love to this kind of mods Idea: So different slavery mods can work together to give more immersive experience to the player. think you can buy slaves from simple slavery and sell it to slaverun masters to make money or defeat enemy and take them as slaves and make them your follower. make your own slave market or even your own slave milk farm (MME), make them sell stuff harvest put them as plaything in cities, train your slaves at mia's dungeon and so on. think of the possibility it can unlock and what more we can do with it! with the varieties of mod we already have, it can result in a slave economy inside the game. sex scenarios, body shape change etc have there own framework like sexlab, disparity, SLIF, Devious framework, (animal) SOS, SLAL etc. A slavery framework will be a great addition to handle npcs in general not just slaves but slave handling would be a good start. Explanation: the idea is not to change a mod dramatically or make a big mod out of it. Let me explain it using some example. lets start using two simple mod defeat and simple slavery. concept: in defeat mod PC can knock an enemy out in combat then interacting with it gives multiple option. with the slavery framework mod one more additional option would be "take as slave" which will bind the character/put in a sack and send the npc to the framework remove any spell added by the defeat mod and the framework will take full control. now you go to auction house at simple slavery and the 'npc that make the announcement at auction house' will get an additional option to put pc's slave at auction. simple slavery mod will take the npc from the framework and put that npc at auction then sequence will happen as usual then pc get the coin, end of story. coding: now here the two mod mentioned here, only need one small changes to each mod. defeat mod need small coding to proceed npcs to the slave framework and remove any defeat effect from it, now the framework simply is a store the npc for any other mod to use. in this case pc go to the auction house at simple slavery, this mod need small coding to withdraw a npc stored in the framework and a little coding to make npc auction possible. the framework will only serve as a temporary hold for npc. this way any mod can work with any other mod without compatibility coding and the player can have even more immersive game play. LL have a lots of small and huge mod that can make use of a system like this without any heavy coding change. I will give some example how even a big mod can use it without changing what the mod stand for or any code rewrite. example of SlaveRun 1. slave master pike gives the pc some quest to complete(existing feature). one of them could be that, pike wants pc to bring new slaves. now the pc will buy slave from market or defeat npc and make them slave and bring them to pike 2. roaming slaver at cites wants pc to bring new slave tho them because when they can have so many why have only one? process: depending on other mod installed >> pc generate slave [eg: defeat mod(make slave), simple slavery auction(buy)] > the framework keeps them >other mod take the slave from framework and do whatever it like for role-play. [eg: Slaverun, simple slavery auction(sell)] step 1: any mod write small code and add capability to a 'already existing feature of that mod' to simply pass the npc to the framework what happens to the npc is not that mods responsibility any more. step 2: framework take the npc and store it to a secure place regardless of which mod it came from. step 3: one mod will write small code to receive the npc from the framework (which mod framework gets the npc from is not important) and write a bunch of code to make awesome role-play metrical. Possibility: transferring slave: a slavery mod have spare slave or way to produce slave can sell/move slave to other mod using the framework, receiving mod will take the the slave and use it as they like, even free them (more about it later) Interaction: slaves from any mod will be recognized by any other mod as slave and comment on it, rape them, put devious devices or whatever, one framework to handle it instead of script from different mod for same things, making game script heavy. but it will limited to basic things every slavery mod should have and each mod will handle 'there slaves' by themselves unless handed to other mod. framework will manage which slave is from where using tags or something. economy: quite few mods out out there that feature buy, sell,capture and make slave but none of them truly appealed to me because what they can do is very limited. player can capture npc using ways given to that mod and do what that mod offer, that is it. with a framework you can use a combat mod (already out there) to knock and capture and sell them to slave marketmod (already out there), take them to mia's castle and train them, send them to slave-master pike (slaverun), use them as display in cites next to hydra slavegirls, make slave milkmaid and sell there milk to market (MME), sell slave at simple slavery (why only get sold as slave?) so many possibility. dominent gameplay: with slave come slavers or dominant pc. It will open more possibility on role-play as dominent slaver or free woman, which no need of explanation. rescue slaves, hostages from random encounter at path, or at verious bandit camp and free them or sell them or send them to your sex dungeon for your grand orgy (depending on different mod installed). slave hate friction: not everyone on skyrim support slavery and many willing to take necessary steps to end or atleast cripple the system. they will free/rescue slaves. ask pc to help them, attack slavers etc and it can be used with interaction with other mods. the main Idea of the framework is simply increase the fun of the slave system by allowing verious mod react and respond to other mods. It will also help any modder to add many interesting misc. thing that will make it existing big slavery mod like SD+, slaverun and may more to come mode fun, and make use more out of npc mods like immersive wenches, slavegirls, slave market mods, kidnap mods, battle outcome mod etc. just like any sex mod thanks to sexlab framework.
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I know that some of the mods where the player gets enslaved use Mistwatch, but are there any Mistwatch mods out there for players who enjoy capturing and enslaving NPCs? Either selling your slaves to Fjola, or joining her and hunting for new slaves, or maybe even killing/enslaving Fjola and taking over her human trafficking business?
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- slavery mod
- slavery
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View File Seeker! Know you now that you hold in your hands the life's work of the great mage Korneum, often called "The Objectionable", though rarely to my face and always by lesser minds, jealous of my intellect. --Korneum The Objectionable. This is a collection of utility spells that make life easier for the average slave trader. I'm going to start simple and get more complicated as I go, so hopefully when RL strikes and I have to concentrate on other tasks, at least there will be something useful here. There are also some tattoos and there may be misc other stuff as time goes on Documentation I set up a blog entry with the documentation. t's easier to maintain that way. Installation Slavers_Spellbook_<version>.7z. is the main mod file. Install that in the usual way. Slavers_Spellbook_slhp.7z has a couple of spells specific to SexLab Hentai Pregnancy. The detect pregnancy and black soul gems and need SLHP's pregnancy faction to work. If you're using SLHP, install this. slavetats_pahe is a quick hack so that PAHE slaves appear with their new names in the slavetats menu. No more trying guess which of seven Bandits is the one you want to change. Doesn't do anything without slavetats, obviously. slso_exposure_rate tweaks SexLab Separate Orgasms so it doesn't set ExposureRate to 1 during sex. Means you magically induced nympomaniacs will now fuck like the sluts they are. pahe_slso allows sex training/discipline to be more effective the more times your slave orgasms. Melt her brain and she'll be much more co-operative. slhp_display_names gives pregnant slaves their assigned names on the pregnancy list. Other Mods These are all designed primarily with PAHE, SLSO and Hentai Pregnancy in mind. But they should be useful for anything that uses SexLabAroused, although the spells are generally designed not to affect the player. I'll just leave these here. Notes These are basically all wrappers around SexLab Arousal Redux. You can't do anything with these that you couldn't do with the SLA MCM Puppet Master tab, but this allows for a bit more immersion and roleplaying. Essentially, I was doing this anyway through the MCM interface, and I finally decided to make a nicer way to do it. Currently you need to add the spells through the console. I have plans for a bit of a quest to get them, but on the basis of "keep it simple", I'm doing the spells first and the quest second. (there is a book in Cronvangr Cave now, but it doesn't seem to work yet. Even when it does it should be considered as a stop gap measure). If I get all that done, then I have tentative plans for conjured restraints (Bound Bindings), some training enhancers. Maybe a vendor, and some options to turn Convangr into a base befitting a vampire late-sleeping slave trainer. I'll probably move the PAHE/SLSO patch and the SlaveTats/PAHE patch to this page as well, assuming the respective mod authors don't want to incorporate the code. (I have no idea if it's SSE compatible or not, so I put "no". Feel free to try it out and see) Submitter DocClox Submitted 02/27/2019 Category Misc Sex Requires SexLab, SexLab Aroused Special Edition Compatible No Submitter DocClox Submitted 02/27/2019 Category Misc Sex Requires SexLab, SexLab Aroused Special Edition Compatible No View File
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View File Seriously. Stop downloading this. Download The Coming Black Empire I stead. Well isn't this amazing; I declare this mod to be obsolete, and it gets more downloads in one day than it's gotten in two months. Maybe I should declare all of my mods obsolete. Anyway, thanks for the continued support. Submitter Storms of Superior Submitted 03/23/2014 Category WIP / Beta Requires Nothing Special Special Edition Compatible