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Version 0.23.2
110,687 downloads
A comprehensive rework of the Carnalitas slavery system aiming at improved balance and better integration with other aspects of the game. Now also compatible with AGOT via a compatibility mod. The latest version is compatible with CK3 1.14.x and Carnalitas 2.8. If you are still on CK3 1.13.x, use version 0.21.5 instead with Carnalitas 2.7. The latest version of the CSR AGOT compatibility mod is compatible with CK3 1.14.x, Carnalitas 2.8, CSR 0.23.x, and AGOT 0.3.5+. Use it with Carnalitas AGOT Compatibility. Overview Carnalitas added a much-needed slavery system to CK3. While this is great in itself and the basics of the original system are solid, there are certain things that could be improved, perhaps due to Carnalitas ambition to be a "unified sex mod framework" rather than a well-balanced mod in its own right. In particular: Slave prices don't correspond well to other aspects of the game, they are way to high with claims and way to low otherwise. The reasons behind the AI accepting or initiating slavery interactions are not convincing, and the AI never initiates some of them. It's not exactly easy for the player to find rulers willing to buy or sell slaves, and there are rather few slaves owned by the AI to begin with. Enslave is possible on free courtiers, which doesn't make much sense. Once a prisoner is converted to a slave, it's no longer possible to ransom him or her. Religious doctrines that govern whether owning slaves of certain faiths is considered a crime, shunned, or accepted, are not followed consistently when determining if someone should be enslaved, freed, bought, or seized. In a nutshell, what you can do as a player is easily enslave a lot of people, sell any you don't need to the AI, and buy any you may fancy from the AI, while the AI mostly passively obliges. With mods such as Carnalitas Slavery Expansion you can also assign them "professions" for additional benefits. However, these are also human-only, the AI never assigns them. All of this undermines the realism and immersion, and makes the game both a lot easier and less interesting than it could be. This mod introduces a redesigned slavery system, one aiming to better integrate slavery with other aspects of the game, make interacting with slaves and other rulers more interesting and rewarding, achieve a better game balance, enable more roleplaying options, and maintain a reasonable challenge for the player. It does this by reworking most of the slavery interactions, introducing some new ones, making slaves more desirable for council and court positions, adding slavery attitudes and slave-related events, and rebalancing or fixing many of the original effects and outcomes, while still maintaining compatibility with other Carnalitas features and other mods based on Carnalitas. With this mod: The AI competes actively in obtaining and keeping the best slaves, and evaluates them better taking into account their skills, aptitudes, claims, attraction, age, price, current jobs and more when buying, selling, enslaving or freeing. Slave prices better reflect the actual usefulness of slaves. Slaves can be also ransomed, gifted, or liberated, and the AI will occasionally do it as well. It's much easier to find rulers willing to buy, sell, or ransom slaves via special convenience interactions. Slavery doctrines have a significant and consistent impact that better reflects their original meaning. Slaves can be assigned to (some, but not all) council and court positions for additional benefits, and the AI is fully capable of doing this as well. There are also new court positions reserved for slaves or former slaves, such as Slave Concubine, Slave Eunuch or Mameluke Captain, available depending on religion, culture, and government form. You can choose a slavery attitude, one of Slaver, Liberator, Slave Trader, or Slave Employer to get a minor modifier and a unique slavery-related perk. This unlocks additional roleplaying options for players and results in actual "human trafficking" when used by the AI. Additional slaves fit for specific occupations are spawned into the world via events. Useful characters are more likely to be captured (and then enslaved) instead of killed during raids and sieges. There are slavery-related flavor events, such as a slave running away, demands for a slave's freedom, etc. There are also hidden events for AI rulers to interact with their slaves in ways that were previously only available to the player, e.g. have sex with them. There are fame traits that add roleplaying flavor, such as the negative Infamous Slaver trait and the positive Famous Liberator trait. This mod also adds a new Buy & Sell Slaves event chain to the Visit Holding decision for landless adventurers to allow them to buy and sell slaves while visiting holdings, similarly to buying and selling artifacts introduced in the "Roads to Power" DLC. All taken together, slaves are now genuinely useful to their owners, there is an actual demand for them conditioned by religion and culture, and this demand is satisfied by warfare, raiding, slave trade, and slave-related events. As a player, you can choose between many different ways to interact with the system to either roleplay or use it to your advantage, and it's more challenging and hopefully more interesting to do this. Compatibility This mod requires Carnalitas as a prerequisite (obviously). While it modifies the slavery system in a substantial way, it doesn't touch other Carnalitas features and should be compatible with all of them. This mod also supports changing its game rules mid-game with the Gamerule Gadget mod. Compatibility with Mods Based on Carnalitas This mod should be compatible with all mods based on Carnalitas that don't modify the slavery system. Compatibility with the following mods has been explicitly verified, but most others should work as well: Character Body Overhaul Physical Attributes This mod has been explicitly designed to complement Carnalitas Love Reimagined and Carnalitas Prostitution Reimagined, so you are encouraged to use all of them. If you do this, put this mod after Carnalitas and CLR, but before CPR in the load order. This mod may not be compatible with all other mods that modify the slavery system. However, it should still be compatible with mods that don't change the original Carnalitas slavery interactions, modifiers, or effects. Compatibility with the following mods has been explicitly verified: Carnalitas Slavery Expansion. Compatibility with Total Conversion Mods Due to its changes to vanilla files, this mod may conflict with changes done by total conversion mods. This is also true for Carnalitas itself. For best experience, such mods require compatibility patches for both Carnalitas and CSR. CSR is now fully compatible with A Game of Thrones with Carnalitas AGOT Compatibility and a CSR AGOT compatibility patch available as a separate download. If you still want to try using CSR with a different conversion mod, be prepared that some features might be broken. To make the best of it, follow these recommendations: Load Carnalitas and CSR before the total conversion mod. They overwrite a few vanilla files entirely, and if there are conflicts you would rather want the conversion mod overwrites, not the Carnalitas / CSR ones. Note that they also overwrite some specific vanilla objects, and will always do so, no matter the order. Change the Universe CSR game rule to Fantasy. This avoids errors for historical religions, cultures, and titles that may have been removed by the conversion mod. Note that there may still be errors for other removed vanilla objects that can't be clearly identified as "historical". Localization This mod is currently available in English, Russian (translated by @Undertalk), Chinese (translated by @Dark_Crow), French (translated by @don-vip), and Korean (translated by @ipni20). Links GitHub Repository If you like this mod, you may also consider my other mods: Carnalitas Love Reimagined, a rework of the Carnalitas Make Love interaction and its related effects. Carnalitas Prostitution Reimagined, a comprehensive rework of the Carnalitas prostitution system. Search & Trade Artifacts, search for artifacts, buy them from other characters, and sell them to other characters. Travelers, characters always travel to their home when it changes instead of teleporting. Active Courtiers, courtiers search for spouses themselves for less micromanagement, stronger AI, and immersion. For detailed information on all features and changes, see the full README. For more information on the CSR AGOT compatibility mod, see its README.-
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Human Cattle Beta Version (WIP) View File This mod is a light-hearted treatment of an evil experiment by Vault-Tec that has resurfaced in the Commonwealth. Humans are turning into hucows, more concerned with sex, eating, and getting milked than telling you about how well the ghouls at The Slog are doing. Something has to be done before Preston Garvey can hand you another damn quest! What this mod does: It allows the player to learn about a Vault-Tec experiment (#134) that turned humans into human cows (AKA hucows), capable of surviving - even thriving - after a nuclear war. The female cows produce milk that will reduce radiation levels in humans. This makes them a valuable commodity. There is a quest in the game (look for a clue in a mailbox in Sanctuary) to allow the player to learn more about the background while helping NPCs to find clues so a serum can be made to cure one of the NPCs, who is a female hucow. After the quest is completed, some of the NPCs may be recruited as settlers. Of course, you may choose to take a more nefarious path and start your own hucow farms at the many settlements of the Commonwealth. Create hucow serum that you can inject into hapless settlers and other humans so that they become milk producers and make you filthy rich with caps. You can milk your cows or designate settlers as hucow farmers who will do the milking for you every day. You just have to collect caps, every once in a while, from the settlement workbenches. You may also find that some of your settlers either slowly (and mysteriously) become hucows on their own or they may ask you to make them hucows, for reasons of their own. The Wasteland is a hard place, and some people just want a release from it all. Others have a hucow fetish. You can even choose to be a hucow yourself, male or female. You will find that male hucows, called bulls, are capable of fucking just about anything. Both sexes can be very sexually active although you can limit this a great deal via the MCM. The mod adds some furniture too. There are leafy beds for the cows to sleep on the ground, an examination table where you can do lots of things to assigned settlers or hucows, and versions of normal workbenches and furniture that are not usable by hucows when they are sandboxing around the settlement (note that some of this furniture is also unusable by the player if he/she is a hucow). There are also food and water troughs and invisible animation mats that you can place around the settlements where you want NPCs to do things. One example is an eating mat so that hucows will stop and eat grass from the ground at the location. I usually put about 10-20 of these in a settlement so the hucows are active during the day. A few settlements (Sanctuary, Abernathy, Ten Pines) already have some of these in place. Version 1.1.0. adds hucow stall components that you can build in your settlements. Put a stall trough inside and assign a cow. There are also a few unique NPCs that you will encounter outside of the quest. There is a hucow trader at Goodneighbor and another at Diamond City. You can buy and sell hucows there. You may also find a researcher shows up at one of your settlements if you have enough hucows there. I won't tell you much about her because she'll tell you everything you need to know. You can track hucows by selecting that option in the MCM and then making that quest active in your Pip-Boy. Due to a limitation in the game, only the first 100 cows can be tracked. I have had over 300 cows at one time during playtesting. I am sure someone will reach the 999 cow limit of the reference collection but I hope the rest of you will be more cautious. There is also a holotape that you can use as a hucow management system. It will allow you to see how many hucows are in the current settlement location, how many you have total, and move, milk, or kill individual cows. Voiced dialogue for this mod was created using Elevenlabs online voice generation. The mod has over 3,700 lines of dialogue. Many are duplicates or short but around 2000 lines are original. You will also find some things that are not part of the Vault-Tec experiment that are just darn fun to play with: 1) A misc object called Can of STFU that you can give to settlers, so they stop telling you about the ghouls and their tarberry bog or how much their feet hurt. Warning! Remove the can from any settler assigned as a store vendor in a settllement. Also remove the Hucow farmer's bucket from them. Otherwise, they will not use the vendor dialogue. 2) Syringes that will turn human enemies into hucows. Note: that one version of the clone serum also turns males into females, so you are guaranteed to get a large herd of milk cows quickly. I use these to capture raider bosses and then "employ" them as "cash cows" at Sanctuary. Don't use these on any NPC that you need for quests (e.g. Preston Garvey). 3) A helmet that will turn a female settler into a Battlebabe who will follow you into combat, deal damage on your behalf, and heal you for free. She will also help you with your "Morning Wood" problem if you choose that setting in the MCM. She can even become a settler or a hucow in a settlement if you give her a disguise. 4) Refrigerators to hold milk and milk crates to hold milk bottles. The fridges with the doors that open allow you to put milk crates inside them. Each fridge holds three crates. Each crate holds 24 bottles. If you put the Vault-Tec (blue) refrigerator with the door that is always closed in a settlement, your hucow farmers will occasionally put milk crates in it. It also holds three crates. 5) Poop, the lowest humor denominator. If you choose to allow it in the MCM, hucows will very rarely poop. You'll find their droppings decorating your settlements (hopefully not on the carpet). As a player hucow, you can also squat and poop using a hotkey, but be careful not to do that around Codsworth, as he is not amused. 6) Robots in settlements will clean up hucow poop. No need for you to do such a menial task when you are the general of the Minutemen. Put a robot in a settlement and it will clean the poop up for you. I added this so that Jezebel would have some work to do, but every robot will do the job. 7. Moo like you mean it. A player hucow can use a hotkey to moo. If brahmin moo at you, moo back! 8. The Player hucow can eat plants. There is an MCM setting to switch cow hunger on/off. If it is on, the player will have to eat plants or suffer adverse effects when cow hunger gets too strong. Wander the Commonwealth munching on wild fruits and veggies or nibble on something more exotic? I sometimes got distracted from quests during playtesting and went around munching everything in sight. I don't know much about Boston now, but I know the location of nearly every edible plant along the roads. 9. Cum addiction. An MCM option will give the player a cum addiction, which means you will have to pester anything with a dick to get your daily supply of cum or suffer adverse effects. 10. Vault-Tec tattoos and restraints. The player can put Vault-Tec tattoos and restraints on the cows. There are a few other tats as well that you can apply via Looksmenu. If you don't like hucows, use the assets on other NPCs. 11. Security Punishment Baton. Another version of the universal baton but NPCs will notice it when you use this one on them. If you have the Captive Tattoos mod by JB, this baton will also leave a mark. Heal the marks with a stimpak on the Exam Table or by giving the cow a salve that you make in the Chem Workbench. Whip marks may also heal over time. 12. Bed Check. Because the game assigns NPCs to beds regardless of whether they can actually sleep in them (due to restrictive conditions), the player can clear settlers from assignments to hucow beds and clear hucows from assignments to prohibited settler beds (the ones buildable in this mod's section of the build menu) by asking a male hucow farmer to fix the bed problem. Bed Check will also name every bed (if you have the Rename Anything mod installed and active in your load order) so that you know who owns that bed. 13. Devious Devices Makeshift Collar. An MCM setting allows you to use the Devious Devices Makeshift Collar instead of Vault-Tec restraints when collaring hucows on the exam table or while they are sleeping. You must have the Devious Devices mod installed. 14. ZazOut 4 crops. You can craft Zaz's latex and leather crop in the Chem Workbench and use them to punish hucows (or humans). You must have ZazOut 4 or the Repacked version of it installed. These versions of Zaz's crops cause minimal damage and do not make hucows hostile. Required mods: Fallout 4 All DLCs AAF (Get it on the AAF Discord) Extended Dialogue Interface (XDI) Recommended (optional) mods: Commonwealth Captives (a prime source of future hucows, you could play FO4 without it, but why would you? Captive Tattoos Version 3.3. (for the security punishment baton to leave whip marks on humans) Cherie's Looksmenu Overlays Nice tramp stamps and the lactating breasts overlay used in Human Cattle CBBE Pubes (works for CBBE and FG, the au naturel pube is used in game) Devious Devices is needed if you want to use the Makeshift Collar instead of the Vault-Tec Restraint Set for collaring hucows. Immersive Human Overseer Barstow if you want to turn her into a hucow using the hucow serum syringe (not the clone syringe) Looksmenu (bodygen and overlays only function because of this mod) Mad Science for Dummies Dudemer's cow body mod for CBBE, use it if you want a more cow like body. Warning: Not for FG users and may have issues with crawling and/or kneeling. Dudemer is currently updating this mod and has added a patch for use with Human Cattle. I have not tested his mod or his patch! Mod Configuration Menu because without it you can't change options Place Everywhere is very handy for settlement building Rename Anything is a mod that allows you to name everything from hucows to troughs to beds to provisioners as well as items in your inventory. Zazout 4 Repack is the repacked and revised version of Zazout 4. It works much better. Needed to use the less damaging version of Zaz's crops. Thanks to the following people: Dagobaking for AAF and the AAF Discord Server All of the moderators and frequent visitors of the AAF Discord Server JB for adding his crawling system to this mod and giving me some tips about it. Alundra for enthusiastically cheering this mod on and making a few items for it. EgoBallistic, Niston, LarannKiar, Lee3310, and VaultBait for help in learning to make this mod Thanks to Timanca for making the original crawling animations. Big thanks to LarryJD8822 for helping me pay for my ElevenLabs subscription. Installing this mod Install using a mod manager like any other mod. Conflicts This mod was written for pre-NG FO4 and the archives (BA2s) are the old version but NG is backwards compatible so I don't expect any issues with this mod and NG FO4. Let me know if you find any problems. Try not to make any actors wearing high-heeled shoes into cows or turn off the height addition for them. Otherwise you may see them floating above the ground when they crawl. EDIT: DO NOT CHANGE THIS MOD ESP TO AN ESL. IT WILL BREAK THE MOD TEN TIMES WORSE THAN ANY OTHER MOD YOU HAVE EVER CHANGED INTO AN ESL!!!! This mod uses scripts, a lot of them, and also relies on pulling specific FORMIDs. When you convert a mod to an ESL it compacts the FORMIDs, changing many of them. That means this mod cannot find the specific FORMIDs that it needs to work when you ESLify this mod. This mod places objects on the ground in Sanctuary, Ten Pines, Sunshine Tidings, Abernathy Farm, Red Rocket, The Slog, Good Neighbor, and Diamond City. If you use a mod that changes these locations, you may find hucow NPCs clipping into any new mod placed objects. None of my objects are placed inside existing buildings or on existing roads except for Good Neighbor, where some objects are placed or moved at the shack on the end of the street by The Memory Den. Body mods: This mod can morph Atomic Muscle, CBBE, Fusion Girl, and BodyTalk bodies. Indeed, a lot of the mod is about changing those bodies. You can turn off the morphs in the MCM but it is all or nothing in this beta. If you turn off the morphs, you turn all of them off and you may find few changes in NPCs as they become hucows if there are no body morphs. I plan to tailor the MCM in the final version so that you can turn off the morphs for the male or female Player Character while allowing the body morph changes for NPCs. Hot Keys: This mod uses several keys when the Player is a hucow. These include G, H, N, and M on the English Qwerty keyboard. As of Version 1.0.5. you can change the hotkeys in the MCM. G key makes the player kneel ; Keycode 71 H key makes the player stand up ; Keycode 72 You can also stand just by opening and closing the Pipboy. M key makes the player moo ; Keycode 77 N key makes the player poop ; Keycode 78 Crawling: Your hucows do not have to crawl on all fours but it adds to the overall visual effect. Hucows that are following you will walk normally but revert to crawling when you assign them to settlements. As of Version 1.1.0. the Crawl on All Fours animation mod is no longer needed. You can choose to have hucows walk normally. Use the MCM to choose between the options. You may still have a few NPCs try to crawl in certain scenes but this will be minimal. The player will crawl too as hucow. To stand upright and move faster, equip a weapon. You can also move faster in First Person view with or without a weapon. Poop: This mod does not focus on bodily excretions/products as much as Invictusblade's milking mod, but I did add HuCow poop for laughs and to make Jezebel clean it up. You can disable pooping in the MCM and let all of your cows remain constipated. There is not a lot of poop if you allow it and it does make good fertilizer to make ammunition. Other AAF sex mods: This mod has its own ways to have sex so you don't need Autonomy or Sex Em Up unless you want twice as much random sex. This mod does not conflict with the other AAF mods but you may find it less distracting to just turn most of them off when you are in a settlement that serves as a hucow farm. This is a Beta version and Work in Progress (WIP)! I plan to improve this mod over time. You can add suggestions in the support forum. I make no promises to include anything suggested but I will consider everything. Keep in mind though that I am already working on the next mod and I also have the More Ways of Washing mod to keep updated so my attention is divided. Assets used from other mods? Having spent portions of three years working on this mod, I learned a lot by looking at how other mods and the base game did things. Along the way, I tried various assets from other mods and usually discarded them after learning how they worked. However, a few assets are still in this mod in some modified form. These include the poop nif and texture from JB's Nuka World and the milk bottle rack scripts from Wasteland Dairy Framework by Invictusblade (the rack and milk bottles are base game assets). I have slightly modified the nifs and scripts but most of those assets are the work of those mod authors and I am deeply indebted to them for their creation. My cloning script and the Human Cow Control System owes a lot to Ignoto_Virum's Just Business mod and to AAF's own cloning script functions (anyone learning Papyrus should take a good look at these mod scripts as well as any work by EgoBallistic). The classic Vault-Tec restraint set uses nifs and textures from Kimy's Devious Devices mod. I made a ground model for the set but most of the creative work was by Vioxsis, I believe. The troughs are heavily modified from the Better Brahmin Troughs mod created by Andrey4791 but his kind attention to taking better care of Brahmin was a huge influence on my troughs. The SWF for the You're a HuCow perk is made from art in Brine's Sex Tec Visual Assets mod. Original art by RuthlessPeasant. I had to do a lot of work to make the art usable for an SWF but the original work by Brine and RuthlessPeasant was incredible. The crawling animations come from Timanca's mod on Nexus but use a human subgraph, keyword, and functions created by JB. Check out his mod's Nuka Ride and Commonwealth Slaver's for more sexy FO4 fun! The milky boobs overlay was created from assets used for lactation armor in the mod Lactating Breasts by vax2k4. This looks exactly like lactation overlays in Skyrim so the original creator of the texture may be someone else. Whomever they are, I am thankful for their work. The overlay texture and material files were created by Cheri Song. And, of course, some assets are borrowed from the original FO4 game and/or its DLCs. I will probably never know who made them, but I thank them for their fine work. Permissions: You can edit this mod for your personal use to adjust it to your own tastes. You may find some assets inside that already do some things that you want but I did not include them as functional elements in this beta version. You can use assets or script functions for your own mods as long as you credit me for the help. I am happy to help other mod makers produce mods for everyone to enjoy. Do not post this mod on any other website! Do not share it as your own work. Frequently Asked Questions (F.A.Q.) How do the actors become hucows? The player becomes a hucow immediately by using the MCM option for it. HuCow serum and HuCow Clone serum syringes will instantly transform human NPCs that are hit by the syringe (unless they are wearing power armor). Human settlers can start a slow timed transformation (about 18 game hours) if they are assigned to the Examination Table and injected. Some Commonwealth Captives are already affected and will slowly transform over five game days. Human settlers may talk to the player about hucows and allow themselves to be injected. Their transformation is about 18 game hours. Doctor Hope will transform slowly if she is given serum via dialogue with the player. Her transformation stages are triggered when the player has sex with her. She will not fully transform until the player tells her that she is a cow. NOTE: You must have hucow serum syringes (craftable in the Chem Workbench) in your inventory in order to inject NPCs. Syringes that are loaded in the Syringer are not recognized by the game as being in your inventory. Keep a few loose in your inventory (minimum of two) if you want to inject NPCs at the exam table or during dialogue. How do I stop my settlers from randomly becoming hucows? Give them an immunity pill. These can be crafted in the Chem Workbench. How do I have sex with the hucows? Assuming you have a working AAF setup, you can sex with hucows using AAF's home key. You can also move close enough to hucows to see the Fuck or Blowjob activation buttons and start sex scenes by activating the button. Hucows are not always ready for sex unless the player is a bull. So you do not always see the buttons. You also cannot see the Fuck or Blowjob buttons unless the hucow has been milked because the Milk button overrides the Fuck and Blowjob buttons. Once Doctor Hope has taken hucow serum, she has to be milked before she will be horny for sex. Why did I make this mod? I began work on this mod in early 2021 in order to learn how to make a mod. At the time, I knew nothing about mod making, Papyrus, or any of the assets in mods. I knew little about AAF, XML, animations, or the tools/apps/programs used to create mods. Yes, I was that optimistic and naive but I wanted to make a mod to force me to learn all of the skills necessary for mod making. Now, three years later, I have learned a great deal and most of the time, mod making is easy though meticulous and time consuming work. I still find it entertaining so I will probably write another mod or two. Why a mod about hucows? Well, I needed a theme and I remember trying the Wasteland Dairy Framework back then and being a bit disappointed that it wasn't more like the hucows that I read about on Literotica. I also tried Mad Science's four titted hucow mod and while interesting, it still didn't seem right. So, I decided to make Human Cattle. What will your next mod be about? Supermutants, I want more for the big, green, meanies. They seem to be a comic foil for the Player Character right now, and I think they can be better. And they do love a good hucow. Maybe I can even teach them how to use soap? Submitter GrimGrim31 Submitted 07/20/2024 Category Quests Requirements FO4, all DLCs, Extended Dialogue Interface (XDI), and AAF
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Follower Slavery Mod (FSM) (27/01/2025) View File ***As of Version 1.310 FSM requires PowerofThree's Papyrus Extender*** DESCRIPTION Have you ever been enslaved and found your defeated followers hanging around as if nothing has happened? Not any more - FSM allows your Followers to be enslaved when you are. Will you leave them to their fate, or search the cities, towns and wilds of Skyrim and rescue them from Slavery? FSM is highly configurable - using a combination of the MCM and FSM JSON files you can control Which NPCs are potential Masters for enslaved Followers Which Locations (Bandit, Warlock or Vampire camps) Follower slaves can be sent to The Outfits that slaves will be dressed in, Male and Female slaves have their own outfit sets Whether slaves will be used as Sex toys, selectable both on the gender of the slave and that of the Master The animation tags selected if slaves are used as Sex toys, based both on the gender of the slave and that of the Master Whether Toys & Love or Sexlab is used for sex scenes The chance that Masters will sell their slaves on to new Master How quickly the slave's gear is sold by their Master The chance that slaves will escape, and whether they will steal back any remaining gear How soon after enslavement rumours will start to circulate of the slave's location FSM's masters.json file comes pre-loaded with over 100 male NPCs, 80 female NPCs and 100 locations (Bandit camps and Warlock or Vampire lairs). A built in audit report makes it simple to identify records in the JSON and edit them as you wish. The individual groups of Masters (NPC Male, NPC Female, Bandit Camps, Warlock Lairs, Vampire Lairs) can also be disabled/enabed during the game via the MCM. Similarly the SlaveOutfits.json file includes 21 pre-loaded female outfits (including 3 "Toys" and 17 "Devious Devices" outfits) and 16 male outfits. Individual outfits can be enabled/disabled via the MCM and again there is an audit report to allow you to easily modify or add your own choice of outfits. Animation tags for each gender combination can be edited in the AnimationTags.json file. It is also possible to have FSM enslave your own selection of potential Followers/Hirelings when the game is loaded, allowing users to create their own early game scenarios based on finding and rescuing slaves. FSM provides a Blacklist to allow highly scripted Followers to be excluded. Serana is excluded by default in the supplied configuration file (utility.json). ENSLAVEMENT There are a number of methods by which Followers can be enslaved: Sexlab Defeat Followers who are assaulted after they have been defeated may be enslaved by their aggressors. The SL Defeat Plugin was developed using SL Defeat V5.3.6 Bane 24112021 and is compatible with the Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by AndrewLRG It has not been tested with other versions of SL Defeat but should be compatible so long as Followers are assaulted after being defeated. Enslavement depends on a number of factors in addition to the chance set in the FSM MCM: Simple Slavery+ If you are sent to Simple Slavery your active followers may be enslaved by your captors or sent to auction with you. Once you are auctioned they will also be sold. FSM Enslavement Active followers can be enslaved via the MCM - either to a Random NPC or your current Target External Mods Followers can be enslaved and freed through FSM by other Mods using ModEvents FSM Plugins FSM is designed so that more third party mod support can be added in future - Version 1.0 includes a Simple Plugin for Sanguine's Debauchery that allows any active Followers not enslaved by SD to be enslaved in a similar way to SD's built-in Follower handling. Currently up to ten enslaved followers are supported - if an eleventh follower is enslaved the existing slave with the longest service will be released. Enslave On Load Enslavement of Potential Followers/Hirelings on load is controlled by the EnslaveOnLoadGame.json file. Any follower/hireling whose form is added to the "enslave_followers_on_load" form array will be enslaved when the game is loaded if they are a valid FSM slave. When the EnslaveOnLoadGame.json file is processed the "enslave_followers_on_load" array is cleared to ensure that the Enslave On Load process only runs once for the actors in the file. Keep a copy of your Follower/Hireling forms array if you are testing or plan to use them again. The type of Masters that will be used is controlled by the "master types" string array - this can contain as many or as few master types from Masters.json as you wish. Masters will be chosen randomly from the types listed. By default this is "bandit camps", "warlock lairs" and "more bandit camps" but you can edit the list to suit your own requirements. EnslaveOnLoadGame.json Example When enslaving Followers/Hirelings using this feature bear in mind that FSM has a limit of 10 slaves. Once this limit is exceeded FSM releases the longest serving slave whenever a new Follower is enslaved. Follower Blacklist You can ensure that FSM ignores a follower by adding their name to the "follower_blacklist" in Utility.json. Serana is included in the list by default as she is highly scripted and thus incompatible with FSM slavery. INTERFACES TO OTHER MODS Devious Devices Followers that are collared or bound and helpless (Heavily Restrained or blindfolded ) may be assaulted and enslaved by non-hostile NPC's Devious Followers - Continued SE If you are too poor to buy a slave and have a Devious Follower you can get your DF to pay for the slave and their gear. Due to sums of money involved this may have immediate consequences! Where you don't have a DF and are short of gold the slave's owner will offer you a deal that will contract a hireling DF to "administer" your loan. The contract length is based on the cost of the slave, plus DF's hiring fee divided by their daily charge. Once the contract expires you will have paid for the slave and covered the hireling's expenses - well maybe... You can control which hirelings can be used in a deal by editing the list "DF_Hirelings" in the ModInterface.json file. Beeing Female/Fertility Mode Females slaves to male Masters will be inseminated based on the frequency with which they are used by their Master. The chance of an insemination event is modified by any Devious chastity devices they have equipped. Deviously Enslaved Continued Assaults on the Player can trigger assault and enslavement of followers REGISTERING YOUR FOLLOWERS IN FSM Once you have installed FSM you need to have a Dialogue with each of your followers to register them in FSM. For EFF users - don't just use the EFF custom menu, actually open a dialogue with them using the Talk option in the EFF menu. You only need do this once per game for each follower - FSM will keep track of them from then on. You can check in the MCM on the Enslavement tab to see if all your current followers are listed. If a current follower is not listed, open a dialogue with them and then check again. EMANCIPATION (Freeing your Followers) After a few days, Innkeepers will become aware of any new Follower slaves in their town or city. Where Followers have been taken by hostiles, Hold Guards may have news of locations where Bandits, Vampires or other slavers are active, although the accuracy of such information is not guaranteed. Once you find an enslaved follower, if the owner is neutral or friendly, you can either buy them out of slavery or make a break for freedom with them. If the owner is hostile then more direct action will be required! If required, the MCM can also be used to reveal a slave's current Hold, Location or Owner and also to remotely free the slave. REQUIREMENTS The hard requirements are PowerofThree's Papyrus Extender SE, PapyrusUtil SE, JContainers SE & SkyUI SE (or LE equivalents) Sex scenes require either Sexlab 1.63+ or Toys & Love SE 2.1+ (or LE equivalents) SUPPORTED MODS Extensible Follower Framework/Amazing Follower Tweaks/Nether's Follower Framework Simple Slavery++ 6.3.16+ Sanguine's Debauchery Toys & Love 2.21+ (Outfits & Love scenes) Devious Devices 5.1+ (Outfits) Sexlab Defeat V5.3.6 Bane 24112021+ COMPATIBLE WITH Submissive Lola, the Resubmission Devious Followers Continued Dynamic Defeat LRG Patch V1.4+ (for Defeat Version 5.3.6) Fertility Mode & Fertility Mode V3 Fixes and Tweaks Beeing Female LE/AE Deviously Enslaved Continued LE/SE Soulgem Oven 4: Integration Fork Submitter Bane Master Submitted 07/27/2022 Category Adult Mods Requirements PapyrusUtil , JContainers, SkyUI, PowerofThree's Papyrus Extender Regular Edition Compatible Yes
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Version 1.25.2
288 downloads
Dime, ¿alguna vez has querido iniciar una granja pero que en vez de animales sean humanos? ¿no? Pues da igual, este increible mod te permite iniciar tu propia granja humana, donde podras conseguir carne y leche de las "Hucow" (Vacas humanas) al igual que puedes tener Toros que se encarguen de las necesidades sexuales de tus vacas, preñandolas y consiguiendo el doble de leche de las huwcow. (CUIDADO, PUEDEN ATACAR LUJURIOSAMENTE A CUALQUIER MUJER, SEA HUCOW O UNA SIMPLE COLONA). o por que no, tu puedes volverte una HUCOW y iniciar una extraña pero divertida partida. La mision principal del mod inicia en Sanctuary, en un buzon cerca de la entrada del mismo, lee la holocinta y despues de una pequeña pero entretenida mision podras iniciar tu aventura como granjera/o de Hucows o siendo una hucow xd Para que el mod funcione correctamente se necesita instalar primero el mod original el cual es: Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia -
Ravenous SSE View File A gore/Sweeny Todd/Dolcett themed mod for Skyrim (you're warmed : don't drunk it if it's not your cup of tea!) Dependences : SexLab SE ZAZ 8.0 SE Fuz Ro Doh SE Dawnguard Pama deadly furnitures SE and all it requirements : Recommanded : Simple Slavery (I use Simple Slavery Plus Plus SE ) Any vampire face fix, like this one : https://www.nexusmods.com/skyrim/mods/107257?tab=files&file_id=1000335006 Authors : BoomGoblin, AqqH, myself. Want to support me? Visit my Patreon ! (i got back my account): https://www.patreon.com/Delzaron Resume : The abandonned fort Naemir near Riften is again occupied... some rumors says by a Daedroth. Hired by Maya, a Vigilant of Stendarr, you will discover what is in the darkness... Mod Tag : a1R Current State : finished (some updates could come, but the mod core is completed) Rep Quests guide : Waitress : serve the requested meal to the client. Waitress special request : the client wants a specific meal (player death chance : 50%). Bath : Mistress is taking her bath, and need some extra lotion (player death chance : 50% + sex scene). Puppy Bath : Mistress is bathing her puppy, but requires some extra lotion (sex scene). Armina cloning service : Armina can create a clone of a npc or the player, each 5 game hours. Customer complaint : a customer is complaining about the meat quality. Carnificina will demonstrate the contrary (player death chance : 50%). Champions's meal : player, as customer, can request a meal. delivery : you'll need to ddeliver some meatpies to the external clients (player death chance : 1/14). Diet experiment : Mistress want to check if a change of nutrition can impact the meat taste. You are the test subject. exhibition : player will be exposed inside the restaurant (player death chance : 50%). experimental spell : Misstress want to see how beheading can impact meat quality (player death chance : 50%, and you can get a powerful spell if you survive). Puppy's hunt : fetch a specific meatgirl with puppy. Filling the meat cellar : butcher some meatgirls and fill the meat cellar (if meat stocked is too low, player death chance : 100 %). Special meat request : your clone meat is requested (player death chance : 50%). Namira day festival : Mistress is invited to a party in honor to Namira. You are one of the sacrifices (player death chance : 100 %). Namira day festival (clone) : Mistress is invited to a party in honor to Namira. You're also invited. Working at the restaurant : the quest managing the waitress quests. Slaves selling : Tipo Marjebi wants to buy a meatgirl. Enslaved in a restaurant : quest managing player as employee. needed to trigger all the other rep quests. Butchering a meat girl : being set as meatgirl, and butchered (player death chance : 100 %). Tenderize a meat girl : have your meat quality being upgraded (sex scene) VIP service : spit roast : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). VIP service : impalement : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). Being a VIP : as client, be treated like a VIP. more rep quests will come (at least one with the zap, and one with the oven). Credits : - Pama for Pama deadly furnitures - Gatti for Gatti Jewels - Dorabella and Killer905 for Lady Ritual armor Permissions : You're allowed to use this mod code as you want. You're not allowed to upload this mod on another platform. Assets belongs to their original authors. Submitter Delzaron Submitted 06/16/2018 Category Quests Requirements SexLab, ZAZ, Fuz ro Doh, Dawnguard, Pama deadly furnitures Regular Edition Compatible Not Applicable
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- cannibalism
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View File Carnalitas Slavery Reimagined A comprehensive rework of the Carnalitas slavery system aiming at improved balance and better integration with other aspects of the game. Now also compatible with AGOT via a compatibility mod. The latest version is compatible with CK3 1.14.x and Carnalitas 2.8. If you are still on CK3 1.13.x, use version 0.21.5 instead with Carnalitas 2.7. The latest version of the CSR AGOT compatibility mod is compatible with CK3 1.14.x, Carnalitas 2.8, CSR 0.23.x, and AGOT 0.3.5+. Use it with Carnalitas AGOT Compatibility. Overview Carnalitas added a much-needed slavery system to CK3. While this is great in itself and the basics of the original system are solid, there are certain things that could be improved, perhaps due to Carnalitas ambition to be a "unified sex mod framework" rather than a well-balanced mod in its own right. In particular: Slave prices don't correspond well to other aspects of the game, they are way to high with claims and way to low otherwise. The reasons behind the AI accepting or initiating slavery interactions are not convincing, and the AI never initiates some of them. It's not exactly easy for the player to find rulers willing to buy or sell slaves, and there are rather few slaves owned by the AI to begin with. Enslave is possible on free courtiers, which doesn't make much sense. Once a prisoner is converted to a slave, it's no longer possible to ransom him or her. Religious doctrines that govern whether owning slaves of certain faiths is considered a crime, shunned, or accepted, are not followed consistently when determining if someone should be enslaved, freed, bought, or seized. In a nutshell, what you can do as a player is easily enslave a lot of people, sell any you don't need to the AI, and buy any you may fancy from the AI, while the AI mostly passively obliges. With mods such as Carnalitas Slavery Expansion you can also assign them "professions" for additional benefits. However, these are also human-only, the AI never assigns them. All of this undermines the realism and immersion, and makes the game both a lot easier and less interesting than it could be. This mod introduces a redesigned slavery system, one aiming to better integrate slavery with other aspects of the game, make interacting with slaves and other rulers more interesting and rewarding, achieve a better game balance, enable more roleplaying options, and maintain a reasonable challenge for the player. It does this by reworking most of the slavery interactions, introducing some new ones, making slaves more desirable for council and court positions, adding slavery attitudes and slave-related events, and rebalancing or fixing many of the original effects and outcomes, while still maintaining compatibility with other Carnalitas features and other mods based on Carnalitas. With this mod: The AI competes actively in obtaining and keeping the best slaves, and evaluates them better taking into account their skills, aptitudes, claims, attraction, age, price, current jobs and more when buying, selling, enslaving or freeing. Slave prices better reflect the actual usefulness of slaves. Slaves can be also ransomed, gifted, or liberated, and the AI will occasionally do it as well. It's much easier to find rulers willing to buy, sell, or ransom slaves via special convenience interactions. Slavery doctrines have a significant and consistent impact that better reflects their original meaning. Slaves can be assigned to (some, but not all) council and court positions for additional benefits, and the AI is fully capable of doing this as well. There are also new court positions reserved for slaves or former slaves, such as Slave Concubine, Slave Eunuch or Mameluke Captain, available depending on religion, culture, and government form. You can choose a slavery attitude, one of Slaver, Liberator, Slave Trader, or Slave Employer to get a minor modifier and a unique slavery-related perk. This unlocks additional roleplaying options for players and results in actual "human trafficking" when used by the AI. Additional slaves fit for specific occupations are spawned into the world via events. Useful characters are more likely to be captured (and then enslaved) instead of killed during raids and sieges. There are slavery-related flavor events, such as a slave running away, demands for a slave's freedom, etc. There are also hidden events for AI rulers to interact with their slaves in ways that were previously only available to the player, e.g. have sex with them. There are fame traits that add roleplaying flavor, such as the negative Infamous Slaver trait and the positive Famous Liberator trait. This mod also adds a new Buy & Sell Slaves event chain to the Visit Holding decision for landless adventurers to allow them to buy and sell slaves while visiting holdings, similarly to buying and selling artifacts introduced in the "Roads to Power" DLC. All taken together, slaves are now genuinely useful to their owners, there is an actual demand for them conditioned by religion and culture, and this demand is satisfied by warfare, raiding, slave trade, and slave-related events. As a player, you can choose between many different ways to interact with the system to either roleplay or use it to your advantage, and it's more challenging and hopefully more interesting to do this. Compatibility This mod requires Carnalitas as a prerequisite (obviously). While it modifies the slavery system in a substantial way, it doesn't touch other Carnalitas features and should be compatible with all of them. This mod also supports changing its game rules mid-game with the Gamerule Gadget mod. Compatibility with Mods Based on Carnalitas This mod should be compatible with all mods based on Carnalitas that don't modify the slavery system. Compatibility with the following mods has been explicitly verified, but most others should work as well: Character Body Overhaul Physical Attributes This mod may not be compatible with all other mods that modify the slavery system. However, it should still be compatible with mods that don't change the original Carnalitas slavery interactions, modifiers, or effects. Compatibility with the following mods has been explicitly verified: Carnalitas Slavery Expansion. Compatibility with Total Conversion Mods Due to its changes to vanilla files, this mod may conflict with changes done by total conversion mods. This is also true for Carnalitas itself. For best experience, such mods require compatibility patches for both Carnalitas and CSR. CSR is now fully compatible with A Game of Thrones with Carnalitas AGOT Compatibility and a CSR AGOT compatibility patch available as a separate download. If you still want to try using CSR with a different conversion mod, be prepared that some features might be broken. To make the best of it, follow these recommendations: Load Carnalitas and CSR before the total conversion mod. They overwrite a few vanilla files entirely, and if there are conflicts you would rather want the conversion mod overwrites, not the Carnalitas / CSR ones. Note that they also overwrite some specific vanilla objects, and will always do so, no matter the order. Change the Universe CSR game rule to Fantasy. This avoids errors for historical religions, cultures, and titles that may have been removed by the conversion mod. Note that there may still be errors for other removed vanilla objects that can't be clearly identified as "historical". Localization This mod is currently available in English, Russian (translated by @Undertalk), Chinese (translated by @Dark_Crow), French (translated by @don-vip), and Korean (translated by @ipni20). Links GitHub Repository If you like this mod, you may also consider my other mods: Carnalitas Love Reimagined, a rework of the Carnalitas Make Love interaction and its related effects. Search & Trade Artifacts, search for artifacts, buy them from other characters, and sell them to other characters. Travelers, characters always travel to their home when it changes instead of teleporting. Active Courtiers, courtiers search for spouses themselves for less micromanagement, stronger AI, and immersion. For detailed information on all features and changes, see the full README. For more information on the CSR AGOT compatibility mod, see its README. Submitter pharaox Submitted 01/29/2023 Category Crusader Kings 3 Requirements Carnalitas
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Version 6.3.24
729,111 downloads
"The entire sold on a platform experience." Simple Slavery is a player slave auction mod, a gateway to other player enslavement mods. (You are sold as a slave; you do not get to buy or sell slaves.) Defeat mods and other peril mods can send you here to be sold in a slave auction. You must have at least one enslavement mod installed and selected in this mod's MCM or you'll just be released after the auction. This is an update to Simple Slavery Plus. I had some fixes and enhancements, and since Lozeak has moved on, jfraser encouraged me to publish them as an official release. This version does not use Devious Framework (not to be confused with Devious Devices). I won't be supporting Devious Framework. Read about how it all began! How Does It Work? Combat defeat mods like SL Defeat or Death Alternative can send you here when you lose in battle. Other peril or sexual assault mods might send you here as well. You will be placed in a holding cell. Speak to the Slavemaster in front of the cage and you will find yourself on the auction block, where people will bid on you. You will then be sent to one of the many enslavement (or slave-like) mods provided by the talented modders of LoversLab. What Do I Get With Plus Plus? No ZAP Version Updating Unless stated otherwise, you can update mid-game, no clean save required. Narrative Description Enslavement Mods Have at least one installed and enabled in this mod's MCM or you'll simply be released after the auction. Where Is the Slave Market? You don't need to visit the slave market on your own, but if you want to, the entrance is inside Riften, outside Mistveil Keep next to the guard barracks ground entrance. For Mod Authors Credit & Thanks Permissions -
Simple Slavery Plus Plus View File "The entire sold on a platform experience." Simple Slavery is a player slave auction mod, a gateway to other player enslavement mods. (You are sold as a slave; you do not get to buy or sell slaves.) Defeat mods and other peril mods can send you here to be sold in a slave auction. You must have at least one enslavement mod installed and selected in this mod's MCM or you'll just be released after the auction. This is an update to Simple Slavery Plus. I had some fixes and enhancements, and since Lozeak has moved on, jfraser encouraged me to publish them as an official release. This version does not use Devious Framework (not to be confused with Devious Devices). I won't be supporting Devious Framework. Read about how it all began! How Does It Work? Combat defeat mods like SL Defeat or Death Alternative can send you here when you lose in battle. Other peril or sexual assault mods might send you here as well. You will be placed in a holding cell. Speak to the Slavemaster in front of the cage and you will find yourself on the auction block, where people will bid on you. You will then be sent to one of the many enslavement (or slave-like) mods provided by the talented modders of LoversLab. What Do I Get With Plus Plus? No ZAP Version Updating Unless stated otherwise, you can update mid-game, no clean save required. Narrative Description Enslavement Mods Have at least one installed and enabled in this mod's MCM or you'll simply be released after the auction. Where Is the Slave Market? You don't need to visit the slave market on your own, but if you want to, the entrance is inside Riften, outside Mistveil Keep next to the guard barracks ground entrance. For Mod Authors Credit & Thanks Permissions Submitter Hex Bolt Submitted 07/07/2020 Category Quest Requirements Zaz Animation Pack 7 or higher (not required for the "No ZAP" download), Fuz Roh D-oh Special Edition Compatible Yes
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Ravenous View File Ravenous A gore/Sweeny Todd/Dolcett themed mod for Skyrim (you're warmed : don't drunk it if it's not your cup of tea!) Dependences : SexLab ZAZ 8.0 : Fuz Ro Doh Dawnguard Pama deadly furnitures and all it requirements : Recommanded : Simple Slavery (I use Simple Slavery Plus Plus) Any vampire face fix, like this one : https://www.nexusmods.com/skyrim/mods/107257?tab=files&file_id=1000335006 Authors : BoomGoblin, AqqH, myself. Want to support me? Visit my Patreon ! (i got back my account): https://www.patreon.com/Delzaron Resume : The abandonned fort Naemir near Riften is again occupied... some rumors says by a Daedroth. Hired by Maya, a Vigilant of Stendarr, you will discover what is in the darkness... Mod Tag : a1R Current State : finished (work will continue on SE version, due to Pama new stuff SE specifity). Rep Quests guide : Waitress : serve the requested meal to the client. Waitress special request : the client wants a specific meal (player death chance : 50%). Bath : Mistress is taking her bath, and need some extra lotion (player death chance : 50% + sex scene). Puppy Bath : Mistress is bathing her puppy, but requires some extra lotion (sex scene). Armina cloning service : Armina can create a clone of a npc or the player, each 5 game hours. Customer complaint : a customer is complaining about the meat quality. Carnificina will demonstrate the contrary (player death chance : 50%). Champions's meal : player, as customer, can request a meal. delivery : you'll need to ddeliver some meatpies to the external clients (player death chance : 1/14). Diet experiment : Mistress want to check if a change of nutrition can impact the meat taste. You are the test subject. exhibition : player will be exposed inside the restaurant (player death chance : 50%). experimental spell : Misstress want to see how beheading can impact meat quality (player death chance : 50%, and you can get a powerful spell if you survive). Puppy's hunt : fetch a specific meatgirl with puppy. Filling the meat cellar : butcher some meatgirls and fill the meat cellar (if meat stocked is too low, player death chance : 100 %). Special meat request : your clone meat is requested (player death chance : 50%). Namira day festival : Mistress is invited to a party in honor to Namira. You are one of the sacrifices (player death chance : 100 %). Namira day festival (clone) : Mistress is invited to a party in honor to Namira. You're also invited. Working at the restaurant : the quest managing the waitress quests. Slaves selling : Tipo Marjebi wants to buy a meatgirl. Enslaved in a restaurant : quest managing player as employee. needed to trigger all the other rep quests. Butchering a meat girl : being set as meatgirl, and butchered (player death chance : 100 %). Tenderize a meat girl : have your meat quality being upgraded (sex scene) VIP service : spit roast : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). VIP service : impalement : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). Being a VIP : as client, be treated like a VIP. more rep quests will come (at least one with the zap, and one with the oven). Credits : - Pama for Pama deadly furnitures - Gatti for Gatti Jewels - Dorabella and Killer905 for Lady Ritual armor Permissions : You're allowed to use this mod code as you want. You're not allowed to upload this mod on another platform. Assets belongs to their original authors. Submitter Delzaron Submitted 06/07/2015 Category Quests Requirements SexLab, ZAZ, Fuz ro Doh, Dawnguard, Pama deadly furnitures Special Edition Compatible Not Applicable
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Failure Mode Effects Analysis in Skyrim (FMEA) View File DESCRIPTION Has it ever bothered you that rather than going off adventuring and risking your life you can get rich in Tamriel using an alchemy lab in an inn and a few septims worth of Garlic and Salt? Do you wonder why people lock valuable items in chests or in rooms but hardly ever use magic or poison to deter thieves? Are you amazed that at level one you know the name of every useful alchemy ingredient and how to harvest it safely? FMEA is designed to provide additional risks and failure effects to non-combat skills and resource harvesting. Since many of the consequences are based around sex and slavery FMEA has been written with the female adventurer in mind, however FMEA works perfectly well for male adventurers there are just fewer outcomes available. The current release includes plugins for Lockpicking, Alchemy, Enchanting, Mining and Harvesting potion ingredients. Each plugin is highly configurable with its own MCM page and any or all of the plugins can be enabled or disabled as required. Enchanting Whilst disenchanting an item there is a risk that you may lose control of the Magicka flow as you destroy the item The risk of losing control when disenchanting is dependent on the magnitude of the enchantments and the skill of the enchanter Whilst enchanting an item there is a risk that you may lose control of the Magicka flow from the Soulgem as you complete the enchantment Whilst recharging an item there is a risk you may lose control of the Magicka flow and fail to charge the item, or worse! The risk of losing control when enchanting or charging is dependent on the level of Soulgem used and the skill of the enchanter Uncontrolled Soulgem flows can result in dimensional anomalies or allow the imprisoned soul to use its psychic energy to lash out seeking revenge An uncontrolled release of Soulgem Magicka may attract an interdimensional parasite Uncontrolled Soulgem flows will render the enchanting workbench dangerously unstable and unusable until they dissipate Endangering the lives of innocent bystanders as a result of recklessly allowing uncontrolled Magicka flows is a serious crime Lockpicking Any locked door or container might now be trapped Traps can be set to either rearm or be cleared when triggered Traps may have tamper detection built in – just inserting a lock pick might trigger the trap, also, the longer you take picking the lock the more likely it is that the trap will trigger There is a chance you may spot a trap before you trigger it, or you may THINK you spot one Traps are persistent in the world – as is their individual level of difficulty. Maybe you should come back to that dangerous looking chest with the master level lock when you’ve got a bit more skill? Setting off a trap can result in a range of consequences including audible alarms, darts & gas traps There is also an option to add an Alteration skill based Open Locks spell to the world The level of magicka control required means the Open Locks spell has a very short range, take care not to trigger any traps! The risk of a trap being triggered (if one is present) by the Open Locks spell increases with each failed attempt The tome required to learn Open Locks can be bought from specialist merchants selling rare Alteration spells, it might also be found as loot Alchemy Any attempt to make a potion may fail based on the Alchemists skill and their experience at making that particular formula Alchemical research is particularly risky even when successful , if unsuccessful it’s downright dangerous When an Alchemist fails to make a potion the resulting mixture may be unstable, if they are lucky it will result in some fumes and a bad smell, or they could be unlucky… Reckless use of alchemy workbenches in inns and shops poses a risk to innocent bystanders, endangering the public is a crime Alchemical failures tend to be noisy and smelly and are likely to attract the attention of anyone (or anything) nearby Ingredients Plant and fungal ingredient sources will be renamed to “Plant” or “Fungus” until the one of the ingredients magic effects is learned. Optionally harvesting of plants and fungi can be blocked until an effect is learned Insects and other activator type ingredients can be blocked from harvesting until an effect of the ingredient is learned When an ingredient is harvested there is a risk of adverse effect, due to allergy, poisoning or something taking offence at having its friends torn to pieces… The risk of an event is based on the number of unknown effects on an ingredient. Once all the effects are known the ingredient is safe to harvest Mining Any attempt to mine may fail based on the difficulty of the ore vein and the skill of the miner Miners may lose track of an ore vein as they dig Pickaxes may break if used incorrectly Inexperienced miners may find the "Ore" they have mined is in fact just useless rubble Sparks from the pick may ignite a pocket of flammable gas, injuring innocent bystanders is a crime Miners may encounter things that were best left buried Ore veins may contain pockets of noxious gas Poor mining technique may result in injury REQUIREMENTS Skyrim Legendary Edition / SE Sexlab 1.62+ / Sexlab SE 1.63 Beta9 SkyUI 5.1+ / SkyUi SE 5.2 powerofthree's Papyrus Extender SE / LE RECOMMENDED Follower Slavery Mod V1.320+ SLDefeat V5.3.6 Bane 18112023+ (Should be compatible with other SLDefeat versions but not tested) Estrus Chaurus+ 4.390+ Sanguine Debauchery enhanced: SD+ (November 2021)+ Simple Slavery 4.6+ Devious Followers 1.72+ Prison Overhaul Patched V3.59+ Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them! SexLab Parasites - Kyne's Blessing (November 2021)+ for the FMEA Dimensional Parasite & Flowering Spriggan effects INSTALLATION Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode! You should see an MCM initialisation message when you load the game. Once the MCM is initialised you need to install the plugins from the FMEA menu. UPDATING Updates can be installed over an existing save. A clean save is not required. FUTURE DEVELOPMENT If there’s sufficient interest I plan on developing a FMEA Plugin for Smithing, along with more effects & outcomes for the current plugins. Suggestions welcome! TROUBLESHOOTING If a plugin is not working as intended try disabling it in the MCM, waiting a few minutes and then reactivating it. PERMISSIONS Under no circumstance can this mod or any of its parts be posted outside of LL without my permission. You may not use the code as part of a for-profit project. Submitter Bane Master Submitted 12/17/2016 Category Other Requirements Special Edition Compatible Yes
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Version 2025-01-05
1,459,112 downloads
This is the Legendary Edition version of the mod. There is now a dedicated page for the Special Edition / Anniversary Edition version - you can find it here. Obedience is freedom. Sanguine's Debauchery is a mod that subjects the player to enslavement as an alternative to death. Being enslaved by the opponents that defeat you in combat offers the player interesting story tangents and, above all, a continuous narrative in place of death and a reload screen. SD+ adds a number of new quests, sub-quests, and features that will expand and diversify your game. If you're looking for a mod that allows you new possibilities when you're defeated in combat (more than just "Oh, crap!", Ragdoll, Loading Screen), and especially if you've been looking for a way to have your favorite PC enslaved by all those nasty baddies running around in Skyrim, then Sanguine's Debauchery is the mod for you! BACKGROUND STORY Sanguine is an odd and unpredictable fellow. He is one of the few Daedra to be found frequently visiting Tamriel in person. In his wandering the mortal realm, he tends to take an interest in...playthings. The fate of one mortal in particular is irresistible to him. This mortal, this Dragonborn, draws him like a moth to a flame. By retrieving the Dragonborn from the threshold of death, Sanguine is free to apply certain conditions in exchange for his generosity. The Dragonborn as a toy. The Dragonborn an irrestible object of lust? The Dragonborn...a slave? For Sanguine, the possibilities are endless, and the debauchery has just begun. For details on gameplay mechanics and all of the features available in Sanguine's Debauchery, see : the online PDF Manual the FAQ page INSTALLATION As of version 3.6.1, SD+ comes in 2 files - SDPlus and SDResources. YOU NEED TO INSTALL BOTH. Remember to make copies of your save game BEFORE you install and enable this mod. SD+ is a standalone version. You do not need the original Sanguine Debauchery 1.0 installed for this to work. Upgrading from previous versions of SD+ should be possible. Before upgrading it's wisest to make sure you have a save where the PC isn't enslaved, in the Dreamworld, or in the midst of the Flowering Spriggan quest. REQUIREMENTS SexLab V1.62+ and its requirements: SKSE (V1.7.3) SkyUI (latest) Fores New Idles in Skyrim (Latest version. The spells add-on is not required.) Zaz animation pack V7.0 or later Devious Devices 5.1 or later. Both Devious Devices Integration , Devious Devices Assets and Devious Devices Expansions Zaz animation pack V7.0 or later SexLab Aroused (original or Redux) SexLab Dialogues - required to interact with your master during enslavement. ---- Death Alternative - Your Money or Your Life ( version 7.0 or above, of Death Alternative) is not required anymore but it is needed if you want defeat and death related triggers (required if you want compatibility with SexLab Defeat). You can play SD+ without it as long as you use the Surrender key to submit when you want or using compatible mods such as Simple Slavery. SlaveTats and the addon SlaveTatsEventBridge (also available in the download area of SD+) are needed if you want slave marks. SexLab Hormones if you want better support changes to physical appearance (shaved hair especially) A custom body replacer - CBBE BBP by Caliente or any of the UNP body replacers are supported (not required unless you care about the custom textures added by the whip in SD+) A custom skeleton - Custom Skeleton Replacers by Skulltyrant; Perfect 3-2 Skeleton by Ning; or XP32 Maximum Skeleton -XPMS by xp32 (needed for better support of ragdoll effects) Fuz Ro D'oh - for silent dialogues Note: Make sure to double check these required mods to see if they also have prerequisites. For example, Maximum Skeleton -XPMS requires Realistic Ragdolls and Force by dDefinder RECOMMENDED Mods using SD+ events: Immerslave - by Arbiter Simple Slavery - by Jfraser Deviously enslaved - by Chase Roxand These mods are not required but I am using some of them to test SD+ and improve the whole experience. Death Alternative Capture - by BralorMarr SexLab Defeat - by Goubo Slavegirls - by Hydragorgon SexLab Skooma Whore - Guffel Bathing in Skyrim - mzin_ CUSTOMIZATION Custom slave outfit You can customize the default prisoner outfit provided by your Master (follow the instructions in the MCM menu). You can also just wear any kind of clothing in your master's inventory or found around you. Default slave outfits for each level are provided by Killer Keos Skimpy CBBE V2-V3 Armor Replacer by Killer Keo - http://www.nexusmods.com/skyrim/mods/3654/? Compatibility with Frostfall 3.0 The "SDPlus30Addons" file is no longer needed. For compatiblity with Frostfall, pleasure use the customized version of SexLab Warm Bodies in my Obscure Patches page. SD Customization Addons is an experimental addon that Content Consumer worked on to allow two types of customizations for SD+: - add more races from the DLC mods as creature masters - allow customization of slavery items between metal, leather and items from ZAP There are a few changes and notes: UPGRADING THE FILES After many tests and updates, SD+ works better on brand new games (where Sanguine Debauchery is activated through MCM). Regarding updates - since many people reported issues with the uninstall option from MCM, my recommendation for updating the files is to make sure you are not enslaved or wearing the spriggan host and just copy the files over. If that creates issues, go back to your save before the upgrade and try the uninstallation option in MCM (also making sure you are not enslaved in any way). Either way, given the current state of the scripts, I am still not recommending SD+ for any serious, 100+ hours save games... or you may be sorry later. Keep it for casual gameplay on test games or new characters. You can still run SD with the patch installed on top of a running game, but you may end up with missing scenes (dance, punishments) and spam in your Papyrus log (because of scripts baked into your game). Eventually, I am hoping we can come up with a better way to upgrade the script and restart key quests so that they take the new scripts into account. Until then, it is better to use SD+ on new save games. KNOWN ISSUES See a full list of known issues here: - All known issues: https://github.com/SkyrimLL/SDPlus/issues - Bugs only: https://github.com/SkyrimLL/SDPlus/issues?q=is%3Aissue+is%3Aopen+label%3Abug Use drop down filters on that page or click on tags to view groups of issues such as 'Enslavement quest' or 'Spriggan quest' only. The Voice pack files cannot be opened directly. Because the file is too large for LL, I had to split it into multiple parts. You will need to install 7zip and follow these instructions to patch them together into a 7z file you can then extract to your Skyrim folder: https://sourceforge.net/p/sevenzip/discussion/45797/thread/8cc5b690/ COMPATIBILITY - Compatibility issues with other mods: https://github.com/SkyrimLL/SDPlus/issues?q=is%3Aissue+is%3Aopen+label%3ACompatibility INCOMPATIBILITIES Any mod that alters vanilla factions. If you use a mod that significantly alters vanilla factions, it may cause SD+ to fail to recognize the attacker as being a member of an eligible slaver faction. Any mod that actively manipulates the player's health during combat ( e.g. auto healing ) may make it difficult to trigger the enslavement events. SD Patches from Inte is NOT compatible with this version of SD+. It must be disabled and all scripts starting with _sd removed from your scripts folder if you want to use this version of SD+. Full change log API (for modders) ACKNOWLEDGEMENTS Sanguine's Debauchery was originally developed by @jbezorg Many thanks to him for letting me build on his original mod and to jonjonzz, AwfulArchDemon, Ashra XIII, aelie, battenK for feedback during testing (and many others who contributed ideas and suggestions in the forum thread). Death Alternative - Your Money or Your Life developed by BralorMarr From the original SD page: Thanks to b3lisario, Calyps, Gatti, MasterChris, Nalim, Youiko, Zaria, ZaZ Animations Licensed From Mini Lovers 0.2.3 MiniLovers0.2.3 license.pdf - The original untranslated version of this license. Dance Animations - Dance Modder Resource by Umpa German version (2.0) - Verodor Manual and FAQ - GrayElephant Dialogues - skoalbite and Content Consumer SlaveTats racial overrides - groovus, crudo, corintio, eric23123 Falmer bindings - from Falmer Bikini Armor Moonshadow garden trees - from Hoddminir Plants and Trees Crawling animations - from Crawl on four animations New creatures courtesy of Rotten Maidens and Crystal Golems by the fantastic MihailMods If you want to contribute, help is needed in: - testing issues in the list and reporting new issues - updating the wiki to the new version (including screenshots) - providing code fixes using the github repository ( https://github.com/MinLL/SDPlus).-
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Sanguine Debauchery (SD+) (January 2025) View File Obedience is freedom. Sanguine's Debauchery is a mod that subjects the player to enslavement as an alternative to death. Being enslaved by the opponents that defeat you in combat offers the player interesting story tangents and, above all, a continuous narrative in place of death and a reload screen. SD+ adds a number of new quests, sub-quests, and features that will expand and diversify your game. If you're looking for a mod that allows you new possibilities when you're defeated in combat (more than just "Oh, crap!", Ragdoll, Loading Screen), and especially if you've been looking for a way to have your favorite PC enslaved by all those nasty baddies running around in Skyrim, then Sanguine's Debauchery is the mod for you! BACKGROUND STORY Sanguine is an odd and unpredictable fellow. He is one of the few Daedra to be found frequently visiting Tamriel in person. In his wandering the mortal realm, he tends to take an interest in...playthings. The fate of one mortal in particular is irresistible to him. This mortal, this Dragonborn, draws him like a moth to a flame. By retrieving the Dragonborn from the threshold of death, Sanguine is free to apply certain conditions in exchange for his generosity. The Dragonborn as a toy. The Dragonborn an irrestible object of lust? The Dragonborn...a slave? For Sanguine, the possibilities are endless, and the debauchery has just begun. For details on gameplay mechanics and all of the features available in Sanguine's Debauchery, see : the online PDF Manual the FAQ page INSTALLATION As of version 3.6.1, SD+ comes in 2 files - SDPlus and SDResources. YOU NEED TO INSTALL BOTH. Remember to make copies of your save game BEFORE you install and enable this mod. SD+ is a standalone version. You do not need the original Sanguine Debauchery 1.0 installed for this to work. Upgrading from previous versions of SD+ should be possible. Before upgrading it's wisest to make sure you have a save where the PC isn't enslaved, in the Dreamworld, or in the midst of the Flowering Spriggan quest. REQUIREMENTS SexLab V1.62+ and its requirements: SKSE (V1.7.3) SkyUI (latest) Fores New Idles in Skyrim (Latest version. The spells add-on is not required.) Zaz animation pack V7.0 or later Devious Devices 5.1 or later. Both Devious Devices Integration , Devious Devices Assets and Devious Devices Expansions Zaz animation pack V7.0 or later SexLab Aroused (original or Redux) SexLab Dialogues - required to interact with your master during enslavement. ---- Death Alternative - Your Money or Your Life ( version 7.0 or above, of Death Alternative) is not required anymore but it is needed if you want defeat and death related triggers (required if you want compatibility with SexLab Defeat). You can play SD+ without it as long as you use the Surrender key to submit when you want or using compatible mods such as Simple Slavery. SlaveTats and the addon SlaveTatsEventBridge (also available in the download area of SD+) are needed if you want slave marks. SexLab Hormones if you want better support changes to physical appearance (shaved hair especially) A custom body replacer - CBBE BBP by Caliente or any of the UNP body replacers are supported (not required unless you care about the custom textures added by the whip in SD+) A custom skeleton - Custom Skeleton Replacers by Skulltyrant; Perfect 3-2 Skeleton by Ning; or XP32 Maximum Skeleton -XPMS by xp32 (needed for better support of ragdoll effects) Fuz Ro D'oh - for silent dialogues Note: Make sure to double check these required mods to see if they also have prerequisites. For example, Maximum Skeleton -XPMS requires Realistic Ragdolls and Force by dDefinder RECOMMENDED Mods using SD+ events: Immerslave - by Arbiter Simple Slavery - by Jfraser Deviously enslaved - by Chase Roxand These mods are not required but I am using some of them to test SD+ and improve the whole experience. Death Alternative Capture - by BralorMarr SexLab Defeat - by Goubo Slavegirls - by Hydragorgon SexLab Skooma Whore - Guffel Bathing in Skyrim - mzin_ CUSTOMIZATION Custom slave outfit You can customize the default prisoner outfit provided by your Master (follow the instructions in the MCM menu). You can also just wear any kind of clothing in your master's inventory or found around you. Default slave outfits for each level are provided by Killer Keos Skimpy CBBE V2-V3 Armor Replacer by Killer Keo - http://www.nexusmods.com/skyrim/mods/3654/? Compatibility with Frostfall 3.0 The "SDPlus30Addons" file is no longer needed. For compatiblity with Frostfall, pleasure use the customized version of SexLab Warm Bodies in my Obscure Patches page. SD Customization Addons is an experimental addon that Content Consumer worked on to allow two types of customizations for SD+: - add more races from the DLC mods as creature masters - allow customization of slavery items between metal, leather and items from ZAP There are a few changes and notes: UPGRADING THE FILES After many tests and updates, SD+ works better on brand new games (where Sanguine Debauchery is activated through MCM). Regarding updates - since many people reported issues with the uninstall option from MCM, my recommendation for updating the files is to make sure you are not enslaved or wearing the spriggan host and just copy the files over. If that creates issues, go back to your save before the upgrade and try the uninstallation option in MCM (also making sure you are not enslaved in any way). Either way, given the current state of the scripts, I am still not recommending SD+ for any serious, 100+ hours save games... or you may be sorry later. Keep it for casual gameplay on test games or new characters. You can still run SD with the patch installed on top of a running game, but you may end up with missing scenes (dance, punishments) and spam in your Papyrus log (because of scripts baked into your game). Eventually, I am hoping we can come up with a better way to upgrade the script and restart key quests so that they take the new scripts into account. Until then, it is better to use SD+ on new save games. KNOWN ISSUES See a full list of known issues here: - All known issues: https://github.com/SkyrimLL/SDPlus/issues - Bugs only: https://github.com/SkyrimLL/SDPlus/issues?q=is%3Aissue+is%3Aopen+label%3Abug Use drop down filters on that page or click on tags to view groups of issues such as 'Enslavement quest' or 'Spriggan quest' only. The Voice pack files cannot be opened directly. Because the file is too large for LL, I had to split it into multiple parts. You will need to install 7zip and follow these instructions to patch them together into a 7z file you can then extract to your Skyrim folder: https://sourceforge.net/p/sevenzip/discussion/45797/thread/8cc5b690/ COMPATIBILITY - Compatibility issues with other mods: https://github.com/SkyrimLL/SDPlus/issues?q=is%3Aissue+is%3Aopen+label%3ACompatibility INCOMPATIBILITIES Any mod that alters vanilla factions. If you use a mod that significantly alters vanilla factions, it may cause SD+ to fail to recognize the attacker as being a member of an eligible slaver faction. Any mod that actively manipulates the player's health during combat ( e.g. auto healing ) may make it difficult to trigger the enslavement events. SD Patches from Inte is NOT compatible with this version of SD+. It must be disabled and all scripts starting with _sd removed from your scripts folder if you want to use this version of SD+. Full change log API (for modders) ACKNOWLEDGEMENTS Sanguine's Debauchery was originally developed by @jbezorg Many thanks to him for letting me build on his original mod and to jonjonzz, AwfulArchDemon, Ashra XIII, aelie, battenK for feedback during testing (and many others who contributed ideas and suggestions in the forum thread). Death Alternative - Your Money or Your Life developed by BralorMarr From the original SD page: Thanks to b3lisario, Calyps, Gatti, MasterChris, Nalim, Youiko, Zaria, ZaZ Animations Licensed From Mini Lovers 0.2.3 MiniLovers0.2.3 license.pdf - The original untranslated version of this license. Dance Animations - Dance Modder Resource by Umpa German version (2.0) - Verodor Manual and FAQ - GrayElephant Dialogues - skoalbite and Content Consumer SlaveTats racial overrides - groovus, crudo, corintio, eric23123 Falmer bindings - from Falmer Bikini Armor Moonshadow garden trees - from Hoddminir Plants and Trees Crawling animations - from Crawl on four animations New creatures courtesy of Rotten Maidens and Crystal Golems by the fantastic MihailMods If you want to contribute, help is needed in: - testing issues in the list and reporting new issues - updating the wiki to the new version (including screenshots) - providing code fixes using the github repository ( https://github.com/MinLL/SDPlus). Submitter DeepBlueFrog Submitted 12/15/2013 Category Dialog Sex Requirements Death Alternative, SexLab, Devious Devices Integration ... and their required mods. Special Edition Compatible No
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Version 3.28.1
36,248 downloads
Ravenous A gore/Sweeny Todd/Dolcett themed mod for Skyrim (you're warmed : don't drunk it if it's not your cup of tea!) Dependences : SexLab ZAZ 8.0 : Fuz Ro Doh Dawnguard Pama deadly furnitures and all it requirements : Recommanded : Simple Slavery (I use Simple Slavery Plus Plus) Any vampire face fix, like this one : https://www.nexusmods.com/skyrim/mods/107257?tab=files&file_id=1000335006 Authors : BoomGoblin, AqqH, myself. Want to support me? Visit my Patreon ! (i got back my account): https://www.patreon.com/Delzaron Resume : The abandonned fort Naemir near Riften is again occupied... some rumors says by a Daedroth. Hired by Maya, a Vigilant of Stendarr, you will discover what is in the darkness... Mod Tag : a1R Current State : finished (work will continue on SE version, due to Pama new stuff SE specifity). Rep Quests guide : Waitress : serve the requested meal to the client. Waitress special request : the client wants a specific meal (player death chance : 50%). Bath : Mistress is taking her bath, and need some extra lotion (player death chance : 50% + sex scene). Puppy Bath : Mistress is bathing her puppy, but requires some extra lotion (sex scene). Armina cloning service : Armina can create a clone of a npc or the player, each 5 game hours. Customer complaint : a customer is complaining about the meat quality. Carnificina will demonstrate the contrary (player death chance : 50%). Champions's meal : player, as customer, can request a meal. delivery : you'll need to ddeliver some meatpies to the external clients (player death chance : 1/14). Diet experiment : Mistress want to check if a change of nutrition can impact the meat taste. You are the test subject. exhibition : player will be exposed inside the restaurant (player death chance : 50%). experimental spell : Misstress want to see how beheading can impact meat quality (player death chance : 50%, and you can get a powerful spell if you survive). Puppy's hunt : fetch a specific meatgirl with puppy. Filling the meat cellar : butcher some meatgirls and fill the meat cellar (if meat stocked is too low, player death chance : 100 %). Special meat request : your clone meat is requested (player death chance : 50%). Namira day festival : Mistress is invited to a party in honor to Namira. You are one of the sacrifices (player death chance : 100 %). Namira day festival (clone) : Mistress is invited to a party in honor to Namira. You're also invited. Working at the restaurant : the quest managing the waitress quests. Slaves selling : Tipo Marjebi wants to buy a meatgirl. Enslaved in a restaurant : quest managing player as employee. needed to trigger all the other rep quests. Butchering a meat girl : being set as meatgirl, and butchered (player death chance : 100 %). Tenderize a meat girl : have your meat quality being upgraded (sex scene) VIP service : spit roast : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). VIP service : impalement : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). Being a VIP : as client, be treated like a VIP. more rep quests will come (at least one with the zap, and one with the oven). Credits : - Pama for Pama deadly furnitures - Gatti for Gatti Jewels - Dorabella and Killer905 for Lady Ritual armor Permissions : You're allowed to use this mod code as you want. You're not allowed to upload this mod on another platform. Assets belongs to their original authors. -
Version 3.0.1
4,888 downloads
Version 3.0 Introduction: This is the furniture framework that allows you to attach NPCs to (currently) ZAP furnitures in a way that physics is going to work. So you can beat your victims, shoot them with a bow, push them and their bodies are going to physically react. In addition you can use my Maximum Carnage Daggers mod to torture and kill your victims by activating gore effects. Although this mod already has default configuration file you can add new furnitures and change behavior of existing ones via editing brff_mapping.json file. Because it's more complicated then in 1.0 I will document and explain it later. However default configuration should be sufficient enough to start. Despite dozens of hours of work this version (although functional) is still unstable and not very performant. Therefor using it in your main save games is highly NOT RECOMMENDED. I'm working hard to make it more reliable but for now it should only be used to play and have fun. Requirements and installation: PapyrusUtil: https://www.nexusmods.com/skyrimspecialedition/mods/13048 PO3 Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854 JContainers: https://www.nexusmods.com/skyrimspecialedition/mods/16495 UIExtensions: https://www.nexusmods.com/skyrimspecialedition/mods/17561 ZAP (technically not required, can be used with other furnitures as well, but current config only contains ZAP furnitures, required for GlassCoffin.zip): Jaxonz Positioner (or anything else for positioning, you can even use console if you are crazy enough 😞https://www.nexusmods.com/skyrimspecialedition/mods/13090 Fixed body collision (https://www.nexusmods.com/skyrimspecialedition/mods/10849) strongly advised. Maximum Carnage (https://www.nexusmods.com/skyrimspecialedition/mods/43494) and Maximum Carnage Daggers (https://github.com/brightrider/maximum-carnage-daggers) for gore stuff. GlassCoffin.zip is required if you want to use Glass Coffin furniture (which I really recommend, very interesting!). It is required to add configuration below to the Skyrim.ini file, without it physics is not going to work! [Animation] bEnableHavokHit=1 fHavokHitImpulseMult=150.0000 uiMaxNumActorHit=50 bAlwaysDriveRagdoll=1 Usage: Use a spell to spawn a furniture (or spawn it another way, or use existing, doesn't matter really). Use crosshair + F1 (I will move it to the config file later) to mark a furniture. Use crosshair + F1 (I will move it to the config file later) again to assign an NPC to the furniture. Use crosshair (on NPC) + F1 (I will move it to the config file later) to release an NPC. This version of a mod requires manual refreshing via either F3 (refreshes all NPCs nearby) or crosshair on NPC + F2 (refreshes specific NPC). This will probably be automated in the future but for now you need to refresh manually when NPC leaves furniture (for example after save load or area reload) or if something doesn't work or if you want to correct NPC position, in general every time something is not right. To kill an NPC you need to have Executioner Ring equipped. Executioner Ring (Remove) version is going to kill and release an NPC, for example you can use a bow and an NPC will be killed and detached from the furniture (will fall to the ground). Known issues: Saving while in the same cell as furnitures with NPCs on it and then reloading causes serious issues. Currently workaround is: eaither save in cell with no active furnitures or if you have such a save already then load, do not call refresh, leave cell by going into another cell which is good to be far away so that the old cell will be completely unloaded from memory, then return to the cell with furnitures and refresh. Killing using a weapon including gore weapons can cause issues. Currently workaround is: kill using fist and then use a weapon. Version 2.0 This version is abandoned. Version 1.0 Advantages: No alignment issues whatsoever (this is probably the most important thing, I think all ZAP users know what I'm talking about!). No possibility for an NPC to escape. After assignment only your decision can release him/her. Full compatibility with excellent Jaxonz Positioner mod (you can even freely move and position furniture with an NPC on it!). Convinient spell for spawning new furnitures. Disadvantages: Furnitures must be added to the JSON file (there is default JSON file with many furnitures added already). NPC assignment/releasing can be unresponsive, meaning possible delays and necessity of doing it multiple times. That's because Papyrus VM is giving low priority to the controller script. Furniture collision is disabled. This is mostly not a big deal (NPC collision is enough), but there are some furnitures where this can be a little bit of a problem. Applying X/Y rotation to the furniture is going to disturb the alignment. This is because the engine refuses rotating an actor around X/Y axis, so the actor cannot follow the furniture. No support for multiple animations, no enter/exit animations (these are a joke anyway in my opinion), no events fired (like OnActivate), only basic functionality in a nutshell (at least so far). Requirements: PapyrusUtil: https://www.nexusmods.com/skyrimspecialedition/mods/13048 PO3 Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854 JContainers: https://www.nexusmods.com/skyrimspecialedition/mods/16495 UIExtensions: https://www.nexusmods.com/skyrimspecialedition/mods/17561 ZAP (technically not required, can be used with other furnitures as well, but current config only contains ZAP furnitures, required for GlassCoffin.zip): Jaxonz Positioner (or anything else for positioning, you can even use console if you are crazy enough 😞https://www.nexusmods.com/skyrimspecialedition/mods/13090 Usage: Use a spell to spawn a furniture (or spawn it another way, or use existing, doesn't matter really). Use crosshair + Alt + Q (I will move it to the config file later) to mark a furniture. Use crosshair + Alt + Q (I will move it to the config file later) again to assign an NPC to the furniture. Use crosshair (on NPC) + Alt + Q (I will move it to the config file later) to release an NPC. Remember that because the Papyrus VM is giving my script low priority, these actions can be delayed. It should be safe to click multiple times and do stupid stuff, but always watch notifications. If you can see a notification, it means that the action was registered and will be executed soon, do not repeat it. If you clicked once and you cannot see a notification, it means that the click was not registered by the game and you should try again. GlassCoffin.zip: Required if you want to use Glass Coffin furniture (which I really recommend, very interesting!). Adding new furnitures: For this it is required to edit brff_mapping.json file in the Data directory of the mod: { "category_for_menu_configure_as_you_wish": { "CKEditorId": "animEvent", "CKEditorId": "animEvent", "CKEditorId": "animEvent" }, "category_for_menu_configure_as_you_wish": { "CKEditorId": "animEvent", "CKEditorId": "animEvent", "CKEditorId": "animEvent" } } To find animEvent: CK -> Load ZAP -> GAMEPLAY -> Animations -> 0_Master.hkx -> IDLE ANIM with ActivateRootChar inside it -> ZazFurniture. Here you need to find a record matching furniture you want to add, these are bond with a keyword in the Conditions section (see below). Anim Event name will be in the *_Loop child element. Unfortunately I don't know how to do this differently. The advantage is that you can configure menu categories as you wish and only have furnitures you are using on the list. For now I'm not going to add more furnitures myself. Usage for modders: Add my plugin as a master using SSEEdit. Then you have BRFF_Controller script with straightforward Add() and Remove() methods. Do not use any other method (unless you know what you are doing of course ). SKSE events are now sent on Add/Remove an NPC to/from the furniture: Event OnAdd(Form victim, Form furn) Event OnRemove(Form victim, Form furn) Permissions: Any non-commercial usage is allowed. -
Version 1.0e EXPERIMENTAL
6,861 downloads
I'm abandoning all my mods. No further development will take place for the existing ones. Everyone, feel free to use and reupload as you see fit, no credit necessary. This mod adds a gigantic underground maze along with a quest and a few nasty surprises, with an enslavement outcome option. Supports Simple Slavery ++. Thanks to the many kind users, who have helped me iron out the kinks, and who have provided me with a lot of useful information on how to do stuff. The latest iteration of the mod is the first version which I dare call complete, as it now has a fully formed quest structure (as simple as it might be). Version 1.0 introduces a quest giver and quest items which will trigger the quest for finding the mysterious labyrinth and the treasure (or just a honeypot?) inside. You might want to find these by chance, when you don't expect it, or, if you can't wait, read the spoiler below. In any case, the revealed map marker in now hidden, in 1.0, until you get close to the entrance. If you successfully find your way through the maze, the mod will try and hand you off to Simple Slavery ++ (unless you resist). WARNING: When captured, all your belongings will be taken from you, including quest items, and stored in a chest in the fort. I recommend making a backup save before entering the maze. Description: Rumor has it that there is a hidden maze in the vicinity of Riften, which harbors treasures beyond imagination. Intrigued by this rumor, looking for more clues, you are able to purchase a notebook from a mysterious woman who claims it is related to the treasure. Filled with dreams of fame and wealth, equipped with a rough map, you set out to find it. And find it you do, but soon you realize that that your in for more than you bargained for... Hard Requirements: ZAZ8 Sexlab Framework (for v1.0d and lower) Devious Devices 5 (for v1.0d and lower) and all their respective requirements. I suspect some of these requirements aren't really needed (I added them at a time when I didn't really know what I was doing), but I'm afraid to remove them, because I used some of the furniture and restraints and I can't figure out how to determine what plugin the used assets stem from. Advice welcome. Soft Requirements: Simple Slavery plus plus Immersive Jail Bars – for more realistic jail bars at the fort (and everywhere else in Skyrim, too) Ambient Slaves – adds various affiliated Frostbite Clan outposts throughout Skyrim and Solstheim (purely cosmetic mod) Since it is fairly easy, in the Creation Kit, to accidentally include masters which are not necessary (the column is narrow and many files have similar names), it has happened, and it can happen again, that I accidentally include masters which are not needed. If you notice that this is the case, i.e. if something is required which is not on the list above, nor is it a requirement thereof, this is most likely an accident, please let me know and I'll fix it. For a more challenging experience, please make sure to deactivate all quests in your journal, as otherwise quest markers will point you to the exit. Features: - A quest giver or found quest items will point you to the general area where the hidden entrance to the maze is - The entrance is well concealed, so don't give up too easily - For gameplay reasons, fast travel is disabled in the cell with the entrance (outgoing, incoming is fine, once the map marker is revealed). The same goes for the exit. - Unlike most other dungeons in Skyrim, this one is almost completely dark, so don't forget to bring torches or equip appropriate spells and/or potions - You will also need a lot of lockpicks (if your lockpick level is low) or an open-master-lock spell (two expert and one master locks at the exit, other than that, movement throughout the maze is unimpeded – the whole thing is one big cell) - Finding the exit should be fairly difficult, so far very few people have reported having found it. If you want to cheat, you can: - Compass is still enabled for now, as I don't know how to block it. So is the local map, so you'll have a little help, although thanks to the two levels projecting over one another, the map isn't too useful. - story pop-up windows - Some hostile creatures in the maze - An insidious mystery feature - Thee friendly NPCs in the maze, one of whom is a quest giver with a nearly impossible quest - A fortified slaver hold at the exit, with slavers who will try to enslave you when exiting the maze, sending you to Simple Slavery ++ Planned Features: - Multiple starting quests along the lines of what's in the description - Jump-scares - Deadly traps - More voiced actors, also talking to you through a magical PA system, while you are in the maze - Integration with Ambient Slaves - Elaborate backstory (will be part of other mods) - More curious NPCs inside and outside the labyrinth - Multiple quest/enslavement/slave training options after the labyrinth is successfully navigated through (will be part of another mod) - Additional labyrinth levels (separate cells), after the main features are working, potentially an unlimited number (hopefully regular updates) - More poor NPCs trapped in really perilous devices within the labyrinth and at the exit fort - much more Credits: philo221 - for providing me with invaluable and absolutely essential support in learning the ins and outs of modding and scripting and troubleshooting the many issues I encounter Mister X - for fixing one of my scripts and other useful advice jbezorg - for a lot of very useful advice on scripting alster325 - for finding and helping me remove numerous bugs and errors The DD, ZAZ and SexLab teams - for providing all those fabulous resources HexBolt8 and all his predecessors for developing Simple Slavery ++, providing very useful advice, and also inspiring me to do this in the first place Dan Ruta - for creating xVASynth, which I am about to use a lot All of the kind commenters - for encouraging me Other: - I'm always looking for voice actors, female ones in particular (I know, like that's ever going to happen...), or at least someone who could take that tedious synthing work off of my hands. - I'm also looking for a collaborator, someone who would go over my work and find errors and mistakes and who'd teach me how to avoid those in the future. Someone who'd be able to answer very specific questions on how best to do this or that, ideally providing examples. This would greatly reduce the time I have to spend on the Internet and troubleshooting, which I could in turn use for more creative work on the mods. - I'd love to be able to spend more time doing this, so if there are any generous followers who would like to support me to be able to do that, please let me know, and I'll set up a Patreon. Version history: -
Version 0.4b (with Mister X fix)
23,282 downloads
I'm abandoning all my mods. No further development will take place for the existing ones. Everyone, feel free to use and reupload as you see fit, no credit necessary. This mod adds Frostbite Clan slave dealer branches, at the outskirts of all five of the Skyrim Capitals. In two cases, where the branch facility is not located directly at a main access road, i.e. Windhelm and Solitude, it also adds a market stall at the palace district (Windhelm) and at the marketplace (Solitude). Please note: Since this mods adds quite a few exterior structures, it is very possible that it will clash with other mods which do the same. Even if the structures aren't in the same place, just the changes in navmeshes can cause CTDs as far as two cells apart. This is as much my fault as much as that of the authors of the other mods. The simple reason being, creating a navmesh which will prevent this issue is an extremely difficult and time-consuming process. It would easily triple the number of hours that go into this, so I just can't be bothered. Known Issue: At the Fort Anguish location (near Dusnikh Yal, near Markarth) an unknown phenomenon is causing static objects like walls and towers at the fort become invisible, while preserving their hitboxes. If anyone has any suggestions as to what may be causing this, please share them with me. TLDR: Features: - 9 non-interactive slaver outposts at or near the Skyrim capitals and towns - 1 outpost at Solstheim: Raven Rock - 1 quarry (WIP) - 2 non-interactive marketplace stalls, at Windhelm (palace district), and Solitude (marketplace) - roughly 300 NPCs - 8 slave caravans - all slavers and slaves are female (this will have a backstory reason) Planned Features: - more quarries, mines, brothels... - more factions - some public pillories with misbehaving slaves Requirements: ZAZ8 v0.2d and lower: Devious Devices 5 Sexlab Framework and their respective requirements! Compatibility Patches: For versions 0.2c and higher I highly recommend downloading the compatibility patches done by gregaaz. In the main plugin patch, he optimized a great number of navmeshes and removed a ton of ITMs, and fixed a lot more stuff. If you are running the experimental version 0.3a or higher, do not install the main plugin patch, as it is already integrated, so you would be basically downgrading to 0.2d Below a list of gregaaz's patches with the names of the corresponding mods: Ambient Slaves SE - updated main plugin AS-3DNPC Compatibility Patch - for Interesting NPCs AS-CRF Compatibility Patch - for Cutting Room Floor AS-Honeyside Compatibility Patch - for Sweet as Honeyside AS-LOS Compatibility Patch - for Lanterns of Skyrim II AS-MISLP Compatibility Patch - for Midwood Island - Ship Location Patch AS-ROB Compatibility Patch - for Rigmor of Bruma AS-SC Compatibility Patch - for Markarth Sky City AS-SMIM Compatibility Patch - for Static Mesh Improvement Mod AS-XPO Compatibility Patch - for Prison Overhaul Patched AS-ZDD Compatibility Patch - for Diabloesque Decorations Patch by Guduba and bingyouup If you are experiencing a CTD issue, as described on page 11 of the support thread, download the AS LOD CTD patch. Thank you guys for helping me out! Details: The purpose of this mod is to provide a slightly less over-the-top alternative to Hydragorgon’s Slave Girls (which deserves the credit for being the inspiration to create this mod in the first place). The goal is to populate Skyrim with slaves and slavers in a non-intrusive way and to create an atmosphere that slavery is a natural part of Skyrim’s life. Another purpose of the mod is to provide a stage for another future mod of mine, which will be a slavery campaign, in which the unfortunate enslaved player will be shipped around between outposts and worked hard and/or sold. It will provide a framework for various enslavement mods, like A Perilous Maze, and slavery mods (like quarries, mines, brothels etc.), but that’s still music of the future. Right now, the mod is non-interactive, simply providing the visuals. The only interaction you can have is a hello-line the dealers will drop if you come close to them. All the Frostbite Clan members have rudimentary AI and most (some guards and most slaves always stay in one place) of them will be on a schedule. All the branches feature highly detailed interiors, but stuff like ownership of all the multitudes of objects is still not completely finished. As said, the main purpose of the mod is to give you the impression that slavery is a commonplace thing so that you are not the only slave in Skyrim (if enslaved). Future versions will improve upon the detail and features of the current locations (I would like to make the dealers actual merchants able to sell you accessories and sell or buy slaves), Add more outposts in some of the smaller towns, add, as mentioned, various mines and quarries and othe places of slave employment, add one or two more slaver factions, and similar to Hydragorgon’s Slave Girls, some slaver caravans, but much fewer. This mod, like my previous as well as any of my future mods, focuses on the utilization of VR. Though this makes no practical difference, as of now, the future slavery campaign mod will be best experienced in VR (in particular things like slaving in the mines with realistic mining – you will sweat. But that, too is the music of the far future), though I will try and maintain support for SE, too, with some compromises. The Branches: Riften: The smallest of the capital outposts. This is due to its vicinity to the Frostbite Clan Fort over the exit from the Perilous Maze, which is a major base of operations with training and storage facilities. Slaves are transported from there, by boat, over Lake Honrich. The outpost is located right at the south-eastern gate of Riften. Windhelm: The Windhelm Facility is the main hub for the import of dark elf slaves from Solstheim. The facility is located down at the docks, around the corner, to the north. Whiterun: A slave shop on the main road, south-west of the main gate and west of the stables Markarth: Can’t miss it. Right on the access road to Markarth, this facility is the only branch trading in orcs. This is due to the difficulty of subduing and dealing with them. Unlike slaves of other races, orcs are only sold in bulk, to companies, for hard labor in mines and the like. Solitude: Thanks to its deep harbor, Solitude is the main hub for the import of slaves from overseas, mainly Redguards, and, of course, the export of Nord slaves. Due to the local strong influence of the Thalmor, this branch does not trade in high elves. Dushnikh Yal: Currently under development: The first of the Frostbite Clan quarries, along with a small FC settlement. Morthal: A small branch next to the sawmill Dawnstar: A small branch in the center of town, across the street from the jarl's hall Riverwood: A small branch at the southern side of town, on the small island with the sawmill Falkreath: A small branch at the southern side of town, leaned against the side of the mountain Credits: gregaaz – who has graciously agreed to clean my mods from bad navmeshes and ITMs and other bugs, as well as lend me a hand with some of the more advanced stuff that is coming jc321 - for his continued support and essential testing Hydragorgon – for creating the mod that inspired this project Download his mod here: LE SE The DD, ZAZ and SexLab teams - for providing all those fabulous resources philo221 - for his continued support Pamatronic - for his furniture alignment script, which is included in the mod Dan Ruta - for creating xVASynth, which I am using to do the female voices Guduba and bingyouup - for making the LOD CTD patch- 1 review
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- slavery
- enslavement
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Version 0.83fix
37,089 downloads
DEADLY PLEASURES : a Komotor and Delzaron joint project. Co Authors : Komotor (animations, synopsis) Dependencies : Skyrim Sexlab FNIS Komotor animations of course ! What do you need to know : This mod is for females characters. This mod origin is a project between Komotor and me, to promote his animations packs. So, you need at least the T2 animation pack from Komotor animations. You'll find a link to KomAnim pack on this page : just in case, I also made a upload on mediafire. Here the link : https://www.mediafire.com/file/o07f64tz0oe146e/KomAnim_AIO_31.36.16a_To_install.rar/file How to start the mod : talk to an In keeper, and follow the story. Authorship and portage : - TheDarkMaster and The Venus Noire team, developers of Seeds of chaos (a renpy game I strongly recommand! It combine very good draw art, castle management, exploration, and war management) for Jezera portage (I simply love that character design and personnality). Please find here his Patreon and Itch.io links : TheDarkMaster Team Patreon page: https://www.patreon.com/LordArioch TheDarkMaster Team itch.io page: https://venusnoiregames.itch.io/seeds-of-chaos The Mod content : Follow the track, and meet Jezera, a dark seducer, and her pets.... don't worry, you'll be one of them. You'll done exhibitions and missions for her... voluntary or not. This mod is designed to use the excellent Komotor's animations... so expect things you'll never saw (it's include bestiality, futa, very hard bdsm... you're warmed !) Some of the mod's NPCs : Jezera : the Mistress. A young, beautiful and dominative Dark seducer. Lamiae : a falmer girl from Ibn. Miquote : a forsworn girl. Quai : Jezera's slave. Seems depressed. Chuul : Jezera's older sister. She totally submissive. Anna Venicci : Jezera's business partner, and sinfull noble. Molag Bal : I really need to present him ? Musics and other ressources : Medieval from Aticca Blue. Masked Bal form Eyes wide Shut (Jocelyn Pook) Venitian Masks from CPU Molag Bal outfit (unknow). Sources of inspiration : Miquote is a Sicambre forsworn shaman from AFS, she's related to Ethrane and Badycia, it's also the name of an elf girl in Bravil Underworld mod. Quai is also from here, and she's the copy of a bandit girl I played in D&D 3.5. Chuul was the Mazken created by my brother for his Oblivion playtrough. Lamiae is a ceyemer from Things in the dark, like her uncle, Volukar (which is also inspired from Gromph, from the chronicles of Drizzt). Jezera is a portage from Seed of chaos. I simply love the character, I get lot of difficulties to find a way to make some nice horns, and a nice red dress ! Please find at the top of this page some links to TheDarkMaster and The Venus Noire team work (Seeds of chaos in simply an execellent game, with very good quality art). In term of lore, Jez and her sister Chuul are Mazken (or Vile Seductress if you prefer, the opposite of Aureals). They were former mistresses of Molag Bal. Permissions : You're allowed to use this mod code as you want. Animations and AnimObjects are from Komotor. -
Deadly Pleasures View File DEADLY PLEASURES : a Komotor and Delzaron joint project. Co Authors : Komotor (animations, synopsis) Dependencies : Skyrim Sexlab FNIS Komotor animations of course ! What do you need to know : This mod is for females characters. This mod origin is a project between Komotor and me, to promote his animations packs. So, you need at least the T2 animation pack from Komotor animations. You'll find a link to KomAnim pack on this page : just in case, I also made a upload on mediafire. Here the link : https://www.mediafire.com/file/o07f64tz0oe146e/KomAnim_AIO_31.36.16a_To_install.rar/file How to start the mod : talk to an In keeper, and follow the story. Authorship and portage : - TheDarkMaster and The Venus Noire team, developers of Seeds of chaos (a renpy game I strongly recommand! It combine very good draw art, castle management, exploration, and war management) for Jezera portage (I simply love that character design and personnality). Please find here his Patreon and Itch.io links : TheDarkMaster Team Patreon page: https://www.patreon.com/LordArioch TheDarkMaster Team itch.io page: https://venusnoiregames.itch.io/seeds-of-chaos The Mod content : Follow the track, and meet Jezera, a dark seducer, and her pets.... don't worry, you'll be one of them. You'll done exhibitions and missions for her... voluntary or not. This mod is designed to use the excellent Komotor's animations... so expect things you'll never saw (it's include bestiality, futa, very hard bdsm... you're warmed !) Some of the mod's NPCs : Jezera : the Mistress. A young, beautiful and dominative Dark seducer. Lamiae : a falmer girl from Ibn. Miquote : a forsworn girl. Quai : Jezera's slave. Seems depressed. Chuul : Jezera's older sister. She totally submissive. Anna Venicci : Jezera's business partner, and sinfull noble. Molag Bal : I really need to present him ? Musics and other ressources : Medieval from Aticca Blue. Masked Bal form Eyes wide Shut (Jocelyn Pook) Venitian Masks from CPU Molag Bal outfit (unknow). Sources of inspiration : Miquote is a Sicambre forsworn shaman from AFS, she's related to Ethrane and Badycia, it's also the name of an elf girl in Bravil Underworld mod. Quai is also from here, and she's the copy of a bandit girl I played in D&D 3.5. Chuul was the Mazken created by my brother for his Oblivion playtrough. Lamiae is a ceyemer from Things in the dark, like her uncle, Volukar (which is also inspired from Gromph, from the chronicles of Drizzt). Jezera is a portage from Seed of chaos. I simply love the character, I get lot of difficulties to find a way to make some nice horns, and a nice red dress ! Please find at the top of this page some links to TheDarkMaster and The Venus Noire team work (Seeds of chaos in simply an execellent game, with very good quality art). In term of lore, Jez and her sister Chuul are Mazken (or Vile Seductress if you prefer, the opposite of Aureals). They were former mistresses of Molag Bal. Permissions : You're allowed to use this mod code as you want. Animations and AnimObjects are from Komotor. Submitter Delzaron Submitted 02/04/2018 Category Quests Requirements Sexlab, Komotor animations, Dawnguard Special Edition Compatible Not Applicable
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Version 3.30
44,254 downloads
A gore/Sweeny Todd/Dolcett themed mod for Skyrim (you're warmed : don't drunk it if it's not your cup of tea!) Dependences : SexLab SE ZAZ 8.0 SE Fuz Ro Doh SE Dawnguard Pama deadly furnitures SE and all it requirements : Recommanded : Simple Slavery (I use Simple Slavery Plus Plus SE ) Any vampire face fix, like this one : https://www.nexusmods.com/skyrim/mods/107257?tab=files&file_id=1000335006 Authors : BoomGoblin, AqqH, myself. Want to support me? Visit my Patreon ! (i got back my account): https://www.patreon.com/Delzaron Resume : The abandonned fort Naemir near Riften is again occupied... some rumors says by a Daedroth. Hired by Maya, a Vigilant of Stendarr, you will discover what is in the darkness... Mod Tag : a1R Current State : finished (some updates could come, but the mod core is completed) Rep Quests guide : Waitress : serve the requested meal to the client. Waitress special request : the client wants a specific meal (player death chance : 50%). Bath : Mistress is taking her bath, and need some extra lotion (player death chance : 50% + sex scene). Puppy Bath : Mistress is bathing her puppy, but requires some extra lotion (sex scene). Armina cloning service : Armina can create a clone of a npc or the player, each 5 game hours. Customer complaint : a customer is complaining about the meat quality. Carnificina will demonstrate the contrary (player death chance : 50%). Champions's meal : player, as customer, can request a meal. delivery : you'll need to ddeliver some meatpies to the external clients (player death chance : 1/14). Diet experiment : Mistress want to check if a change of nutrition can impact the meat taste. You are the test subject. exhibition : player will be exposed inside the restaurant (player death chance : 50%). experimental spell : Misstress want to see how beheading can impact meat quality (player death chance : 50%, and you can get a powerful spell if you survive). Puppy's hunt : fetch a specific meatgirl with puppy. Filling the meat cellar : butcher some meatgirls and fill the meat cellar (if meat stocked is too low, player death chance : 100 %). Special meat request : your clone meat is requested (player death chance : 50%). Namira day festival : Mistress is invited to a party in honor to Namira. You are one of the sacrifices (player death chance : 100 %). Namira day festival (clone) : Mistress is invited to a party in honor to Namira. You're also invited. Working at the restaurant : the quest managing the waitress quests. Slaves selling : Tipo Marjebi wants to buy a meatgirl. Enslaved in a restaurant : quest managing player as employee. needed to trigger all the other rep quests. Butchering a meat girl : being set as meatgirl, and butchered (player death chance : 100 %). Tenderize a meat girl : have your meat quality being upgraded (sex scene) VIP service : spit roast : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). VIP service : impalement : serve the VIP, as waitress, or a meatgirl (player death chance : around 20 %). Being a VIP : as client, be treated like a VIP. more rep quests will come (at least one with the zap, and one with the oven). Credits : - Pama for Pama deadly furnitures - Gatti for Gatti Jewels - Dorabella and Killer905 for Lady Ritual armor Permissions : You're allowed to use this mod code as you want. You're not allowed to upload this mod on another platform. Assets belongs to their original authors.-
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- cannibalism
- slavery
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Furniture Framework View File Version 3.0 Introduction: This is the furniture framework that allows you to attach NPCs to (currently) ZAP furnitures in a way that physics is going to work. So you can beat your victims, shoot them with a bow, push them and their bodies are going to physically react. In addition you can use my Maximum Carnage Daggers mod to torture and kill your victims by activating gore effects. Although this mod already has default configuration file you can add new furnitures and change behavior of existing ones via editing brff_mapping.json file. Because it's more complicated then in 1.0 I will document and explain it later. However default configuration should be sufficient enough to start. Despite dozens of hours of work this version (although functional) is still unstable and not very performant. Therefor using it in your main save games is highly NOT RECOMMENDED. I'm working hard to make it more reliable but for now it should only be used to play and have fun. Requirements and installation: PapyrusUtil: https://www.nexusmods.com/skyrimspecialedition/mods/13048 PO3 Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854 JContainers: https://www.nexusmods.com/skyrimspecialedition/mods/16495 UIExtensions: https://www.nexusmods.com/skyrimspecialedition/mods/17561 ZAP (technically not required, can be used with other furnitures as well, but current config only contains ZAP furnitures, required for GlassCoffin.zip): Jaxonz Positioner (or anything else for positioning, you can even use console if you are crazy enough 😞https://www.nexusmods.com/skyrimspecialedition/mods/13090 Fixed body collision (https://www.nexusmods.com/skyrimspecialedition/mods/10849) strongly advised. Maximum Carnage (https://www.nexusmods.com/skyrimspecialedition/mods/43494) and Maximum Carnage Daggers (https://github.com/brightrider/maximum-carnage-daggers) for gore stuff. GlassCoffin.zip is required if you want to use Glass Coffin furniture (which I really recommend, very interesting!). It is required to add configuration below to the Skyrim.ini file, without it physics is not going to work! [Animation] bEnableHavokHit=1 fHavokHitImpulseMult=150.0000 uiMaxNumActorHit=50 bAlwaysDriveRagdoll=1 Usage: Use a spell to spawn a furniture (or spawn it another way, or use existing, doesn't matter really). Use crosshair + F1 (I will move it to the config file later) to mark a furniture. Use crosshair + F1 (I will move it to the config file later) again to assign an NPC to the furniture. Use crosshair (on NPC) + F1 (I will move it to the config file later) to release an NPC. This version of a mod requires manual refreshing via either F3 (refreshes all NPCs nearby) or crosshair on NPC + F2 (refreshes specific NPC). This will probably be automated in the future but for now you need to refresh manually when NPC leaves furniture (for example after save load or area reload) or if something doesn't work or if you want to correct NPC position, in general every time something is not right. To kill an NPC you need to have Executioner Ring equipped. Executioner Ring (Remove) version is going to kill and release an NPC, for example you can use a bow and an NPC will be killed and detached from the furniture (will fall to the ground). Version 2.0 This version is abandoned. Version 1.0 Advantages: No alignment issues whatsoever (this is probably the most important thing, I think all ZAP users know what I'm talking about!). No possibility for an NPC to escape. After assignment only your decision can release him/her. Full compatibility with excellent Jaxonz Positioner mod (you can even freely move and position furniture with an NPC on it!). Convinient spell for spawning new furnitures. Disadvantages: Furnitures must be added to the JSON file (there is default JSON file with many furnitures added already). NPC assignment/releasing can be unresponsive, meaning possible delays and necessity of doing it multiple times. That's because Papyrus VM is giving low priority to the controller script. Furniture collision is disabled. This is mostly not a big deal (NPC collision is enough), but there are some furnitures where this can be a little bit of a problem. Applying X/Y rotation to the furniture is going to disturb the alignment. This is because the engine refuses rotating an actor around X/Y axis, so the actor cannot follow the furniture. No support for multiple animations, no enter/exit animations (these are a joke anyway in my opinion), no events fired (like OnActivate), only basic functionality in a nutshell (at least so far). Requirements: PapyrusUtil: https://www.nexusmods.com/skyrimspecialedition/mods/13048 PO3 Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854 JContainers: https://www.nexusmods.com/skyrimspecialedition/mods/16495 UIExtensions: https://www.nexusmods.com/skyrimspecialedition/mods/17561 ZAP (technically not required, can be used with other furnitures as well, but current config only contains ZAP furnitures, required for GlassCoffin.zip): Jaxonz Positioner (or anything else for positioning, you can even use console if you are crazy enough 😞https://www.nexusmods.com/skyrimspecialedition/mods/13090 Usage: Use a spell to spawn a furniture (or spawn it another way, or use existing, doesn't matter really). Use crosshair + Alt + Q (I will move it to the config file later) to mark a furniture. Use crosshair + Alt + Q (I will move it to the config file later) again to assign an NPC to the furniture. Use crosshair (on NPC) + Alt + Q (I will move it to the config file later) to release an NPC. Remember that because the Papyrus VM is giving my script low priority, these actions can be delayed. It should be safe to click multiple times and do stupid stuff, but always watch notifications. If you can see a notification, it means that the action was registered and will be executed soon, do not repeat it. If you clicked once and you cannot see a notification, it means that the click was not registered by the game and you should try again. GlassCoffin.zip: Required if you want to use Glass Coffin furniture (which I really recommend, very interesting!). Adding new furnitures: For this it is required to edit brff_mapping.json file in the Data directory of the mod: { "category_for_menu_configure_as_you_wish": { "CKEditorId": "animEvent", "CKEditorId": "animEvent", "CKEditorId": "animEvent" }, "category_for_menu_configure_as_you_wish": { "CKEditorId": "animEvent", "CKEditorId": "animEvent", "CKEditorId": "animEvent" } } To find animEvent: CK -> Load ZAP -> GAMEPLAY -> Animations -> 0_Master.hkx -> IDLE ANIM with ActivateRootChar inside it -> ZazFurniture. Here you need to find a record matching furniture you want to add, these are bond with a keyword in the Conditions section (see below). Anim Event name will be in the *_Loop child element. Unfortunately I don't know how to do this differently. The advantage is that you can configure menu categories as you wish and only have furnitures you are using on the list. For now I'm not going to add more furnitures myself. Usage for modders: Add my plugin as a master using SSEEdit. Then you have BRFF_Controller script with straightforward Add() and Remove() methods. Do not use any other method (unless you know what you are doing of course ). SKSE events are now sent on Add/Remove an NPC to/from the furniture: Event OnAdd(Form victim, Form furn) Event OnRemove(Form victim, Form furn) Permissions: Any non-commercial usage is allowed. Submitter BrightRider Submitted 07/29/2024 Category Adult Mods Requirements Regular Edition Compatible No
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Version 1.1.2
3,011 downloads
This mod has been recreated inside of my Dark Additions mod (v1.2.4+). The new version in Dark Additions is completely compatible with the CC Fishing mod, and has been slightly expanded and better decorated. Leaving this version up for anyone who doesn't use Fishing and wants to run this alongside Dark Additions. (It's also compatible with this if you really want an enormous house.) -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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Dark Arena View File A little mod, which add an underground inn in Riften sewers. Like Hagraven Rituals, it was a commission mod. - get rumors at the Bee and the Bards from Keerava. - explore Riften sewers and find the Dark Arena. - request the guard posted at the entry to let you inn... and enjoy what is forbidden in skyrim. Pitfights, whores, gambling, dances... The Maison offer credit... sort of. You can be spectator, or work here... or being enslaved... or take control of it. IMPORTANT : like Desire club, Dark Arena gather lot of npcs in a single cell. LE can have difficulties to handle it (CTDs). If you meet such problems, please use the SSE version. In details : - a short story about a mother in dept and her kidnapped daughter. The trail will lead you to the Dark Arena. - four games are available : a simple blackjack script, a cul de chouette, a single dice, and a small roulette. - you can bet money on pitfights. - when you are allowed to work in the dark arena, you can request to go in the pit yourself, whoring and dancing. - each time you win a game or a pitfight, you receive a lottery ticket. You can earn here whatever between flute and daedric cuirass. - you can be in dept toward the dark arena, but they will recover their money... by using you as a slave. You'll be able to payback by whoring, dancing, and pitfigting. You'll discover another aspect of the Dark arena... if you refuse, your stuff will be confiscated, and you'll be sold to the closest slave marker (simple slavery) - a serious blackjack table was added. It will trigger simple slavery, skooma whore... maybe SD+ in the future, in you loose. Lot of septims if you win. - a money lender. Exchange your gear for septims... get back for more septims. If you're enslaved in dark arena, your gear is sold to the Money lender. Pay tremendous amount of money to get it back. Credits : UUNP meshes and texture patch : Racoonity, Serah Dark Arena non uunp dancer meshes fixed texture paths : Racoonity, Serah OsmeIMC for scripts tweaks and improvements Killer Keo skimpy mod : https://www.nexusmods.com/skyrim/mods/3654/ unknow for slave leia topless CBBE converted meshe Want to support me? Visit my Patreon ! https://www.patreon.com/Delzaron Permissions : You're allowed to use this mod code as you want. You're not allowed to upload this mod on another platform. Assets belongs to their original authors. Submitter Delzaron Submitted 07/04/2019 Category Quests Requirements Sexlab, Zaz 8.0, Fuz Roh Do Special Edition Compatible Not Applicable
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Sanguine’s Debauchery Patches View File Description This mod will be a series of patches and hopefully improvements to Sanguine’s Debauchery mod. Features For now this mod tends to take control of the slave during the night (between 0:00 and 8:00) when the master goes to sleep by hooking into master's sleep package. At midnight, master will start looking for a nearby cage. If one is found, it is used to lock the slave inside. Then the master will find the closest bed and fall into it. If no bed is found then he will guard the cage all night while reminiscing about a woman, as fair as an evenin', of springtime in old Stros M'Kai, or dreaming about turning wood into gold and buying an island. If no cage is found, the master will leash the slave and will start looking for a bed. If a bed is found then the master will tie his slave into a pose or to a furniture for the duration of the night forcing her to watch him sleep. If no bed is found, then the master will start sandboxing (possibly freezing in place) until the morning. In the morning 8:00 or 9:00 the master will release his slave and SD+ will take over again. If the slave sleeps past her cage release time (8:00) the cage door will unlock itself at 9:00. If the slave sleeps even past 9:00 then she will have to stay in the cage until 0:00 when the whole scenario will start anew. SD+ might notice that the slave is still locked in the cage and will release her later, (it depends on the cage as SD+ does not recognize all the cages SDP does). If the slave is in a pose and sleeps (waits) past her release time, if the master is close by he may or may not release her. If the master is far away, the magic holding the slave bound in pose will dissipate releasing her. Future Fixes IDK maybe more to come. Requirements Yeap, you guessed it ... SD+ by Skyrimll ... and all its dependencies. Skyrim Utility Mod Install/Uninstall Use your favorite manager. The reason to use a mod manager is that this patch does contain loose scripts, and a manager will handle them with ease. Update From A Previous Version Uninstall old the version using your mod manager. Install new version overwriting all. This was posted on the main SD+ page, but it seems I have to say it again. Do Not Update While Enslaved. Status SDP Version No. 3.xx should be compatible with SD+ 3.xx. Update Log Submitter Inte Submitted 09/17/2014 Category Other Requirements SD+, DDi, ZAP, SUM Special Edition Compatible Yes
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Version 1.0.3
899 downloads
Player Can Enslave Making a slavery mod on Kenshi is extremely difficult. I've been working on this mod for a year and a half now, and I've done my best to enhance the features while trying to stabilise the mod. You'll need to carefully read the guide below to understand how to use this mod. Mods list : Player Can Enslave EN.zip : The main mod in english Player Can Enslave FR.zip : The main mod translated in french PCE Viera.zip : This addon allows you to run this mod on Vieras 1°) DESCRIPTION : Player Can Enslave is a slavery mod inspired by "Players Slavery". Like all slave mods, you'll need to build a slave camp very close to a town/village/camp so that your slaves can work. Like all other mod authors before me, I've tried to find solutions to this problem and like all other mod authors before me, I've failed... I don't think there are any solutions to fix this, but I think I've managed to find a compensation system by setting up different phases to convert the slaves: 1°) Slave NPC 2°) Slave PLAYER not emancipated 3°) Slave PLAYER emancipated (and in conversion phase) 4°) Slave PLAYER converted = PLAYER character When you play this mod for the first time, it seems to have fewer options than others slavery mod, but what makes it different is that it has a very large number of settings and slave behaviours that will give the player a better slavery experience: - A new game start "The budding slavers". - Only 2 main functions "Work" or "Bodyguard" and 7 secondary functions. - You can capture slaves yourself or buy them from slaver's shop. - You can recapture escaped slaves. - You can change slavemaster (For both NPCs and unmancipated slaves who join your team). - Command only the slaves you own. - Break your slaves to force them to join you. - Emancipate slaves who have joined you (present advantages and disadvantages). - Slaves can rebel and refuse to obey, or even attack you (unfortunately only individually). - Slaves who have joined your team may still try to betray you (unfortunately only individually). - The player has no control over the length of time a slave obeys orders, this is managed randomly according to one or more time bands. - A slave who is stronger or weaker than her/him master/mistress will influence the duration of her/him obedience and his ability to rebel. - Slaves have a large number of dialogues to promote immersion. - Take care of your slaves can increase relation with their faction. - Customise your slaves with colourful outfits. - New building and research specific to PCE. - Most buildings (including walls and gates) can be built at your slave camp. - Some buildings have been improved for the slave camp to make management easier (farm and various machines can accommodate more items). - The more slaves you own, the more likely you are to be attacked by the anti-slavers. 2°) RESEARCH : *Cooking Chewsticks *Cooking Cooked Vegetables *Cooking Dried Meat *Cooking Dustwich *Cooking Foodcube *Cooking Gohan *Cooking Meatwrap *Cooking Ration Pack *Cooking Rice Bowl *Fashion slave *Fashion slave - Colour everywhere *Imprisonment I *Imprisonment II *Shackles I *Shackles II *Shackles III *Shackles IV *Slave Ore Mine I *Slave Ore Mine II 3°) BUILDINGS : Shackles Bench Craft your shackles here : - Light Prisonner shackles - Medium Prisonner shackles - Heavy Prisonner shackles The heavier the shackles, the greater the stats penalties. Shackles Key Bench Craft here your shackles Key. This key will enable you to emancipate your slaves and break their chains, which means : - They lose any slave status - They can run faster - Work faster - Fight better - They may also be tempted to take advantage of their liberation to run away and leave your team. Slave Ore Mine Ore mines with very low production rates. 4°) GUIDE : 4.1 Build your town in a suitable place Your outpost The enslavement of people necessarily requires the construction of "Shackles" and "Prisonner Cage". Shackles technology can be developed with a "Researh Bench II", and "Prisonner Cage" with a "Researh Bench III" as usual. Your first job is to build an outpost far enough away from another town and a slave camp enough close (but not too close) to that town (see the map for a better idea of the distances). I recommend that your outpost and slave camp are in the same zone as the town, as I've seen a few bugs (slave camp turning into outpost when these conditions weren't met). First build the walls/doors of your outpost before building those of the slave camp. Once your outpost contains several buildings as well as walls and gates, it will be established as your outpost for the zone, then the slave camp you build very close to the town will be easier to detect as belonging to the town. The slave camp /!\ Don't build a slave camp if you didn't have an outpost yet. /!\ Use only the buildings marked with an asterisk (*) to build the Slave camp. Start by building a few "*Small Shack", "*Well", "*Stone Mine", "*Ore Mine" etc. If you build these buildings too close to your outpost, they will be considered as belonging to your outpost and your slaves won't be able to work there. Keep a constant watch and make sure this doesn't happen! If you see "your outpost" in the bottom right-hand corner of the game and on the map, this means that your slave camp is considered an outpost and you won't be able to make your slaves work there. You can try deleting the last buildings created, but often this won't work and you'll have to reload your savegame, rebuild everything elsewhere or reimport your game without the buildings. Then build the "*Defensive wall" and the "*Defensive Gate" for your slave camp. Be careful, doors tend to create outposts easily, so it's best to build just one. Slave camp/outpost distance 4.2 Get ready to welcome your slaves Develop the "Shackle I" technology (you need a "Researh Bench II"). Then build a "Shackle Bench" and start to craft some "*Light Prisonner Shackle". Develop the "Imprisonment" technology (you need a "Researh Bench III") and build some "Prisonner Cage" inside a building in your outpost. Develop the "Imprisonment I" technology (you need a "Researh Bench III") and build some "*Prisonner Cage" inside a building in your slave camp. 4.3 Capture slaves As this mod uses dialogue, I haven't authorised the enslavement of NPCs who can't speak (like cannibals and fogman). You should be able to capture all the other NPCs from the original game (as well as those added by other mods, provided they inherit the dialogues from the vanilla game). I've created a very strict procedure for various reasons (mainly to avoid capturing or controlling slaves that you don't own). So to capture a slave you have to: - Not be ally with anti-slavers. - Make sure s/he injuries but not KO. - Lock her/him in a "Prisonner Cage" in your outpost (and inside a building). - Chains her/him with a "*Light Prisonner Shackle" (or higher shackle), then you can see your slave will got the "Escaped slave" status (the slave must have locked shackles). - Make sure your slave is conscious (not KO) and start healing her/him to start the capture dialog and make her/him your own (the character who heals her/him will be her/him "slavemaster"). - A "selling slave" windows popup. Just sell the slave for 1 cat (this means you'll earn 1 cat). - Now the slave is yours, s/he got the "Slave" status and when you mouse over the status you'll see the name of her/him master/mistress (except for some characters where the name display is buggy). - (Wait the end of the dialogue before capture another one). - Keep your slave in cage and talk to her/him (sometimes the bubble doesn't appear and you just have to pick up your slave and put her/him back in the cage). Select "Come on, let's start by getting you out of your cage". - After that, your will be able to give order to your slave. Here I recommend to immediatly give the command "Stop! Don't do anything!" to avoid a minor bug (see the "4.4 Player Order/Get out of your cage!" section for more details). Note: You can capture slaves from other factions if their shackles are still locked. Just follow the procedure above and ignore the chaining step as the slave is already chained. 4.4 Player order Capturing a slave does not mean that s/he will be docile and obey you without resistance. Slaves may refuse to obey at an order, then get stubborn or even rebel and attack you. When you give an order, a first rebellion test determines whether the slave refuses to obey. If it succeeds, a second test will determines whether the slave get stubborn, attacks the player or finally accept to obey you. What's more, if your slave loses her/him "Slave" status and becomes an "Escaped slave" or an "Old slave", s/he will stop obeying and you will no longer be able to give her/him orders (you will have to take her/him back to your outpost to recapture). Slaves will become "Escaped slave" if their master is too far away or knocked out. Below is the list of commands you can give your slave: 4.5 Taming phase If you want to convince your slaves to definitely join you, they'll have to go through several conversion phases before becoming full members of your team. Below are the different phases: Slave NPC The first stage is when the slave is still an NPC. S/he can't work in your town and you have to use the "Player order" to give her/him instructions. Changing master/mistress (only if your slave got the "SLAVE" status and have locked shackles) - Just put her/him in a cage inside a building (no need to be in player town) - Heal her/him - Sell the slave for 1 cat (Don't abuse this feature by repeating the process with the same slaves and the same masters, because sometimes the game crashes. I've never understood why). Recapture process (only if your slave got the "ESCAPED SLAVE" or the "OLD SLAVE" status and have locked shackles) - Just take her/him back in your town, in a cage inside a building - Your slave must not be KO - Heal the slave - Sell the slave for 1 cat Slave PLAYER not emancipated A "Slave PLAYER not emancipated" is a slave who is a player character but still has slave status (must keep her/him shackles). This second stage is reached when the slave agrees to join you. The slave will be able to work in your town and you will be able to manage her/him like any other of your characters. S/he'll be completely docile and won't be able to betray you. Warning: This behaviour will remain true as long as s/he keep the "Slave status". "Escaped Slave" and "Old Slave" may be tempted to betray you. Like all slaves, as soon as s/he is too far from her/him master/mistress, s/he becomes an "Escaped slave". To reassign the slave status or assign them another master/mistress, put them in a cage and heal them (no need to be in player town). This will have the advantage of giving them the "Slave obedient" task (which doesn't do anything special, but is more immersive in terms of roleplay). Slave PLAYER emancipated This third stage occurs when you want to show your slave that you are beginning to trust her/him enough to remove the shackles. You can do it in two different ways: - Cut them off (has disadvantages but does not require any special research) - Using the shackles key (The best option but requires a "Research Bench IV") /!\ Unlike the previous stage, once freed from their chains, emancipated slaves may be tempted to betray you. In monologue, you'll be able to hear their thoughts at different times, allowing you to gauge the progress of the breaking process. There's absolutely nothing you can do to influence their reaction. Eventually, they'll run away or resign themselves to accepting their new life with you. Note: To progress in this phase, you'll need to take them with you into the outside world to test their willingness to join you. Cut off shackles If you cut off the shackles, the status of your slave will change over time from "Slave" to "Escaped slave" to "Old slave" and finally disappear. /!\ If you use this method, the 'escaped slaves' won't be able to progress to the conversion phase, the only thing they can do is betray you (so keep them away from other NPCs until they at least achieve 'Old slaves status'). Shackles key The shackle key can be made at the "Shackle Key Bench" (requiert the "Shackle III" technology, available with a "Research Bench IV"). To use the shackles key, you need to : - Be in a player town - Put the "Shackle Key" in the inventory of the slave you wish to emancipate (because I can't make it work in the opposite direction). - Your slave must not be KO - Heal the slave (Note that the healer must not be a slave, otherwise this behavior would be stupid...) Slave PLAYER converted Converted slaves are identical to player characters, except that will occasionally display monologues over their heads that leave no doubt that they are completely loyal to you. Of course, these monologues will end up being deactivated. However, if you like them, you can reactivate them, simply by : - Being in a player town - Put the "Shackle Key" on a wounded player character - Heal this character with your "converted slave". Then you should see the following message appear: "Let me see that terrible wound...". If you don't, it just means that the messages for fully converted slaves are still activated, or that your slave is not yet fully converted to your cause. 4.6 Improving relation with slave faction You have to know that every time you capture/recapture/change slavemaster, you lose 4 relation points with the slave faction. I don't like this because the slave faction shouldn't know you've captured someone and changing slave masters shouldn't have any effect on relation points. I'd like to re-credit you those relation points just after losing them but I have no way of doing it properly. So, I've added a new feature that will give you 4 relation points if you heal your slave. Conditions: - Heal your slave (outside a cage) - Your slave must not be starving (hunger > 200) - You're still neutral with her/his faction -30 < your faction relation < 30 - You didn't use this feature since 48h (cooldown 48h) 4.7 Buy slaves from the slave trader This feature is not designed for buying several slaves at once (you can get away with it if you use the pause button at the right time, but I wouldn't recommend it). Make a slave your own: - Talk to the slave trader with the first member of your team and buy a slave. - Wait for the slave to come and talk to you. - When the sell window appears, sell the slave for 1 cat. - Replace his unlocked shackle with a locked one. /!\ If you close the windows instead of selling the slave, you will no longer be able to enslave him and you will have to start again by selling him back to the slave trader (by carrying your slave on your back) or taking him to your base to capture him in the usual way. As long as your slave keeps unlocked shackles, you'll only have access to limited player commands. I force that the slaves have locked shackles in order to keep the mod running properly. 4.8 The budding slavers PCE contains a new GameStart "The budding slavers", where you start with a squad of 6 people, 1 slave (the master will be the 1st member of the group), 5000 cats and bags full of resources. This GameStart is designed to help you get to grips with the mod. Starts by talking to your slave and getting him to follow his master (this will prevent him from becoming an 'ESCAPED SLAVE' stupidly). You can see that there's a slave camp dedicated to you, but don't build your slave buildings next to the town (remember that you have to build them very close, but not too close). As explained in section 2.1, you should start by building your outpost first. Go quite a long way from the slave camp where you are and build a 'SmallShack', then go back quite close to the slave camp and build a '*SmallShack' (with the asterix). If the distances are correct, the *smallshack will be attached to the slave camp and won't create a player town, then build a '*well' and try to get your slave to work there (remember that slaves only work between 5am and 11pm). Below is where I built my slave camp and my outpost: (Map with max zoom, you can see my slave camp is not in Player's slave camp) The *SmallShack The *Well The slave is working well... 5°) INSTALLATION : Just unzip the content of the main file (Player Can Enslave EN or Player Can Enslave FR) and copy/paste the 'Player Can Enslave' folder in Kenshi\mods So you should get Kenshi\mods\Player Can Enslave Optionally, you may want to use the PCE Viera addon 6°) COMPATIBILITY : Regarding compatibility with other mods, Player Can Enslave is : - Completely incompatible with other mods that add dialogue to NPCs that are slaves to the player (all complex slavery mods). - Possibly incompatible with mods that modify vanilla game research. Details: 7°) CREDITS Thanks to : - Ears (Designed Slave collar and rag skirt/rag skirt short outfits and allowed me to add them in my mod). 8°) KNOWN PROBLEMS