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Paradise Halls Enhanced (pahe) Special Edition with the customary addons View File this is skyrim special edition conversion for : Requirements: Skyrim SE 1.5.39 minimum, tested working with newer current versions SKSE SE v2.0.7 minimum, tested working with newer current versions SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 or 8 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod alt start addon requires arthmoor's alt start pahe-dwarven suits patch requires Devious Devices expansion 4.3 or 5 for sse,(newer versions now have their own patches, please be sure to use the ddx patch that matches your version) (DDX file is hidden download button at the bottom of the download list for the dd for sse download) Run FNIS SE after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included dwarven suits patch requires Devious Devices expansion 4.1 for sse creature framework conflict appears to be removed from 7.x versions thanks to fred200 and Pfiffy for their conversion efforts based on this mod here: https://www.nexusmods.com/skyrim/mods/29886/? with additional features of this mod here: Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developed as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. as this is sse, those mods are all waiting for this to be released so we won't go into that at this time.... Currently Compatible with version8: home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be converted anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort): Dres Trade by RET45Paradise Halls Merchant add-on by lucen15 Paradise Halls Merchant add-on by lucen15 These mods are obsolete, won't be updated and should not be used in current or future releases: Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex The Slaver's Spellbook What you can do now * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) * Sell slaves to Master Jerrek in the Fellglow Slave Camp camp not yet converted to sse alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch adds more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 128 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM huge jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc * Enslave any 'scripted' npcs. easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords escape rules and prevention: first if they're above submission setting, wearables won't matter next if they're below the setting, but wearing a leash collar, submision won't matter devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state" ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge Instructions Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. hmm, not so sure if that's true or not Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep or use "home sweet home" mod or aygas npc dialogue fixes list: Installation * This mod requires SKSE * Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. Use mo or unpack into data folder. Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. installation method when installing fresh or reinstalling everything: Troubleshooting If you're experiencing weirdness, here are some troubleshooting tips: do Not use an sse edit autoclean, those are not identical to master records being deleted -Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them. additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework - Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version. - Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console: >help reboot >player.addspell <the id of the reboot spell> Then cast that spell. that spell has been removed and replaced with an auto-start mcm option also exists, but that's due for repairs soonfixed - Rebooting as above can solve a lot of weirdness. -sometimes best to leave the console open when resetting a slave or restarting the mod - You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. recommended but not required: PAH Home Sweet Home by Musje aygas(and you get a slave) by Musje look for sse versions of these mods, recommended but not required: Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft addition thanks to: AxarT for the expanded lakeview dungeon addon AVS for the dwarven suits ground objects devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a Hambam9871 for the original miaslair patch EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors)(obsolete) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors fomod by tznvlw PERMISSIONS - You can NOT post any derived works of this mod (= mods that contain portions of my code) outsides of LL without my explicit permission. - You can NOT repost or reupload this mod without my explicit permission. - You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of pahe's scripts or ESP in your mod) as future updates might break mine, yours and other mods if you do. - You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs. - You can NOT publish a full or partial fork of pahe (as in using it as a base for a project offering similar functionality) without my permission. Submitter CliftonJD Submitted 07/03/18 Category Quests Requirements Skyrim SE, SKSE SE, skyUI SE, FNIS SE, SexLab SE, Zaz and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod Regular Edition Compatible No Install Instructions
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Devious Eyecandy NPCs View File Description This mod adds various "decorative" slave NPCs to Skyrim, all of them are clad in lovely Devious Devices or in various states of undress, of course! ☺️ Maids tending to the homes, palaces and inns, doing the cooking, cleaning or serving the guests, slaves doing labor or accompanying their Masters, and pony girls running between cities, towns, warehouses, shops and docks, delivering goods to their destinations! All of these NPCs have their own daily routines, and as the title suggest, they meant to serve as background characters to bring that certain devious touch more into the world of Skyrim - meaning they don't have quests or dialogue trees for them, aside from a bit of flavor dialogue. Requirements Devious Devices NG There is also an optional download for users of Dynamic Feminine Female Modesty Animations. This will make sure the slaves only cover their visible delicate parts. This requires SPID and KID to be installed. Please see the .ini files for more configuration options! Compatibility This mod should be compatible with most other mods. Town and city overhaul mods might cause issues if they make fundamental structural changes. Please report any conflicts or issues you might find! Please let me know in the support thread if you run into any issues! Permissions and Credits The permissions for this mod are open and it can be modified, patched, forked or tweaked according to your heart's content. Crediting me for the original is welcome. Any assets taken from other mods is marked as such and the permissions of the original mod apply to it. Under no circumstances should this mod in its original, unmodified form be redistributed or reuploaded elsewhere, outside of loverslab.com. Modified versions or patches and tweaks to it need to be available on loverslab.com as well. Using any part of this mod in closed source or for-profit projects is strictly forbidden. Any modified version of this mod or mods derived from this one need to have the same permissions as the original does. My thanks to every contributor for making Devious Devices and DDNG possible! Special thanks to @El_Duderino , the original author, for thinking up this wonderful concept, creating the first version and trusting me with continuing the work! ❤️ Submitter Taki17 Submitted 02/08/25 Category Adult Mods
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SOC - Slave Outfit Composer View File Tiny mod that makes it easy to customize combinations of restraints, skimpy clothes, wigs, & accessories, into slave outfits. Then you can distribute those varied outfits to NPCs, usually via SPID. This will replace their current outfit, stripping the NPC of their current clothes and giving them something new to wear. Mods like SES2 will distribute your customized slave outfits to the slaves of Skyrim. Alternatively you can distribute them yourself using a custom SPID file. Choose your components This mod is a small framework. It is contains a variety of components that are like little Lego building blocks. You can select which ones you want, they will be automatically snapped together by SOC, and it will create a variety of slave outfits from the components. ZAP — Metal cuffs and collars Gives slaves various metal cuffs and collars from the Zaz Animation Pack. Neck will get various collars. Nipples are occassionally given metal piercings, sometimes with an attached neck chain. Wrists can be bound. Sometimes locked together in various positions like behind back, tied to the collar, etc. Ankles and feet are often bound in metal devices. All items are themed in either iron or rusty iron sets. Requires: Zaz Animation Pack (2023 edition or newer). If you have Devious Devices installed you will see some metal restraints from that mod as well. You technically only need the meshes and textures from that mod, the plugins and scripts are not used. Note for modders: There are considerably more devices included in this plugin than get distributed. These additional devices were weeded out of broad distribution due to their physics files negatively impacting frame rates. However you might find these additional items useful if you are doing more limited distribution. Corsec's Non-Devious Devices Gives slaves an enormous variety of Devious Devices. Themed in matching colors. Requires: Corsec's Non-Devious Devices Masterlist. Note for modders: Corsec's Lewd Patches distributes its own outfit (OTFT). This file includes the Corsec items in SOC, and also pushes SOC items like wigs and extras into Corsec's outfit. It is a good example of how to use select components from SOC in your own outfits. Luxury Collection Lingerie Occasionally gives slaves skimpy clothing from the Luxury Collection. The distributed items were inspired by TV shows like Rome and Spartacus, where the slaves wore thin semi-transparent clothes alongside their restraints. The clothes distributed are mostly neutral colors. Requires: The Textures and meshes from a Luxury Collection conversion. Either CBBE, 3BA, UUNP, or any other Luxury Collection mod. Included in this download is the Luxury Collection - Light.esp plug. This is an .esl version of the Luxury Collection plugin that was compacted. If no other mods in your load order require the regular Luxury Collection.esp, then you can disable that plugin and free up a spot in your load order. Note for modders: There are considerably more outfits and color combinations included in this plugin than get distributed. Due to my desire to theme the clothing after the TV show Spartacus, I chose not to distribute the other variants. You might find the broader range of outfits useful. There are over 10k themed combinations. Examine the Leveled Lists and Outfits in xEdit to learn more. Wigs — KS SMP Stylizes slaves hair using KS SMP wigs. This is my recommendation for widely distributing hair with physics. It is optimized for performance. Usually only 4 physics bones in each wig. It is unlikely to negatively impact FPS. Requires: KS SMP (w/optional wig addon installed). I also strongly recommend using FSMP - Faster HDT-SMP for physics. It is simply faster and more accurate than the older plugin it replaces. Without this installed you may notice FPS drops in crowded areas. Note: This plugin also cleans up your crafting menu a little by not showing the 100+ wigs. You can still craft wigs, but you must already have one in your inventory for the crafting menu to allow you to make more. Note for modders: Wigs are broken down into long haired and short haired variants. Short haired ones are shoulder length or less, and generally avoid clipping through armors. You might find these lists useful in your mods. Wigs — Xing, Dint99, Fuse00 Occasionally stylizes slaves hair using this collection of wigs. These wigs contain numerous bones for the physics engine to manipulate. This makes them more realistic, but they also have a higher impact on your CPU (and sometimes GPU). If you notice your FPS is dropping in cities, I recommend switching to KS SMP. KS contains many of the same hair styles, but they are optimized for mass distribution. Requires: Wigs - Xing - Dint999 - Fuse00. I also strongly recommend using FSMP - Faster HDT-SMP for physics. It is simply faster and more accurate than the older plugin it replaces. Without this installed you may notice FPS drops in crowded areas. Note: This plugin cleans up your crafting menu a little, by not showing the Xing or Fuse wigs unless you have the Wig Crafting book in your inventory. The original mod contains instructions for finding the book and using it to craft. But the book only applied to Dint wigs, not the other two included in the collection. With this installed the book applies to all three collections. Technical Mumbo Jumbo for Mod Authors If you want to use SOC's strategy in your mod or use one of the components, read the following spoiler. Submitter kaxat Submitted 07/04/25 Category Framework & Resources Requirements Regular Edition Compatible Install Instructions Step 1) You probably want to install both of the following frameworks, as most use cases will require them: SkyPatcher Handles combining the various building blocks into a final outfit. SPID - Spell Perk Item Distributor Can distribute outfits to NPCs based on some INI settings. Most mods implementing this one will also use SPID. Step 2) Download SOC.zip and install it like you would any other mod. All of these plugins are .esp files flagged as an .esl, so they take up no room in your load order. Step 3) Choose which clothing components you would like to install and download/install those. Without any components installed your slaves will be completely nude. Uninstall You can uninstall SOC components at any time. The only exception is if another mod in your load order uses the component as a hard dependency, which would be rare. This allows you to easily customize your outfits, removing any components you did not like. To uninstall the main SOC mod, first you would want to uninstall any mods that depend on SOC.esp. After that load up your game and see if any NPCs are still wearing outfits from this mod. If no one is still wearing an outfit from this mod, then it is rather safe to uninstall. As safe as any plugin. If some NPCs are still wearing these outfits, there is a chance some mod in your load order has (re)applied the outfits via a script. Instead of using SPID or overriding the DOFT. If you choose to uninstall SOC at this point, the NPCs wearing this outfit may wind up naked. Not the end of the world, but not ideal. You might try waiting 30 days in QAsmoke and seeing if the NPCs get their original outfits back. You can open the console, select an NPC, and run the recycleactor command to sometimes restore their original outfit. But on rare occasion that command conflicts with an ongoing quest. For example if the NPC has a quest item in their inventory, it may disappear. Sometimes the ResetInventory command will also help. Other times no matter what you do you can not easily get the NPC back to their original outfit.
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Ambient Slaves SE/VR View File 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 Submitter gargamel9 Submitted 03/06/2021 Category Adult Mods Requirements ZAZ8 (hard), Sexlab Framework 1.63 (for v0.2d and lower), Devious Devices 5 (for v0.2d and lower), Regular Edition Compatible No Install Instructions
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Ambient Slaves SE/VR 0.4b (with Mister X fix) View File re-share mod of gargamel9 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 Submitter RenaRyu2 Submitted 11/26/2025 Category Adult Mods Requirements ZAZ8 (hard), Sexlab Framework 1.63 (for v0.2d and lower), Devious Devices 5 (for v0.2d and lower), Regular Edition Compatible Install Instructions
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Version 1.0.0
913 downloads
re-share mod of gargamel9 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-
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Version 0.4b (with Mister X fix)
27736 downloads
Important notice!!! For personal reasons, I am leaving LL, probably for good. I will be deleting my LL account soon. Please back up, and feel free to re-share, on your accounts, any and all of my mods. All rights are granted, no credit required. These have been some great times here, and a great community, but it's time for me to move on. I wish you all the best of luck and happiness! 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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Hello, what cuffs can my slaves equip? I'm asking this because I have tried some cuffs from ZAZ, but the cuffs' animation stops playing for some reason. And they return to their normal idle without their hands cuffed.
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View File Ever wondered what those nasty looking bandits do all those long nordic nights? I've taken care of their amusement - now they have their own captured females to keep them nice and warm.. I present you.. Sex Slaves for Vanilla Bandit Camps 20140829 Initial Release What does this mod do? It adds one or more female slaves to each bandit camp listed bellow. It requires original mod also listed bellow. You can talk to such slave while given two options - to use her (...), or free her (sort of - gets removed from the banditfriendfaction and flee AI package gets set - for now). Mod requirements & Credits SexLab - by Ashal ZaZ Animation Pack - by xaz, ZaZ Chris Modified camps Other features MCM menu - for now contains only check if the quest for dialogue is started Bugs None reported yet - though I expect NPC placing issues (like slaves outside cages or tents). Grey face bug - shouldn't occur as I supply the mod with facegen generated data. Future development - explore scripting options for bandits to actually have sex with slaves (if not too script heavy or complicated? - I want this to be rather light mod, for my PC is already almost blowing up) - add Cragslane Cavern - Kennel Club (slaves forced to be used as kennel/wolf sluts - optional addon for this mod) Change log Submitter pchs Submitted 08/29/2014 Category Other Requires SexLab, ZaZ animation pack Special Edition Compatible
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SLEN - Paradise Halls Integration View File A very simple mod to integrate Paradise Halls into Sexlab Eager NPC. Installing this will remove SLEN dialougues from slaves (After all, slaves have its own dialogues). Submitter EthernalNoob Submitted 09/17/2024 Category Dialog Sex Requirements Paradise Halls, Sexlab Eager NPCs Regular Edition Compatible
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Late at night, a slave trader brought three new slaves to the palace. The three came from razed kingdoms. The youngest, Miane, was the quietest, in addition to having an exuberant body, for which she caught the attention of Pharaoh Nezi-ra. The next day, the Pharaoh would choose his concubine. The three slaves made their presentation, but in the end he chose Miane. Miane tried to resist, but her body was weak from the long journey and the pharaoh was very strong. Months passed and Miane got used to the luxuries of being Pharaoh's concubine. He had many girls to choose from, so she also had time to relax. One day, the Pharaoh entered the room without warning. Miane and her companions were surprised. Nezi-ra was more serious than usual and that scared Miane, who went seeking refuge next to the older slave. Then, the Pharaoh ordered Miane and her companion to have sex in front of him. That shocked Miane. Miane didn't know what to do. It felt so bad but at the same time so good... Miane began to delicately touch her friend, while her other companion and the Pharaoh watched them both. The scene was so arousing that Naze-ra couldn't resist and grabbed the older girl. And impaled her until she was out of breath. When he got tired of the older one, she took Miane to finish inside her and fill her up. Now Miane carries the seed of Naze-ra inside. Will she be able to escape and getting rid of the Pharaoh's abuse? EXTRA:
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In the distant lands of Zakeh, where a huge desert surrounded everything, the city's most famous slave merchant ship docked at the port. The ship was famous for trading with the most exotic slaves of all countries. In the last shipment there was Adasha. She was a foreigner with emerald eyes and dark skin. Always wore her hair tied in a braid and her bangs covered one of her eyes. With fear, Adasha got off the ship and was taken along the hot streets of Zakeh until the slavers found a good buyer for her. A merchant of exotic ingredients offered a large amount for her, and the slaver ended up selling it. Frightened, Adasha tried to resist, even biting her new owner. But the merchant hit her and she passed out. When she woke up, Adasha no longer wore her dirty rags. She now was wearing her body covered in valuable jewels, exposing her most erotic parts. Her owner approached her and Adasha tilted her head down. The merchant pushed her back and stared at her mesmerized. Adasha gathered all her strength, pushed her owner and ran away from the house as quick as her legs allowed her. She hid in a dark corner of the street while thinking what she would do thereafter. Finally Adasha decided to settle outside a nearby farm. When she woke up, the farmer was staring at her. He was about to call the guards when Adasha offered to blowjob him. The farmer gladly accepted. Adasha would now have to do something, put on some clothes before she was easily recognized as a slave. She decided to become a dancer in the streets, with a small extra service. The only thing that Adasha had learned since she was a slave was to offer pleasure and entertainment. So she did. She walked through the alleys with her new client until he found a spot private enough to do her job. Then, the fun began. NAME: Blade Dancer STATUS: Finished. RATING: NSFW. PLOT: The story of Adasha, how she escaped from the slavers and became dancer in the streets.
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Here's the deal: I'm walking to Goodneighbour so I can sell some Product at the Auction House. The Product in this case is thirteen slavegirls, pregnant, handcuffed and barely dressed. I set myself some rules for the journey: So far I've managed to get as far as Abernathy Farm, where things got a little out of hand. Like a good party should, this one broke up just as dawn was breaking. I fed, fucked and slept through to 4PM. Then I woke up to an unpleasant surprise. The Atomguard Hunters are tough vampire hunters, armed with stakes that paralyze for ten seconds and hammers that take a third of my health in one blow (and I have End 10 and I'm level 26). The also have a tendency to spawn wherever you happen to be sleeping. While you're asleep. Four of them in this case. Luckily, the rules say nothing about "dead is dead" mutter mutter grumble... Anyway! After waking up from an unpleasant dream where I was ambushed by Atomguard, I got up and did my morning feeding-and-fucking ritual. I actually had a volunteer, this time. I was going to feed from one of the yellowtops, but blondie here pushed to the front of the queue. Quite rudely, really. She must have wanted it bad. Would have been churlish to refuse her, really. I'll be honest, I'm not sure if she got her fucking or not. I still had Atomguard on my mind and wanted to clear out as soon as possible. Just as well I did, too! I was barely out of the farm when they showed up looking for me, right on the edge of VATS range. I kept my head down and headed back to Concord. If they're still there when I go back, I'll deal with them then. Last night, at the party, Blake asked me to sort out some raiders at Olivia. Maybe some of Ack-Ack's old crew didn't get the message. Anyway, upshot is I'm going to make a bit of a detour and probably acquire some more Product in the process. Although looking at the map, it may be more than a small detour... The rules say "follow the roads" and that means I'm going to go through Concord, swing up past Thicket Excavations and come at Olivia from the South. So I do that. I swing past the parking lot behind at the edge of town. There's a merchant called Dreth in there, today. She has a couple of Gunner bodyguards and sells a paltry selection of guns and ammo. I assume some mod added her and that she'll be the object of some quest or other. I decided to leave them alone. She's got a face like the rear end of a mule, anyway. Moving on, took a moment to scope out (literally) Thicket Excavations. Normally I'm happy to help Sully out., mainly because it makes it so much more satisfying when I eventually get a mission to cap his smug ass. However, the thought of swimming in radioactive water, trying to find valves to turn, with the Product getting in the way at every turn ... well, it doesn't bear thinking about. Sully will have to wait to get his quarry working. (What the hell does he even want down there? He goes to a lot of effort to the fortify the place, just so he can live in a damp shack at the bottom of a pit. Oh well...) Rest of the trip passed fairly smoothly. Had a bit of a dust up with feral mutts and then again with exploding mole rats, but the sentries at Olivia didn't notice a damn thing. I marked them, and took them down with barely a fight. Inside, the place was empty except for Ack-Ack's room which had four raiders in residence. I leaned around the corner, marked each of them, then dropped them with Kellogg's wonderful revolver. The problems started trying to process the new slaves. See, the rule is that they all get fucked, and they all get pregnant. The trouble is keeping track of which ones you've done. Strip 'em first and you can lose them in the crowd. Don't strip 'em and you're never sure which one's you've done. So this time around, I figured I'd fuck them before I collared them. That way, the ones that need bonking stay still, so I know who still needs doing. I really feel like I should have let Smiler keep her fashion glasses. I might yet. And the next one. I think those boots belong to Smiler, who hasn't been stripped yet. I love the way everyone crowds around to see. Here's number three: ... and finally! Having got them all in the Family Way, it was time to get them all stripped and outfitted as best I could. Top tip if you ever do this: tell them to take their clothes off, but make them carry them. Take their ammo and drugs, but they can haul the weapons for you. Otherwise encumbrance will be a constant problem. You never quite know what you're going to find under one of those sack hoods. This one cleaned up decent enough. Speaking of encumbrance, the loot from Olivia was enough that I had to offload some junk. Blondie "volunteered" I gave her the hat to wear so I can remember which one has the goodies. After that, there were just the two up topside, who I'd left where they were on the grounds that they'd only get in the way otherwise. And I already had plenty of help in that department. Breeding one of the sentries: She seemed pretty chill about it afterwards. Partly that's down to the Handcuff shortage. If she was cuffed she wouldn't be able to idle like that and she'd be shoving her boobs in my face at every opportunity. As it is, she gets to relax. I really need to find some more handcuffs. Last one: And about this point, I realise that I left the PA downstairs in Olivia, and that sometime in all this debauchery, the sun has come up again, and I'm about to start taking sun damage. So I end up elbowing my way through the Product so I can get to the bunker door. And then again, on the way out. You know, I sometimes feel I struggle to convey the scale of the problem here, but this I think illustrates it nicely. Everywhere you turn, there's a sea of boobs. It's a nice problem to have, but a problem nonetheless. But nothing that can't be solved in Goodneighbour. So, that was Olivia, and the headcount now stands at nineteen sluts. I'm thinking I'll leave the Abernathys in suspense and head south to Starlight. We'll see how that works out next time.
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So, I'm kicking ideas around again. I've been playing with Ms. Leeches' Vampiric Thirst loaded (it still doesn't feel right calling her "Princessity") along with PAH and Slaverun and I picked up some vampire slaves... and there wasn't really anything in the SlaveTats packs I have loaded for marking a vampire slave. So I've been reminding myself how to use Blender to make these things. Also, vaguely considering a PAH add on where Rargal Thrallmaster asks you to find some new cattle for the Castle. Maybe take the "vampire cattle" idea a bit further... [edit] Got a bit further with the boob tats. Not sure about the path the milk takes on the underboob there, but it'll do for now.
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Special thanks to all my supporters! >> Follow me on Instagram! << >> Feel free to join My Discord <<
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Hands Behind Head View File Personally I prefer my slaves to keep their hands behind their heads, but I couldn't find a mod to make it possible in a simple and efficient way. So I created one. This mod simply adds one arm offset animation which you can play by either typing in the console: player.sae HandsBehindHead # Of course can be any actor. or from Papyrus: Debug.SendAnimationEvent(someActor, "HandsBehindHead") Because it's an arm offset animation it will be injected into currect actor action like standing, walking or running. In simple words the actor should keep his hands behind his head all the time while standing or moving. To stop you can use "OffsetStop" with above methods. In general this mod is rather a tool for my future mods, but I'm uploading it anyway, maybe it will be useful for someone. Use it as you wish. Submitter BrightRider Submitted 04/03/2024 Category Adult Mods Requires FNIS Regular Edition Compatible No
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Convoy System [BETA] View File Overview: This mod allows you to define destination locations in any place in the game world and then create prisoner convoys which will travel to the location of your choice. Players can use this mod via simple UIExtension menus. Modders have additional possibility to skip the frontend and talk directly to the controllers using the API. The convoy moves in a linear fashion, one guard in the front, one optional guard in the end, any number of prisoners. Usage for players: You should have two spells available: BRCS Location Spell - location management. BRCS Convoy Spell - convoy management. Menus: You can always go to the previous menu by using the TAB key. Location management: You can create new location at current player position using the "Add new location here" option. "Manage locations" option allows you to display and remove locations. DO NOT REMOVE LOCATIONS WHICH ARE ASSIGNED TO THE EXISTING CONVOYS. Convoy management - creation: By using "Add new convoy" option you can create new convoy. This should be easy enough, just know that: NPC selection works by finding all NPCs around you which are in the specific radius and are not already assigned to anything related to this mod. The Guard is optional. You can remove prisoners by clicking on their records. After confirmation the convoy will be created and formed. This means that NPCs are going to go to the leader and form a convoy (kind of, for now). Convoy management: By using "Manage convoys" option you can see the list of all your convoys and their actual state: created - the convoy is created and ready. travel - the convoy is travelling. arrived - the convoy reached it's destination. From there you can click specific record to: Start your convoy trip. Start your convoy trip with prisoners keeping their hands behind their heads. Activate tracking your convoy on the map. You can track up to 10 convoys at once. On the map you will see the marker with the label in format "Convoy: <LeaderName>". This is because I couldn't find a way to display the convoy's name. Show information about your convoy. Destroy the convoy. This should restore all NPCs state to the state they had before creating the convoy. After reaching destination NPCs will be just standing there and waiting for your decision what to do next. You need to destroy the convoy to restore their original AI packages. This is probably the only reasonable thing you can do. Configuration: You can configure nearby NPC scanning radius in the console: set BRCS_Var_ScanRadius to 1280 Setting this to 0 should disable radius limit and allow to display all NPCs in the loaded area. In general 128 is the one actor height. 1280 is the default. Usage for modders: First you should add this ESP as a master to your plugin using SSEEdit. After that you should be able to create the following properties in your scripts: BRCS_Controller Property Controller Auto BRCS_ControllerLocation Property ControllerLocation Auto Location controller: The most important function here is: Function RegisterLocation(String name, ObjectReference ref) This allows you to create new location at any ObjectReference. Function CreateLocationAtMe(String name) This will create an XMarker at current player position and call RegisterLocation on it. Function RemoveLocation(String name) ObjectReference Function GetLocationRef(String name) You can use this to map location name to it's ObjectReference. Int Function GetLocations() Int locations = ControllerLocation.GetLocations() String locName = JMap.nextKey(locations) While locName Int location = JMap.getObj(locations, locName) ObjectReference ref = JMap.getForm(location, "ref") As ObjectReference locName = JMap.nextKey(locations, locName) EndWhile This returns JMap which is the container for the locations. Convoy controller: Function CreateConvoy(String name, Actor leader, Int prisoners, String locName, Actor guard = None) Int prisoners = JArray.object() JArray.addForm(prisoners, someActor) Controller.CreateConvoy("MyConvoy", someActor, prisoners, "MyRegisteredLocName", someActor) This will create new convoy. This means that NPCs are going to go to the leader and form a convoy (kind of, for now). Note: After calling JArray.object() the array is going to exist for about 10 seconds and then it's going to be garbage collected. Therefor you should call CreateConvoy() quickly after calling JArray.object(). Function StartConvoy(String name, Bool handsBehindHead = True) Call this to start the trip. Bool Function TrackConvoy(String name) Function UntrackConvoy(String name) Anytime you can start/stop convoy tracking. The limit is 10 convoys in the same time. TrackConvoy() will return False if you try to track more. Function DestroyConvoy(String name) Use this anytime to destroy the convoy. This should restore all NPCs state to the state they had before convoy creation. Bool Function IsActorAssigned(ObjectReference ref) This function allows you to check if the actor is already a part of any convoy. Event OnInit() RegisterForModEvent("BRCS_ConvoyArrive", "OnConvoyArrive") EndEvent Event OnConvoyArrive(String name) Debug.MessageBox("Convoy arrived!") EndEvent After arrival SKSE event is emitted. If you are going to use this mechanism remember to read the notes from wiki: RegisterForModEvent - Form - the CreationKit Wiki (uesp.net) Int Function GetConvoys() Int convoys = Controller.GetConvoys() String convoyName = JMap.nextKey(convoys) While convoyName Debug.Notification(convoyName) convoyName = JMap.nextKey(convoys, convoyName) EndWhile Returns JMap which is the container for the convoys. Mostly useful to iterate over the names. Int Function GetConvoy(String name) Int convoy = Controller.GetConvoy(name) String status = JMap.getStr(convoy, "status") ; See available statuses in player section. Actor leader = JMap.getForm(convoy, "leader") As Actor Int prisoners = JMap.getObj(convoy, "prisoners") Actor guard = JMap.getForm(convoy, "guard") As Actor String locName = JMap.getStr(convoy, "locName") Int handsBehindHead = JMap.getInt(convoy, "handsBehindHead") ; 0 - False, 1 - True. Int trackId = JMap.getInt(convoy, "trackId") ; -1 - not tracked, > -1 - tracking alias ID. Returns JMap which is the container for the specific convoy. You can use this to get convoy information. Permissions: Any non-commercial usage is allowed. Submitter BrightRider Submitted 04/06/2024 Category Adult Mods Requires FNIS, powerofthree's Papyrus Extender, PapyrusUtil, UIExtensions, JContainers Regular Edition Compatible No
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Bella and Nancy were told to prepare themselves and wait in Mistress' bedroom for her. Naturally, Mistress Andrea took her time and allowed her two slaves to nervously anticipate their evening of REALLY getting to know one another. Neither woman was bisexual, but tonight, Mistress' whip will make them into forced lesbians.
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- forced sex
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Hello, I wanted to drop a quick note to congratulate many of the authors and creators who gifted some incredible mods and made their work available on this website. Consider the incredible creative work and dedication, hundreds of hours of labor and it is all free to use! Many thanks!! I have selected this set of mods: - Sexlab (1.5.97 - a choice to get the maximum compatibility with my big mod list) - Devious Devices + Devious Devices NG (very important to benefit on the improvements and to avoid some very nasty issue the "original" devices 5.2 do have) - Slaverun Reloaded + Slaverun Standalone (+voice pack) - excellent combo to improve a very old mod - more comments down - Paradise Halls Enhanced - PAH Diary of Mine (+ voice pack) - The Circle of Lust - Damsels in Distress (the full set) - PAH and you get a slave! (this mod does an excellent work to continue all slavery theme of Slaverun) - Notice Me Sempai - TroublesofHeroine (and voice pack) - The New Gentlemen (I tested both Schlongs of SKyrim and T.N.G and I ended opting for T.N.G.) - Zaz Animation Pack - SLAL - Plenty of animation packs, including creatures Now, the Sexlab animations are ok, but you cannot manage the act as it is run mainly in "auto". So, I have added Ostim. Here is my mod list: - Ostim Standalone (the new and improved) - OStim comunity resources - OSL Aroused - OCum Ascended - Bakafactory's animations for Ostim Standalone + many more packs - Osmp or CBBE 3BA - improved NPC collision - Ovirginity (.. for a counter..) The overall build composition works very well and I have one Skyrim instance just to create NSFW videos. My creations can be found here: https://rule34video.com/models/skyrimone/ The stories have a male-dominant flavor. I avoid animations with critters, dogs and horses as it is not my cup of tea. If you enjoy some complex narratives and not just the sex animations repeated again and again, please do check the stories. The stories have twists and are compounded in multiple episodes, for even an higher degree of immersion. And because the narrative is such an important element for the entertainment factor, I scripted and voice ai all my videos, as for long hours of work on my part. Here you have it. Thanks all again for the mods provided and have fun!!!
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- nsfw videos
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Love Slaves View File Sex Slaves for Flower Girls (SSE only) This is a conversion of Sexlab Sex Slaves to use Flower Girls instead of Sexlab for sex animations. Version 7.0 is a complete redo of all the meshes for the slaves to make them attractive again. I also spent considerable time getting the NPC dialog to be less "shut the fuck up"ish. Notice - Looking for a female voice actress to give a complete voice to Mia Lorenze. If you have some acting skill, please PM me. This is not just reading lines into a microphone. I can provide the mic for an interested person. If I get someone to do this, I will enhance Andrew to your specifications. An accent is AOK so long as an English speaker can understand you. Existing Sex Slave Players: If you have played Sex Slaves in the past, and just want to get your favorite follower using Flower Girls, the default MCM option is to shorten the main quest. If this option is on, there is no Archerone rape scene which is also useful if you have a machine or mod load that prevents the scripts from running. With the shortened main quest, one single wack with the whip will convince Vess to talk. Also, you can no longer get Nirii to go with you (although she is still available as a follower) and you cannot convert Vess or the Jarls Daughter into a sex slave as before. Important Note: If you intend to do the full quest (Archerone Rape scene) or you intend to train slaves, download Elephant's Script Latency Tester and make sure you run at 110ms or less. Otherwise, you will likely run into scripting trouble during those scenes. You cannot have Sexlab Sex Slaves and this mod loaded at the same time. You can have Flowergirls and Sexlab loaded at the same time. However, this mod does not require Sexlab. New Sex Slave Players: If you have not played Sex Slaves before, go into the MCM menu and check off the shortened quest option. But, make sure your rig can handle scripts that are part of the Archerone scene as above. All Players Open the MCM menu and check Enable Cell Scans if you want to start an orgy. It must be on before entering the cell you want to start the orgy in, so turn it on, exit the cell and re-enter. You can leave this on all the time if you want. However, it adds some small papyrus load when changing cells. With cell scans turned off, there is no option to start an orgy. There is also no option to have Vernor train a follower. Female Players Andrew is probably the best male follower in all of Skyrim provided that you like a dominant male companion. He is no wuss. If you are a dominant female player, he is likely not for you. If you want to take dominant Andrew with you, turn on Dominant Andrew in the MCM. Here is a quote: Troubleshooting: Check out the next topic. It is for the original Sexlab version, but the information there is mostly useful. If you find that you don't get random fetch quests and you have Sasha and/or Jenny as companions, Open the MCM menu and change the "Days between radiant quests." value to something else. This will test to see if any of the quests are hung and reset them if required. Dark Possession Dark Possession is a quest that you have the opportunity to play after completing the main quest. It involves BDSM and in it, the female player, or a female companion of the male player agrees to become a sex slave to Volkar. You can skip this entirely by telling Volkar that you have no interest in learning how to train slaves and never will. That will allow you to move on to the Free the Virgin quest. Sex Slave - Features An interesting and fun main quest to discover the castle. For female players, a very long quest chain to get Andrew to love you. For male players, you have some great followers to choose from. Two of them have over 6000 lines of dialog for every situation in the game. Sasha and Jenny, if they are together with you have some very funny specialized dialog and scenes. Sasha, Jenny, and Andrew sing (although the latter not so good). If you're playing a female, take Andrew on a horseback ride. Sex slaves are completely unlike other slaves. They are designed to be fun and loving companions that you will keep with you as you venture into Skyrim. Sex slaves love their masters and will fight to the death (figuratively as they cannot die) to save them. They are excellent archers and two handed fighters in the assassin style. They can seduce your humanoid enemies making encounters with multiple enemies a breeze. This only works in interior enemy places. They will save your life many times by coming to your aid when your health gets low. They can amuse you by seducing other NPCs in an orgy. (Take one to Jorrvaskr in the evening when there are lots of people there and tell one to make and orgy). This only works in interior friendly places. They can annoy you by requiring sex at the most inopportune times. You also get a rather fancy new player home with a fully stocked workshop. Supports vanilla EFF 4.0+ only, AFT and any other follower mods that subclass (modifies the existing) the generic follower system. Two fully voiced followers with over 4000 lines of dialog. These two followers rival and surpass the best followers any Skyrim mod has to offer. Another follower with 200 lines of dialog and three others that are partially voiced using the Alicia Painslut voice. Dominant male follower for female players. See "Andrew" below for details. Requirements (You need all of these): SkyUi SSE SKSE64 2.0.7 or greater. Be caseful here and get the one labeled " Current SE build 2.0.7 (runtime 1.5.39): " Flower Girls version 3.0.0 or greater. As of version 6.8, all the other required assets are bundled in including arousal. Installation If you have installed the Miaslair Hair pack or one of the newmiller jewelry mods, remove them before installing this. If you have SexSlaves or LoveSlaves installed, completely remove it before installing this. Be sure you check your Data\scripts folder for loose files that were not removed by your mod manager. If you leave them, they will be used instead of those in the BSA and things will not work right. These files start with Mia, SexSl, TIF_Mia, TIF_Sex, as well as some in QF_ and SF_. If you find any of these after uninstalling and you need a complete list, unpack the BSA so see what files are there. Also, you should have no assets in Data\meshes\actors\character\facegendata\facegeom\miaslair.esp or \Data\textures\actors\character\facegendata\facetint\miaslair.esp folders. If you leave them there, they will override all my carefully crafted new ones that are in the BSA. Choose between MiasLair7_1hSSEFGBSABeta.7z and MiasLair7_1gSSEFGBSA.7z. Install only one. I have a "beta" tag on the H version only because I could have left out an asset. I will remove this message when I have gotten confirmation that I missed adding nothing. Install using NMM or your mod manager of choice. Install all of the following: All the requirements above. MiasLairSSE_xxxNoTextures MiasLairSSExxxTextures (You need both of these or you will have pink textures) When installing, if you have KS-Hairdos installed, click "No to Mod" when asked if you want to overwrite KS-Hairdos. You now only need to install the two MiasLairXXX files. There is no longer a separate voice pack. There is a MiasLairMasturbationIdles file you can download. This makes the lean and laydown idles masturbations ones. Make sure you run FNIS for users after installing this. You are also going to need a skeleton like XP32 Maximum Skeleton Extended - XPMSE, a nude male body mesh like Better Males, or SOS Light and Tempered Skins part 1 and part 2. If you choose to install a regular piercings file like Piercings for CBBE SSE, or Piercings for UNP SSE, you can make the jewelry yourself. There is also a body slide option for custom bodies. Special Thanks There is a lot of work in this. Before I lose your attention, let me list the voice actors who have contributed their time and talent. Without them all, none of this would have been possible: Brvtality CallMeRoxas Carida Czarblood and his lovely wife Darkminxi jrok72 Mythborn Rocktarckles Shadoweir TheTrueMayhem and his lovely wife Teena. I am eternally grateful for their efforts because good voice acting make the difference between a good and great mod for me. Additional Thanks to Zaz and Xaz for the bondage assets. Submitter fishburger67 Submitted 05/11/2018 Category Adult Mods Requires FlowerGirls SE.esm 2.0.1 or Greater, SkyUi, SKSE64 Regular Edition Compatible No
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Hey everyone . We have been working like crazy and finally publicly launching our page for “Slaves of Rome” - a real-time adult 3D game with AAA graphics (we hope) with strong sex and BDSM elements. Patreon: www.patreon.com/SlavesOfRome Public build: https://www.patreon.com/posts/23353160 Why are we making this: I've always been looking for a great adult bdsm game and for some reason... there are none. At least none that I feel are what I was looking for. I am a game developer by day but by night... why not use my skills for the dark side? After all... I hear they got cookies. The Story: Roman empire.. 20 A.D... very hard times. NO! Not for you! For the slaves! You are a damn Roman! You can do whatever you like. YOU are a god among men! And... men (and women) are here for one reason only. To serve you and other Romans. It's not all fun and games however. For decades, your family was bringing the best slaves in the republic. You are mostly known for your ability and knowledge in training the most hard, stubborn northern women and bending them to the will of the empire! However, with the last war, money ran out. Now that victory has been achieved on the northern borders, slaves are pouring in again and you... you know just what to do with them. It's time to fill your purse (and your dungeons) with new toys. And YOU, my noble master.. you know just how to do that. Game-play: Slaves of Rome is an adult RPG training simulation game with a strong emphasis on BDSM. You can also be a nice master, form a real bond with your slaves (each, with unique back story and personality) or more of a "average" Roman master and dominate with fear. You can play both male and female, as it is important for us to make the game LGBTQ+ friendly and to correctly reflect history. Each slave is unique and will be shaped in your shadow with a unique story and a unique skill tree built by you after the training sessions. You are also able to send your slaves to missions to earn gold and even trade them with other players in the online auction house. Core Features: "Real time" game-play (it's an actual open world 3rd person game.. not pictures with text) Cutting Edge 3D graphics and sex-scenes made with Unreal Engine Choose to play as male or female Buy slaves and train them, which means amazing training sex scenes Each slave has a unique set of abilities and a unique skill tree Online auction house for slave trading with other players Each slave has a unique back story and dialogue Join us?: If you want to support the creation of the game,and get the demo, early builds and other exclusive content, you can do so on our patreon page. On Patreon, we share: Game demo The current game build, updated every 2-4 weeks Test builds with more extreme and unique “test” features Exclusive stories, screenshots, art etc’ Polls and discussions on new stories and game features Patreon: www.patreon.com/SlavesOfRome
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View File This is the same file as the Sex Slaves for Chocolate Hazelnut Fudge Camps (Vanilla is overrated, lol), I just changed ALL the slaves into the gender with a penis and 1 hole. ALL CREDITS GO TO THE ORIGINAL CREATOR Requirements: The same as the original one BUT DOES NOT NEED THE ORIGINAL FILE (It will replace your original file if you have it) Bugs: IDK yet, but check for Grey Faces, I think I may have missed some (IDK for sure, but I hope I hade supplied all of the facegeoms) Credits: pchs for the original mod Ashal for Sexlab Zaz and Chris for Zaz Animation Pack Submitter HusbandoTech Submitted 03/06/2015 Category Other Requires Sexlab and Zaz Animation Pack Special Edition Compatible
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- dreadprison
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View File Ever wondered what those nasty looking bandits do all those long nordic nights? I've taken care of their amusement - now they have their own captured females to keep them nice and warm.. I present you.. Sex Slaves for More Bandit Camps 20140827 initial release What does this mod do? It adds one or more female slaves to each bandit camp listed bellow. It requires original mod also listed bellow. You can talk to such slave while given two options - to use her (...), or free her (sort of - gets removed from the banditfriendfaction and flee AI package gets set - for now). Mode requirements & Credits SexLab - by Ashal ZaZ Animation Pack - by xaz, ZaZ Chris More Bandit Camps - by skillest Modified camps CampArcius01 (1 slave) CampBronin01 (1 slave) CampCloverhedge01 (2 slaves, 1 cage) CampDeaddrop01(2 slave, 2 cages, bed) CampFrostcliff01 (1 slave) CampHrjoldarr01 (1 slave) CampJolfingand01 (1 slave) CampMossfall01 (1 slave) CampOverwatch01 (1 slave) CampPercius01 (1 slave, 1 slave yoked, 1 cage) CampRedfox01 (1 slave) CampSnowfall01 (none) CampSteadwatch01 (1 slave, 1 slave yoked, 1 cage) CampVallus01 (1 slave) Other features MCM menu - for now contains only check if the quest for dialogue is started Bugs None reported yet - though I expect NPC placing issues (like slaves outside cages or tents). Grey face bug - shouldn't occur as I supply the mod with facegen generated data. Future development - include vanilla bandit locations - explore scripting options for bandits to actually have sex with slaves (if not too script heavy or complicated? - I want this to be rather light mod, for my PC is already almost blowing up) Change log Submitter pchs Submitted 08/27/2014 Category Other Requires SexLab, ZaZ animation pack, More Bandit Camps Special Edition Compatible
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Nisa Wicked Perversions V.990D - TRADUÇÃO PT_BR View File TRADUÇÃO DO MOD ATUALIZADO NA VERSÃO 990 D - NISA WICKED PERVERSIONS Submitter amandacameschi Submitted 05/26/2019 Category Translations Requires Wicked Whims e Basemental Drugs , Compatível com a atualização 1.51.77.1020 de 19/04/2019