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Found 10 results

  1. Deviously Enchanted Chests View File Deviously Enchanted Chests V2.24 by Bane (13/10/2018) DESCRIPTION Rumours are circulating that a cache of ancient scrolls bearing a terrifying new enchantments have recently been discovered. Some say these scrolls can create a protective enchantment on a chest or even an ordinary container that will lock anyone opening the chest without permission into devious bondage. Others claim the enchantment binds a sinister creature to the chest that will do unspeakable things to any woman foolish enough to come within its grasp. Recently there are claims of strange Dwemer devices that drain sexual energy from the victim leaving them almost helpless. Why the Dwemer ever wanted to collect female sexual energy no one has discovered - yet.... Deviously Enchanted Chests now has an SE version with thanks to kaizersoze27 Updating Updating from Version 2.1 or earlier requires a clean save or new game - no exceptions It is safe to update from Version 2.22 to 2.24 It should be OK to update from Version 2.20 to 2.24 - if you experience any issues then clean your save and reinstall If you have updated EC+ then a clean save is required for Deviously Enchanted Chests to ensure it can correctly trigger EC+ animations. How the mod works: REQUIRED MODS SkyUI v5.1 SexLab 1.62+ SexLab Aroused v20140124 or Sexlab Aroused Redux 16+ Devious Devices Assets v3.0+ Devious Devices Integration v4.0+ Devious Devices Expansion v4.0+ OPTIONAL Estrus Chaurus+ v4.34+ Captured Dreams v3.84+ ALSO RECOMMENDED Any Mod that takes advantage/interacts with of victims of devious devices INSTALLATION Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode! PERMISSIONS Under no circumstance can this mod or any of its parts be posted outsides of LL without my permission CREDITS The idea for this mod and the code it is originally based on come from Deviously Cursed Loot by Kimy. Thanks Kimy! Without your work I would never have got this project off the ground… Many thanks to: Xaz for letting me use his Crowd AI Packages to handle attacks on tentacle victims Min for the Dwemer Machine sound Fx kaizersoze27 for the SE conversion Submitter Bane Master Submitted 09/27/2014 Category Other Requires Special Edition Compatible Yes
  2. Failure Mode Effects Analysis in Skyrim (FMEA) View File DESCRIPTION Has it ever bothered you that rather than going off adventuring and risking your life you can get rich in Tamriel using an alchemy lab in an inn and a few septims worth of Garlic and Salt? Do you wonder why people lock valuable items in chests or in rooms but hardly ever use magic or poison to deter thieves? Are you amazed that at level one you know the name of every useful alchemy ingredient and how to harvest it safely? FMEA is designed to provide additional risks and failure effects to non-combat skills and resource harvesting. Since many of the consequences are based around sex and slavery FMEA has been written with the female adventurer in mind, however FMEA works perfectly well for male adventurers there are just fewer outcomes available. The current release includes plugins for Lockpicking, Alchemy, Enchanting, Mining and Harvesting potion ingredients. Each plugin is highly configurable with its own MCM page and any or all of the plugins can be enabled or disabled as required. Enchanting Whilst disenchanting an item there is a risk that you may lose control of the Magicka flow as you destroy the item The risk of losing control when disenchanting is dependent on the magnitude of the enchantments and the skill of the enchanter Whilst enchanting an item there is a risk that you may lose control of the Magicka flow from the Soulgem as you complete the enchantment Whilst recharging an item there is a risk you may lose control of the Magicka flow and fail to charge the item, or worse! The risk of losing control when enchanting or charging is dependent on the level of Soulgem used and the skill of the enchanter Uncontrolled Soulgem flows can result in dimensional anomalies or allow the imprisoned soul to use its psychic energy to lash out seeking revenge An uncontrolled release of Soulgem Magicka may attract an interdimensional parasite Uncontrolled Soulgem flows will render the enchanting workbench dangerously unstable and unusable until they dissipate Endangering the lives of innocent bystanders as a result of recklessly allowing uncontrolled Magicka flows is a serious crime Lockpicking Any locked door or container might now be trapped Traps can be set to either rearm or be cleared when triggered Traps may have tamper detection built in – just inserting a lock pick might trigger the trap, also, the longer you take picking the lock the more likely it is that the trap will trigger There is a chance you may spot a trap before you trigger it, or you may THINK you spot one Traps are persistent in the world – as is their individual level of difficulty. Maybe you should come back to that dangerous looking chest with the master level lock when you’ve got a bit more skill? Setting off a trap can result in a range of consequences including audible alarms, darts & gas traps There is also an option to add an Alteration skill based Open Locks spell to the world The level of magicka control required means the Open Locks spell has a very short range, take care not to trigger any traps! The risk of a trap being triggered (if one is present) by the Open Locks spell increases with each failed attempt The tome required to learn Open Locks can be bought from specialist merchants selling rare Alteration spells, it might also be found as loot Alchemy Any attempt to make a potion may fail based on the Alchemists skill and their experience at making that particular formula Alchemical research is particularly risky even when successful , if unsuccessful it’s downright dangerous When an Alchemist fails to make a potion the resulting mixture may be unstable, if they are lucky it will result in some fumes and a bad smell, or they could be unlucky… Reckless use of alchemy workbenches in inns and shops poses a risk to innocent bystanders, endangering the public is a crime Alchemical failures tend to be noisy and smelly and are likely to attract the attention of anyone (or anything) nearby Ingredients Plant and fungal ingredient sources will be renamed to “Plant” or “Fungus” until the one of the ingredients magic effects is learned. Optionally harvesting of plants and fungi can be blocked until an effect is learned Insects and other activator type ingredients can be blocked from harvesting until an effect of the ingredient is learned When an ingredient is harvested there is a risk of adverse effect, due to allergy, poisoning or something taking offence at having its friends torn to pieces… The risk of an event is based on the number of unknown effects on an ingredient. Once all the effects are known the ingredient is safe to harvest Mining Any attempt to mine may fail based on the difficulty of the ore vein and the skill of the miner Miners may lose track of an ore vein as they dig Pickaxes may break if used incorrectly Inexperienced miners may find the "Ore" they have mined is in fact just useless rubble Sparks from the pick may ignite a pocket of flammable gas, injuring innocent bystanders is a crime Miners may encounter things that were best left buried Ore veins may contain pockets of noxious gas Poor mining technique may result in injury REQUIREMENTS Skyrim Legendary Edition (or Dawnguard, Hearthfire & Dragonborn) Sexlab 1.62+ SkyUI 5.1+ RECOMMENDED Estrus Chaurus+ 4.22+ Sanguine Debauchery Enhanced 3.53+ Simple Slavery 4.6+ Devious Followers 1.72+ Prison Overhaul Patched V3.59+ Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them! SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect INSTALLATION Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode! You should see an MCM initialisation message when you load the game. Once the MCM is initialised you need to install the plugins from the FMEA menu. UPDATING Updates can be installed over an existing save. A clean save is not required. FUTURE DEVELOPMENT If there’s sufficient interest I plan on developing a FMEA Plugin for Smithing, along with more effects & outcomes for the current plugins. Suggestions welcome ! TROUBLESHOOTING If a plugin is not working as intended try disabling it in the MCM, waiting a few minutes and then reactivating it. PERMISSIONS Under no circumstance can this mod or any of its parts be posted outside of LL without my permission. You may not use the code as part of a for-profit project. Submitter Bane Master Submitted 12/17/2016 Category Other Requires Special Edition Compatible No  
  3. View File What's in v0.4b? - Debug version. If you have any porblem with traps not working as they should tick "debug" option in MCM and trigger some. Then post your papyrus log here. To enable papyrus logging to file: - Improved handling of NPCs tied up by Defeat mod - now they should never be chosen for the scene even if there are no other bandits alive. Thx to Goubo for that. - Objective for revenge quest should show up properly What's in v0.4a? Couple of bug fixes: - enemy female NPCs should no longer trigger message claiming that your companion has been hit by the trap. - Fixed bug - not rly a bug i just forgot to do something - in several newly added dungeons that made you teleport to White River Watch at the end of the scene. - Most likely fixed bug that was happening with bandits tied up by Defeat mod - if Defeat is working properly (tied up NPC should not be hostile towards you) then it wont be viable to become an attacker. - added condition that bandit cannot be a creature to be chosen to attack you during bandit scene - had no idea that pit wolfs in Faldars Tooth have Bandit Faction added to them... - sexlab scenes on bandit encounter should fire up faster. - changed traps in White River Watch a little - but its still far from the best. There are simply no good spots for traps in that dungeon. Updating from v0.4 should be as simple as replacing files. What is it? This thing introduces new types of rune trap. If triggered by dragonborn female - or her female companion - it would 1) attempt to apply some devious device on you/follower - traps that could be found in nordic ruins 2) stun its victim and alert nearby bandits - traps that could be found in bandit hideouts. Exact result depends on MCM settings. I did not modify any kind of vanilla trap. Only added plenty of new ones - atm there is 174 of them placed in dungeons listed below. Expect them to be harder to spot than vanilla traps. I want you to fail at detecting them. Well, most of the time. Some would be quite easy to spot and that's intended. How to destroy them? Any kind of destruction spell would do - even flames (that channeled spell everyone gets at game start). If you use some mods that remove it and you have no spells whatsoever then well, you can always grab some staff loaded with any kind of destruction spell. Or you can order any kind of followers to go ahead and disarm those traps for you simply by triggering them. Tho as mentioned such thing wont be harmless to your female followers. There is a surprise tho that might happen when you would use your female follower to "disarm" some of device traps (nordic ruins). A new dialogue option would appear if you make her trigger enough of them. For now this quest is quite limited - but I do have a lot of ideas how to expand it. Exact conditions for that to happen: I do not guarantee that every single custom companion will be supported by this mod. basically what makes NPCs viable is for them to be in either of CurrentFollower or CurrentHireling factions. Astronach perk from alteration seems to give some chance to resist those traps. This mod may seem similar to mods that equip devices while looting containers. And for good reason - I get this idea while testing those. But as I didn't like some of their ideas - there is and always will be one main difference: in here nothing is based on chances. It's either you would detect those traps soon enough to avoid them or you would fail at doing so. How does it work exactly? What exactly would happen after you trigger a trap would depend on difficulty setting (MCM). Device trap Easy You will receive 1 item picked randomly from all cuffs, collars, belts (that comes with plug(s) ), bras that are registered in your DDi as generic devices. What does it mean? If you have DDx 1.1.2 it would be able pick red/white leather/ebonite for you. If you have Captured Dreams Shop It would be able pick silver/bronze items or for example little helpers plugs. All items would follow ordinary DDi rules so you can unequip them yourself (if you have keys) or for example you can travel to CD Shop (if you use it) and ask for help there. Medium All from easy plus: Gags are allowed. If you trigger any trap while being locked in cuffs, collar (harness works as both belt and collar), belt, bra and gag you will have 100% to get an armbinder. If you "lack" anything from that list trap would never pick armbinder. It is still possible to unequip devices if you have the keys but each trap has ~20% chance to destroy all keys in your inventory. It is possible to struggle out from armbinder. Hard and Hardcore would come later. This is where I would go crazy. Things like making ZAZ pack an requirement not only because it is required by DDi or maybe even some light version of slavery on hardcore setting. I'm still far away from making that happen tho. Bandit trap Easy You would be attacked by 1 or 2 bandits which would demand your surrender. Disobeying them would lead to them trying to kill you. Obeying them would lead to them... punishing you for your intrusion into their hideout. Your choice Medium You would be attacked by 1 to 4 bandits and you would be denied the chance to resist. Events that happen after bandit trap is triggered are made of scenes. As any other scenes these can be interrupted and if this happens it would very likely break that scene. If that happen use MCM option to "Free Yourself". Main source of such interruptions are other mods - for example Random Attack mod is known to cause such interruptions hence its not rly compatible with mine. If you find others let me know - will see if anything can be done about it. List of modified dungeons so far: There are some rules that have to be followed for this mod to work properly - basically its if you want to play a dungeon play it from the beginning without teleporting yourself in the middle of it using console or whatever else. Earlier versions had bug that was duplicating those traps in various places. This forced me to make a system that enables those traps only when you enter a dungeon. They are enabled when you enter dungeon through any of its normal entrances - so if you teleport yourself in the middle of it traps would remain disabled. Use front door to dungeon or MCM option to enable traps then. Another problem of such solution is that it makes scripts of this mod tend to be applied to you savegame. They are easy and safe to get rid of but it seems to require a save cleaner tool. Plans for next version: Theoretically adding more dungeons and yet another type of traps - Dwemer traps. Maybe expanding support for male player characters (for now it's quite limited). Point is - my goal for this mod was to learn how to mod this game. So for me it already served it's purpose. I'm quite tempted to start working on something else and I also offered my help to some other modder with their work (no reply from them so far) which would reduce amount of time I could spent on this to next to none. We will see. If it would become any popular it shouldn't be that hard to convince me to work some more on this. Higher difficulty settings for sure wont be implemented for now because to make them how I want to would require use of frameworks which are not completed yet. This thing is still WIP. But it should be safe to use - it doesn't crash games break savegames or overloads papyrus with tons of data. There is mentioned problem with scripts that tend to apply themselves to savegames. But even if applied they are inactive all the time except for short events when trap is triggered for example. Only problems which they cause is during updates (game tend to stick to old versions instead of replacing them with new ones) - see below. So, feel free to give it a try and tell me what you think. Requires DD Integration 2.81 or newer Sexlab Framework 1.59 or newer Soft dependencies Devious Devices Expansion - recommended version 1.1.2+ if you have it you would be able to receive DDx items. Captured Dreams Shop – if you have it you will be able to get some of items form it and use it as a way to free yourself from devices (for a fee). To install – extract to data folder or use some mod organizer. Updating/Uninstalling To update from earlier versions - or if you want to uninstall it so no trace would be left behind - i recommend using this tool http://www.nexusmods.com/skyrim/mods/52363/? How to use it: v0.4b added debug option for checking for bugs. Few improvements. v0.4a a hotfix v0.4 more dungeons, support of up tp 6 female followers and (in very limited way) 1 male, introduction of bandit traps, a little bit of male PC support v0.3 another bugfix, but this time i'm quite confident that you wont encounter any kind of wild edits anymore. v0.2.6 final version that is based on rune traps. Fixed most bugs i was aware of, probably dozens of them that i'm not aware of remain... v0.2.5 struggling with CK wild edits mostly, some new dungeons. v0.2 different type of equip devices function (should not cause DDi errors), MCM, 2nd difficulty setting, some new dungeons. v0.1.1 - fixed script function for choosing random belt that sometimes wasnt doing anything. Known issues Several things might need improving - will do so if time would allow. It's very unlikely that dialogues of this mod are free of spelling/gramatical errors .... well, I tried. Submitter aqqh Submitted 08/22/2014 Category Misc Sex Requires Sexlab 1.59+, DD Integration 2.81+ and its requirements Special Edition Compatible
  4. Version V1.45 (19/02/2020)

    23,203 downloads

    DESCRIPTION Has it ever bothered you that rather than going off adventuring and risking your life you can get rich in Tamriel using an alchemy lab in an inn and a few septims worth of Garlic and Salt? Do you wonder why people lock valuable items in chests or in rooms but hardly ever use magic or poison to deter thieves? Are you amazed that at level one you know the name of every useful alchemy ingredient and how to harvest it safely? FMEA is designed to provide additional risks and failure effects to non-combat skills and resource harvesting. Since many of the consequences are based around sex and slavery FMEA has been written with the female adventurer in mind, however FMEA works perfectly well for male adventurers there are just fewer outcomes available. The current release includes plugins for Lockpicking, Alchemy, Enchanting, Mining and Harvesting potion ingredients. Each plugin is highly configurable with its own MCM page and any or all of the plugins can be enabled or disabled as required. Enchanting Whilst disenchanting an item there is a risk that you may lose control of the Magicka flow as you destroy the item The risk of losing control when disenchanting is dependent on the magnitude of the enchantments and the skill of the enchanter Whilst enchanting an item there is a risk that you may lose control of the Magicka flow from the Soulgem as you complete the enchantment Whilst recharging an item there is a risk you may lose control of the Magicka flow and fail to charge the item, or worse! The risk of losing control when enchanting or charging is dependent on the level of Soulgem used and the skill of the enchanter Uncontrolled Soulgem flows can result in dimensional anomalies or allow the imprisoned soul to use its psychic energy to lash out seeking revenge An uncontrolled release of Soulgem Magicka may attract an interdimensional parasite Uncontrolled Soulgem flows will render the enchanting workbench dangerously unstable and unusable until they dissipate Endangering the lives of innocent bystanders as a result of recklessly allowing uncontrolled Magicka flows is a serious crime Lockpicking Any locked door or container might now be trapped Traps can be set to either rearm or be cleared when triggered Traps may have tamper detection built in – just inserting a lock pick might trigger the trap, also, the longer you take picking the lock the more likely it is that the trap will trigger There is a chance you may spot a trap before you trigger it, or you may THINK you spot one Traps are persistent in the world – as is their individual level of difficulty. Maybe you should come back to that dangerous looking chest with the master level lock when you’ve got a bit more skill? Setting off a trap can result in a range of consequences including audible alarms, darts & gas traps There is also an option to add an Alteration skill based Open Locks spell to the world The level of magicka control required means the Open Locks spell has a very short range, take care not to trigger any traps! The risk of a trap being triggered (if one is present) by the Open Locks spell increases with each failed attempt The tome required to learn Open Locks can be bought from specialist merchants selling rare Alteration spells, it might also be found as loot Alchemy Any attempt to make a potion may fail based on the Alchemists skill and their experience at making that particular formula Alchemical research is particularly risky even when successful , if unsuccessful it’s downright dangerous When an Alchemist fails to make a potion the resulting mixture may be unstable, if they are lucky it will result in some fumes and a bad smell, or they could be unlucky… Reckless use of alchemy workbenches in inns and shops poses a risk to innocent bystanders, endangering the public is a crime Alchemical failures tend to be noisy and smelly and are likely to attract the attention of anyone (or anything) nearby Ingredients Plant and fungal ingredient sources will be renamed to “Plant” or “Fungus” until the one of the ingredients magic effects is learned. Optionally harvesting of plants and fungi can be blocked until an effect is learned Insects and other activator type ingredients can be blocked from harvesting until an effect of the ingredient is learned When an ingredient is harvested there is a risk of adverse effect, due to allergy, poisoning or something taking offence at having its friends torn to pieces… The risk of an event is based on the number of unknown effects on an ingredient. Once all the effects are known the ingredient is safe to harvest Mining Any attempt to mine may fail based on the difficulty of the ore vein and the skill of the miner Miners may lose track of an ore vein as they dig Pickaxes may break if used incorrectly Inexperienced miners may find the "Ore" they have mined is in fact just useless rubble Sparks from the pick may ignite a pocket of flammable gas, injuring innocent bystanders is a crime Miners may encounter things that were best left buried Ore veins may contain pockets of noxious gas Poor mining technique may result in injury REQUIREMENTS Skyrim Legendary Edition (or Dawnguard, Hearthfire & Dragonborn) Sexlab 1.62+ SkyUI 5.1+ RECOMMENDED Estrus Chaurus+ 4.22+ Sanguine Debauchery Enhanced 3.53+ Simple Slavery 4.6+ Devious Followers 1.72+ Prison Overhaul Patched V3.59+ Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them! SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect INSTALLATION Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode! You should see an MCM initialisation message when you load the game. Once the MCM is initialised you need to install the plugins from the FMEA menu. UPDATING Updates can be installed over an existing save. A clean save is not required. FUTURE DEVELOPMENT If there’s sufficient interest I plan on developing a FMEA Plugin for Smithing, along with more effects & outcomes for the current plugins. Suggestions welcome ! TROUBLESHOOTING If a plugin is not working as intended try disabling it in the MCM, waiting a few minutes and then reactivating it. PERMISSIONS Under no circumstance can this mod or any of its parts be posted outside of LL without my permission. You may not use the code as part of a for-profit project.
  5. Is there any way to make a game think that a character is other gender, WITHOUT any appearance change? The question may look weird as there is a decent custom gender system in SIMS 4 already. But it is not so decent when we deal with adult mods. For example, if I want to make a feminine young man, the most obvious way is to choose a male gender with a feminine frame, but then I have several problems: 1) Skin and breast problem. Custom HQ skins are usually made for manly men either feminine women. In first case we’ll get hairy and muscled body, in second there’ll be breast shadows on a chest (which is curable by PcNerd’s mods for flat chest). So, in terms of skin it is better to take a skinny female body with flat chest. (Or forcing the game to use a custom skin for females on a male body with feminine frame, will be thankful for advices how to do it) 2) Male genitals. Pornstar cocks work for every custom gender, but they look absolutely unnatural. Lunar eclipse gents are better, but they are not size customizable. The best are gents from Simdulgence, but they do not work with alternative frames. 3) Tried to make something believable out of masculine frame but failed (very thick neck, and other problems). So I ended with a female + feminine frame + masculine clothes preferences in CAS, and male genitals for females from Simdulgence. Looks fine, acts fine (with WW appropriate preferences) but the Game dialogues and stats treat my character as a female (sister, daughter and so on). Changing gender in CAS will change its appearance, which is bad. Any advice is welcomed!
  6. Version V2.24 (13102018)

    55,248 downloads

    Deviously Enchanted Chests V2.24 by Bane (13/10/2018) DESCRIPTION Rumours are circulating that a cache of ancient scrolls bearing a terrifying new enchantments have recently been discovered. Some say these scrolls can create a protective enchantment on a chest or even an ordinary container that will lock anyone opening the chest without permission into devious bondage. Others claim the enchantment binds a sinister creature to the chest that will do unspeakable things to any woman foolish enough to come within its grasp. Recently there are claims of strange Dwemer devices that drain sexual energy from the victim leaving them almost helpless. Why the Dwemer ever wanted to collect female sexual energy no one has discovered - yet.... Deviously Enchanted Chests now has an SE version with thanks to kaizersoze27 Updating Updating from Version 2.1 or earlier requires a clean save or new game - no exceptions It is safe to update from Version 2.22 to 2.24 It should be OK to update from Version 2.20 to 2.24 - if you experience any issues then clean your save and reinstall If you have updated EC+ then a clean save is required for Deviously Enchanted Chests to ensure it can correctly trigger EC+ animations. How the mod works: REQUIRED MODS SkyUI v5.1 SexLab 1.62+ SexLab Aroused v20140124 or Sexlab Aroused Redux 16+ Devious Devices Assets v3.0+ Devious Devices Integration v4.0+ Devious Devices Expansion v4.0+ OPTIONAL Estrus Chaurus+ v4.34+ Captured Dreams v3.84+ ALSO RECOMMENDED Any Mod that takes advantage/interacts with of victims of devious devices INSTALLATION Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode! PERMISSIONS Under no circumstance can this mod or any of its parts be posted outsides of LL without my permission CREDITS The idea for this mod and the code it is originally based on come from Deviously Cursed Loot by Kimy. Thanks Kimy! Without your work I would never have got this project off the ground… Many thanks to: Xaz for letting me use his Crowd AI Packages to handle attacks on tentacle victims Min for the Dwemer Machine sound Fx kaizersoze27 for the SE conversion
  7. ok i hae searched high and low for a good femboy AKA trap mod all over the internet and can't find any good ones anywhere, preferably a race seperate from the normal ones but doesnt look like a drag queen, please someone tell me you know where one is or of someone trying to make a good one. im losing my already insane mind. down below is a pic for those who want something to refer to >.>
  8. So I'm kinda a fan of a couple flash games in which you play as a woman and attempt to avoid/fight off monsters in attempt to avoid rape. I want to bring this run-or-rape to Skyrim, but I'm having trouble figuring out feasible ideas. This'll be my first mod, so bear with me. Basically, a series of puzzles and traps may result in bondage, whipping, rape, death, or GLORY AND WEALTH BEYOND YOUR WILDEST DREAMS. I need help though... I'd like suggestions as to what people would actually LIKE to see in a mod like this. Or lemme know if this idea's shit! Seriously! Suggest something else, but keep it kinky Will be releasing RtG in a modular format until version 1.0 (if I get there). This means things will be done cell by cell! First up: Level design Cell 1: In the beginning. Specs One Puzzle Unknown number of traps (No strategy guides from me) One enemy encounter One decision to be made (inconsequential until cell 2's completion) Unknown number of bad ends (find them yourself, please) ​Completion: Started ​Structure Traps Loot (good and bad) NPC's Scripting Clutter Storytelling Cell 2: Reap What you Sow Specs One enemy encounter One puzzle Unknown number of traps One shortcut Recycled and additional bad ends (assume the same for each cell onward) ​Completion: Started ​Structure Traps Treasure NPC's Scripting Clutter Cell 3: Into the Bowels Specs (unfinished) One enemy encounter Two decisions Unknown number of traps Unknown number of secrets ​Completion: Started ​Structure Traps Treasure NPC's Scripting Clutter More cells on the way. Ideas welcome. In the hole: interaction with existing world/quests, compatibility with existing mods Goals: Dwemer levels Other, defeated "runners" Potential: Unique follower Use in Hero[ine] in Distress (by GaggedGirl123[WiP]
  9. Skyrim 1_16_2018 10_47_27 PM.mp4
  10. Version v0.4b

    24,488 downloads

    What's in v0.4b? - Debug version. If you have any porblem with traps not working as they should tick "debug" option in MCM and trigger some. Then post your papyrus log here. To enable papyrus logging to file: - Improved handling of NPCs tied up by Defeat mod - now they should never be chosen for the scene even if there are no other bandits alive. Thx to Goubo for that. - Objective for revenge quest should show up properly What's in v0.4a? Couple of bug fixes: - enemy female NPCs should no longer trigger message claiming that your companion has been hit by the trap. - Fixed bug - not rly a bug i just forgot to do something - in several newly added dungeons that made you teleport to White River Watch at the end of the scene. - Most likely fixed bug that was happening with bandits tied up by Defeat mod - if Defeat is working properly (tied up NPC should not be hostile towards you) then it wont be viable to become an attacker. - added condition that bandit cannot be a creature to be chosen to attack you during bandit scene - had no idea that pit wolfs in Faldars Tooth have Bandit Faction added to them... - sexlab scenes on bandit encounter should fire up faster. - changed traps in White River Watch a little - but its still far from the best. There are simply no good spots for traps in that dungeon. Updating from v0.4 should be as simple as replacing files. What is it? This thing introduces new types of rune trap. If triggered by dragonborn female - or her female companion - it would 1) attempt to apply some devious device on you/follower - traps that could be found in nordic ruins 2) stun its victim and alert nearby bandits - traps that could be found in bandit hideouts. Exact result depends on MCM settings. I did not modify any kind of vanilla trap. Only added plenty of new ones - atm there is 174 of them placed in dungeons listed below. Expect them to be harder to spot than vanilla traps. I want you to fail at detecting them. Well, most of the time. Some would be quite easy to spot and that's intended. How to destroy them? Any kind of destruction spell would do - even flames (that channeled spell everyone gets at game start). If you use some mods that remove it and you have no spells whatsoever then well, you can always grab some staff loaded with any kind of destruction spell. Or you can order any kind of followers to go ahead and disarm those traps for you simply by triggering them. Tho as mentioned such thing wont be harmless to your female followers. There is a surprise tho that might happen when you would use your female follower to "disarm" some of device traps (nordic ruins). A new dialogue option would appear if you make her trigger enough of them. For now this quest is quite limited - but I do have a lot of ideas how to expand it. Exact conditions for that to happen: I do not guarantee that every single custom companion will be supported by this mod. basically what makes NPCs viable is for them to be in either of CurrentFollower or CurrentHireling factions. Astronach perk from alteration seems to give some chance to resist those traps. This mod may seem similar to mods that equip devices while looting containers. And for good reason - I get this idea while testing those. But as I didn't like some of their ideas - there is and always will be one main difference: in here nothing is based on chances. It's either you would detect those traps soon enough to avoid them or you would fail at doing so. How does it work exactly? What exactly would happen after you trigger a trap would depend on difficulty setting (MCM). Device trap Easy You will receive 1 item picked randomly from all cuffs, collars, belts (that comes with plug(s) ), bras that are registered in your DDi as generic devices. What does it mean? If you have DDx 1.1.2 it would be able pick red/white leather/ebonite for you. If you have Captured Dreams Shop It would be able pick silver/bronze items or for example little helpers plugs. All items would follow ordinary DDi rules so you can unequip them yourself (if you have keys) or for example you can travel to CD Shop (if you use it) and ask for help there. Medium All from easy plus: Gags are allowed. If you trigger any trap while being locked in cuffs, collar (harness works as both belt and collar), belt, bra and gag you will have 100% to get an armbinder. If you "lack" anything from that list trap would never pick armbinder. It is still possible to unequip devices if you have the keys but each trap has ~20% chance to destroy all keys in your inventory. It is possible to struggle out from armbinder. Hard and Hardcore would come later. This is where I would go crazy. Things like making ZAZ pack an requirement not only because it is required by DDi or maybe even some light version of slavery on hardcore setting. I'm still far away from making that happen tho. Bandit trap Easy You would be attacked by 1 or 2 bandits which would demand your surrender. Disobeying them would lead to them trying to kill you. Obeying them would lead to them... punishing you for your intrusion into their hideout. Your choice Medium You would be attacked by 1 to 4 bandits and you would be denied the chance to resist. Events that happen after bandit trap is triggered are made of scenes. As any other scenes these can be interrupted and if this happens it would very likely break that scene. If that happen use MCM option to "Free Yourself". Main source of such interruptions are other mods - for example Random Attack mod is known to cause such interruptions hence its not rly compatible with mine. If you find others let me know - will see if anything can be done about it. List of modified dungeons so far: There are some rules that have to be followed for this mod to work properly - basically its if you want to play a dungeon play it from the beginning without teleporting yourself in the middle of it using console or whatever else. Earlier versions had bug that was duplicating those traps in various places. This forced me to make a system that enables those traps only when you enter a dungeon. They are enabled when you enter dungeon through any of its normal entrances - so if you teleport yourself in the middle of it traps would remain disabled. Use front door to dungeon or MCM option to enable traps then. Another problem of such solution is that it makes scripts of this mod tend to be applied to you savegame. They are easy and safe to get rid of but it seems to require a save cleaner tool. Plans for next version: Theoretically adding more dungeons and yet another type of traps - Dwemer traps. Maybe expanding support for male player characters (for now it's quite limited). Point is - my goal for this mod was to learn how to mod this game. So for me it already served it's purpose. I'm quite tempted to start working on something else and I also offered my help to some other modder with their work (no reply from them so far) which would reduce amount of time I could spent on this to next to none. We will see. If it would become any popular it shouldn't be that hard to convince me to work some more on this. Higher difficulty settings for sure wont be implemented for now because to make them how I want to would require use of frameworks which are not completed yet. This thing is still WIP. But it should be safe to use - it doesn't crash games break savegames or overloads papyrus with tons of data. There is mentioned problem with scripts that tend to apply themselves to savegames. But even if applied they are inactive all the time except for short events when trap is triggered for example. Only problems which they cause is during updates (game tend to stick to old versions instead of replacing them with new ones) - see below. So, feel free to give it a try and tell me what you think. Requires DD Integration 2.81 or newer Sexlab Framework 1.59 or newer Soft dependencies Devious Devices Expansion - recommended version 1.1.2+ if you have it you would be able to receive DDx items. Captured Dreams Shop – if you have it you will be able to get some of items form it and use it as a way to free yourself from devices (for a fee). To install – extract to data folder or use some mod organizer. Updating/Uninstalling To update from earlier versions - or if you want to uninstall it so no trace would be left behind - i recommend using this tool http://www.nexusmods.com/skyrim/mods/52363/? How to use it: v0.4b added debug option for checking for bugs. Few improvements. v0.4a a hotfix v0.4 more dungeons, support of up tp 6 female followers and (in very limited way) 1 male, introduction of bandit traps, a little bit of male PC support v0.3 another bugfix, but this time i'm quite confident that you wont encounter any kind of wild edits anymore. v0.2.6 final version that is based on rune traps. Fixed most bugs i was aware of, probably dozens of them that i'm not aware of remain... v0.2.5 struggling with CK wild edits mostly, some new dungeons. v0.2 different type of equip devices function (should not cause DDi errors), MCM, 2nd difficulty setting, some new dungeons. v0.1.1 - fixed script function for choosing random belt that sometimes wasnt doing anything. Known issues Several things might need improving - will do so if time would allow. It's very unlikely that dialogues of this mod are free of spelling/gramatical errors .... well, I tried.
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