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ENT_SOMB (Slut Of Molag Bal) Adult story mod


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Posted (edited)

ENT_SOMB (Slut Of Molag Bal) Adult story mod

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"Lore-Friendly" 18+ Quest Mod for Female Player Character

 

UPDATE 3.0


- Mods uploaded to Google Drive.
- 7 new quests. To continue, speak with Zeron.
The continuation of the plot will send the player character to Morthal, but due to betrayal, she will end up in Coldharbour, where she must survive. The PC will see what Coldharbour does to mortals, and survival will require more than willpower—it will require breaking to become sharper. The path upward lies through humiliation, sex, and betraying those who trusted her because there is only one Master she serves.
- New location - Coldharbour, filled with an atmosphere of cruelty, sex, and madness.
- Added Aradia Kato Outfit clothing (don't forget to use BodySlide; CBBE body sliders are included in the mod).
- Added monsters by author MihailMods - Bone Colossus, Scamp, Daedroth, Ogrim, Watcher.
- Fixed the aggro radius of Dagon Cultists; they will no longer converge from all over the dungeon.
- Added new requirement: ZAZ Animation Packs 8.0.

 

Known Issues:


- LODs for mountains in Coldharbour have incorrect texture colors.
- Some ZAZ Animation Packs furniture animations do not trigger (NPCs just stand there).
- Ogrim walking animations look incorrect.

 

Starting the Quest from Scratch:

 

Simply walk past Brunhilda, and she will initiate dialogue with the PC. Her house is located on the road west of Whiterun's stables.

 

To Continue the Quest:

 

Speak with Zeron.

 

Solution of Azarias quest:

Spoiler

- Do not sleep with the guards, but return to Vive for the key
- Refuse to punish the slave
- Order elven wine from the merchant
- Take the letter to the merchant without reading it
- Refuse to punish the slave
- Refuse to sleep with Lucius, choose dirty work
- Kill the slave

 

Description:

 

While Skyrim is torn by strife, its inhabitants choose sides in the war between the Empire and the Stormcloaks, the Dominion schemes to gain its own advantage, a true struggle for power over the region unfolds behind the scenes.
The Daedric Princes will never leave Tamriel alone, and their struggle for hearts, minds, and, of course, souls is sometimes far more brutal than any battle among mortals. Your female player character will be drawn into this struggle and will have no choice but to serve one of the Daedric Princes known as Molag Bal. He has his own plans for Tamriel, and with the help of the PC, he will advance toward his goal.

 

Requirements:

 

Skyrim AE (skyrim.esm, update.esm, dawnguard.esm, dragonborn.esm)
SexLab
ZAZ Animation Packs 8.0

 

Installation:


- Extract the archive contents to the Data folder.
- Fit the clothing in BodySlide.
- Enable the mod in Wrye Bash (the Bashed patch should be last).

 

For SE Version:

 

1. Download and open the SSEEdit program, placing it in the Skyrim folder.
2. Uncheck all mods except ENT_SOMB and wait for the data to finish loading.
3. Select ENT_SOMB in the left panel and find the line "HEDR - Header" and the "Version" line below in the right panel.
4. Change the value from 1.710000 to 1.700000.
5. Save the changes and close the program.

If you did everything correctly, the mod will work on the SE version.

 

Features:


- 12 storyline quests for a female player character, linked in a chain.
- The mod does not alter existing NPCs; new ones have been created.
- The mod uses copied existing locations, cleared of interactions with other quests (e.g., radiant quests will not lead there).
- The mod adds new spells.
- The mod uses vanilla location terrain; if you use mods that change the environment, this may block access to necessary locations/NPCs/etc.
- All dialogues are voiced by a neural network with different voices (sometimes it sounds rough, but that's how it is).
- Added a fully functional brothel (suitable for male player characters). Sex is initiated by selecting specific dialogue options.
- Coldharbour, filled with an atmosphere of cruelty, sex, and madness.

 

Credits:

 

Mandragorasprouts: Daedric Shrines Molag Bal https://www.nexusmods.com/skyrimspecialedition/mods/69667
Minou, Aradia:
Lace Dress https://www.nexusmods.com/skyrimspecialedition/mods/47021
Kato Outfit https://www.nexusmods.com/skyrimspecialedition/mods/46703
85200: Citadel Cold Harbor https://www.nexusmods.com/skyrimspecialedition/mods/149839
MihailMods:
Scamps and Banekins https://www.nexusmods.com/skyrimspecialedition/mods/50084
Ogrim https://www.nexusmods.com/skyrimspecialedition/mods/27243
Grand Daedroths https://www.nexusmods.com/skyrimspecialedition/mods/138738
Watchers https://www.nexusmods.com/skyrimspecialedition/mods/89414
Bone Colossus https://www.nexusmods.com/skyrimspecialedition/mods/24521

 

ATTENTION: These mods DO NOT need to be installed separately; the assets are already included in ENT_SOMB!

 

Known Issues:


- Poor lip-sync in some setups; I have no idea how to fix this.
- Sometimes a dialogue option is visible in the list but cannot be activated by clicking; to resolve, leave the location and re-enter.
- Do not rush to pick up quest items; wait for the quest objective update notification to fade (e.g., if you need to pick up an item and you grab it immediately after the quest stage updates, Papyrus might not register that you picked it up).
- Some users do not see quest markers; this issue is related to navmesh conflicts due to altered terrain.
- In the "Date" quest, Torvald sometimes does not go to his quarters. This error is related to navmesh issues; you can find his quarters yourself—they are on the second floor, to the left of the Jarl's quarters, with a guard standing by the door. Enter the door, and the quest will continue.
- LODs for mountains in Coldharbour have incorrect texture colors.
- Some ZAZ Animation Packs furniture animations do not trigger (NPCs just stand there).
- Ogrim walking animations look incorrect.
- For some unknown reason, the mod removes the Gildergreen in Whiterun. This error will be fixed in the next version

 

If you wish to support my work:

 

PATREON

 

BOOSTY

 

Here i may post content that is unavailable on other platforms for various reasons

Enjoy the game!)


  • Submitter
  • Submitted
    03/15/2025
  • Category
  • Requirements
  • Regular Edition Compatible
  • Install Instructions

 

Edited by Entar0
Posted (edited)

I tried building the derketo Priest outfit in Bodyslide but only got an error message.

"unable to load input nif"

anyone else had this issue?

 

edit*

Found the issue, the bodyslide files are missing the .nif files. I downloaded them from the original mod by Obi and now i was able to build the outfits

Edited by fucktown420
Posted
18 minutes ago, fucktown420 said:

I tried building the derketo Priest outfit in Bodyslide but only got an error message.

"unable to load input nif"

anyone else had this issue?

 

edit*

Found the issue, the bodyslide files are missing the .nif files. I downloaded them from the original mod by Obi and now i was able to build the outfits

Yes, thank you, I accidentally packed the Bodyslide .nif files into the bsa archive. I've fixed it, Everything should be correct now :)

Posted (edited)

The door to Molag Bal's temple is blocked behind some rocks added by Legacy of the Dragonborn, I only went through them with TCL

Edited by yhukimaru
Posted

There is a problem at the end of the second quest: PC lost control after the speaking with statue and masturbating. No moving or interacting is possible, only ESC and camera works.

Probably, that may be problem of SL itself

Posted

FWIW, there's no need to change the mod header if using BEES with SSE, which all SSE users should be doing by default anyways.

 

I agree with @lovalter, the description needs more info. It's too much work, generally speaking, to integrate a new mod into a load order just to see what it's all about. More images would be nice too :)

Posted

I don't understand why third-party software is used to install the mod, and not vortex or MO2? I'll probably wait until the mod installation is brought to general unitarity.

 

Posted
2 hours ago, yhukimaru said:

The door to Molag Bal's temple is blocked behind some rocks added by Lefacy of the Dragonborn, I only went through them with TCL

It seems the "Legacy of the Dragonborn" mod has altered the vanilla landscape of the location; my mod uses the vanilla landscape.

 

1 hour ago, Anataray said:

There is a problem at the end of the second quest: PC lost control after the speaking with statue and masturbating. No moving or interacting is possible, only ESC and camera works.

Probably, that may be problem of SL itself

I haven't encountered this issue myself, but during testing, sometimes after the dialogue with the statue, the character wouldn't automatically exit the dialogue. Try exiting the dialogue manually using TAB after the conversation, before the scene starts. If that doesn't help, it's likely a problem with how SexLab is functioning in your assembly. The scenes are initiated directly through the SexLab Framework

 

 

1 hour ago, MysticDaedra said:

I agree with @lovalter, the description needs more info. It's too much work, generally speaking, to integrate a new mod into a load order just to see what it's all about. More images would be nice too :)

The mod adds story-driven quests. Honestly, I'm not sure what screenshots I could provide to make things clearer. Should I describe the plot of each quest? Then what would be the point of playing if you've already read the story? I've outlined the general plot: a female protagonist will be drawn into a Daedric power struggle on the side of Molag Bal

 

27 minutes ago, bark1313 said:

I don't understand why third-party software is used to install the mod, and not vortex or MO2? I'll probably wait until the mod installation is brought to general unitarity.

For MO2 installation, unpack the archive, rename the "Data" folder to "ENT_SOMB", and place it in the "mods" folder of MO2.
Launch MO2, activate the mod using both checkboxes (in the central pane and on the right), and play.

If you're referring to the SE version, follow the instructions provided or use this plugin:
 

1 hour ago, MysticDaedra said:

no need to change the mod header if using BEES with SSE, which all SSE users should be doing by default anyways.

 

Posted
8 minutes ago, bigbasi said:

Glad to see a new Questmod! :D

 

Activate the mod in Wrye Bash (Bashed patch must be last).

 

What does this mean?

If you are installing the mod manually (by placing the "Data" folder into the game's root directory), you need to enable the mod in Wrye Bash for it to work. If you are using MO2, this is not necessary; you just need to check two boxes: one in the central pane and one in the right-hand pane

Posted
11 hours ago, Entar0 said:

Honestly, I'm not sure what screenshots I could provide to make things clearer.

You could add images of, for example, the character that the description mentions speaks to the player, the house near the stables (so the person looking at the mod page will see if it will conflict with other mods that add things there/knows where to go), etc. 

It doesn't have to actually tell someone anything about the story, you can use the screenshots to show the player what kind of 'vibe' to expect. Does it have a lot of sex in it? Include a screenshot of that. Is it a creepy, story driven, horror-themed dungeon crawler? Include a screenshot with that kind of feels to it, like some creature in the dark or something.

You could also add screenshots of the armour, or screeshots of the spells that the description mentions being used.

Just as examples for screenshots you could add, alternatively you could add a 'Spoiler' tab to the mod description that tells a little bit more about the story for players that aren't sure if they want to give the mod a try, like a longer synopsis.

 

Also, the 'installation' part has a different section for SE, so does that mean the mod works for LE by default?

Posted

Just played through this, it was fun!  I see some folks have already mentioned the rocks from LOTD blocking the entrance.  Not a deal breaker, but a patch would be appreciated, if you have the time to make one.  One thing you might also consider is increasing the volume on the new voice lines.  I could barely hear them.

 

There was also some clipping with Brunhilde's house while playing with Whiterun Outskirts.  Again, not a deal breaker, but something to think about.

 

When it came time to seduce Torvald, he wouldn't walk to his room.  He just stood there looking at me.  I tried waiting a couple hours to see if he would reset, but no dice.  I found the room on my own fortunately, and he spawned in when I entered, so I was able to continue the quest without issue.

 

The enemies were just challenging enough, and the wealth of enchanted gear they had was very, very nice to loot 😄.  This also feels like a mod ripe for expansion, if you ever decide to.  I will happily play whatever you put together.

Posted
1 hour ago, DustyEverman said:

It doesn't have to actually tell someone anything about the story, you can use the screenshots to show the player what kind of 'vibe' to expect. Does it have a lot of sex in it? Include a screenshot of that. Is it a creepy, story driven, horror-themed dungeon crawler? Include a screenshot with that kind of feels to it, like some creature in the dark or something.

Thanks for the advice, I'll add more screenshots in the next version.

 

1 hour ago, DustyEverman said:

Also, the 'installation' part has a different section for SE, so does that mean the mod works for LE by default?

No, by default the mod works on the AE version.

 

52 minutes ago, Storms1 said:

I see some folks have already mentioned the rocks from LOTD blocking the entrance.

In the next version, I'll consider where to move the entrance.
 

54 minutes ago, Storms1 said:

There was also some clipping with Brunhilde's house while playing with Whiterun Outskirts.  Again, not a deal breaker, but something to think about.

Could you elaborate? I didn't understand what you meant.

 

54 minutes ago, Storms1 said:

When it came time to seduce Torvald, he wouldn't walk to his room.  He just stood there looking at me.

Looks like a navmesh issue, although it could also be an AI package bug.

 

55 minutes ago, Storms1 said:

This also feels like a mod ripe for expansion, if you ever decide to.  I will happily play whatever you put together.

Yes, these are the first quests, I plan on continuing this storyline :)

Posted (edited)

You've got something changing location and cell names. Could you correct that later on? Something like that should be in a localized patch.

I'm doing a conflict patch for things that load order change won't fix, but it would be good to not need to.

 

Edit: This may not be visible in game and don't affect gameplay, but these things affect the save names and might cause confusion if noticed.

 

Examples:

image.png.4bb186066a5dbf8981c840bb05128237.png

 

image.png.91769085c22a533ba3d90083d100a057.png

Edited by zarantha
Posted (edited)
25 minutes ago, zarantha said:

You've got something changing location and cell names. Could you correct that later on? Something like that should be in a localized patch.

I'm doing a conflict patch for things that load order change won't fix, but it would be good to not need to.

 

Edit: This may not be visible in game and don't affect gameplay, but these things affect the save names and might cause confusion if noticed.

 

Examples:

image.png.4bb186066a5dbf8981c840bb05128237.png

 

image.png.91769085c22a533ba3d90083d100a057.png

Try using a fixed ESP.
For some reason, the Creation Kit attached locations to my mod when I was searching for suitable ones to copy. These locations are not used in the mod, and I've deleted them.

Please let me know if this resolved the issue?
 

 

ENT_SOMB.esp

Edited by Entar0
Posted
8 minutes ago, Entar0 said:

Try using a fixed ESP.
For some reason, the Creation Kit attached locations to my mod when I was searching for suitable ones to copy. These locations are not used in the mod, and I've deleted them.

Please let me know if this resolved the issue?

ENT_SOMB.esp 517.46 kB · 0 downloads

 

Location and a few world spaces still shows up as changed. I'm filtering for conflicts here.

 

image.png.471adc0e53e4ea1c3d008dd613064827.png

Posted
2 minutes ago, zarantha said:

That seems to have done the trick, thank you!

Thank you. Please let me know after you've played through the mod if any new bugs/errors have appeared. (There shouldn't be any, but just in case).

Posted
1 hour ago, Entar0 said:

Could you elaborate? I didn't understand what you meant.

So, with JK's Whiterun Outskirts, some extra stuff gets added to the same area where Brunhilde's house is, including a stationary carriage and a section of stone wall.  So there is some awkward clipping where the stone wall is sticking out of the house.  Also, when I returned to Brunhilde after dealing with Helga, at first I couldn't find her because she had clipped through the front wall of the house.  Fortunately the quest marker showed me where she was, so I just noclipped inside the wall too.

 

It's just a funny little positioning conflict.  Nothing game-breaking, just awkward.

Posted
7 hours ago, Storms1 said:

So, with JK's Whiterun Outskirts, some extra stuff gets added to the same area where Brunhilde's house is, including a stationary carriage and a section of stone wall.  So there is some awkward clipping where the stone wall is sticking out of the house.  Also, when I returned to Brunhilde after dealing with Helga, at first I couldn't find her because she had clipped through the front wall of the house.  Fortunately the quest marker showed me where she was, so I just noclipped inside the wall too.

 

It's just a funny little positioning conflict.  Nothing game-breaking, just awkward.

Okay, I understand now. Unfortunately, I can't account for all mods that change the environment, which is why I mentioned that the mod uses the vanilla landscape of the locations. I'll add a note to the "known issues" section stating that this mod overlaps Brunhilda's house.

Posted
On 3/16/2025 at 10:33 AM, Entar0 said:

For MO2 installation, unpack the archive, rename the "Data" folder to "ENT_SOMB", and place it in the "mods" folder of MO2.
Launch MO2, activate the mod using both checkboxes (in the central pane and on the right), and play.

That has to be the least efficient way to install a mod into MO2, just drag the archive on the modlist (left side) somewhere between the other sexlab related mods or architecture mods (it doesn't really matter if you don't care about organization), it will suggest a name based on the archive name and after you accept activate it.

TLDR: Drag and drop the mod into MO2
Accept mod name
Activate mod
Done.

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