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Posted
48 minutes ago, Kingslayer101 said:

Is it possible to use Sexlab Survival's Kennels along with this mod's Kennels? Or are they in the same spot? I'm building a new modlist so thinking of not using Survival this time.


possible - for sure. Nothing mechanically would prevent you from using both, but they are in the same spot so there would be some clipping/visual oddities

 

Lmao is intended as an sl survival replacement so I haven’t built it with compatibility with sl survival in mind

 

that being said, of the kennels I only have the whiterun kennel playable atm, and I’m still working on expanding that gameplay.

 

i think you’ll have a better time with licenses + lmao than sl survival, (and I’m very open to feedback and bug reports on lmao) but there is only the wr kennel for now. 

Posted

I have been trying to play around with the settings between Lmao and Licences but I am running into an issue with them that I am not seeing a fix or obvious error for? (very new to the mod, but love it so far)

 

When I first approach a city like whiterun, a guard comes of and gives me the explanation and takes my characters clothes saying I am a slave and I need to stay naked. Then as soon as that happens another guard will come and get mad at me for being naked?

 

I tried disabling the nudity law so that I don't get approached when my character is then naked and thats fine, but I can't find the work around for guards not getting mad at you for wearing clothing. In the buying licenses from the guards I don't see any options about a clothing license? or maybe I need a full on armor license? I had my outfit labelled as revealing in osl aroused. 

 

The only problem I can think of that I couldnt see is something with advanced nudity detection that I haven't seen, since I am also new and haven't really touched it yet.

 

Any ideas what settings I need to play with so that I can be clothed and not harassed/ punished?

Posted
4 hours ago, Crota said:

I have been trying to play around with the settings between Lmao and Licences but I am running into an issue with them that I am not seeing a fix or obvious error for? (very new to the mod, but love it so far)

 

When I first approach a city like whiterun, a guard comes of and gives me the explanation and takes my characters clothes saying I am a slave and I need to stay naked. Then as soon as that happens another guard will come and get mad at me for being naked?

 

I tried disabling the nudity law so that I don't get approached when my character is then naked and thats fine, but I can't find the work around for guards not getting mad at you for wearing clothing. In the buying licenses from the guards I don't see any options about a clothing license? or maybe I need a full on armor license? I had my outfit labelled as revealing in osl aroused. 

 

The only problem I can think of that I couldnt see is something with advanced nudity detection that I haven't seen, since I am also new and haven't really touched it yet.

 

Any ideas what settings I need to play with so that I can be clothed and not harassed/ punished?


Licenses is doing the slave thing (you likely have ambiance and clothing license enabled), though mine is punishing you for being nude. 

What I do is disable all licenses/ambiance by default, then I use the World Events (part of this mod) integration with licenses to toggle on licenses as the game goes on. It gives you a a warning to prepare for stuff like that and it turns off the nudity law when the clothing license is turned on.

Posted (edited)
4 hours ago, aziko___ said:

Hi i have a possibly unique problem in that when PC is gagged the guards (and other npcs) dont help at all. The guards keep saying "not my problem".


First I'd check if you have enabled those functions in the MCM - they aren't on by default (and that dialogue doesn't sound like mine - several mods do some sort of begging/device removal, which is why mine is off by default))

For guards, if you turn on "Guards can remove limited DDs", if you are wearing a gag or a armbinder the guard will always assist - though depending on your reputation the guard may ask for more. 

NPCs are more random - You need to enable "NPC DD Dialogue" in the MCM, and if you want them to be able to help you, set "NPCs may assist the player" for the potential for them to help. This is not a guarantee - they might tell you to fuck off or leave them alone. if you enable "NPCs take advantage of player" they can also potentially take advantage of your situation and abuse you. Regardless, just like guards, they are limited to helping with gameplay restrictive devices - armbinders and gags. Everything else you need to find a blacksmith.

Edited by thor3222
Posted
20 hours ago, thor3222 said:


Licenses is doing the slave thing (you likely have ambiance and clothing license enabled), though mine is punishing you for being nude. 

What I do is disable all licenses/ambiance by default, then I use the World Events (part of this mod) integration with licenses to toggle on licenses as the game goes on. It gives you a a warning to prepare for stuff like that and it turns off the nudity law when the clothing license is turned on.

OK I like the sounds of that much more thanks I will try that!

  • 2 weeks later...
Posted

I'm using the newest version and the crime tab in the MCM seems to be broken.   When trying to enable a crime, it doesn't enable it and it instead deletes that crime and all its options from the MCM.  If a crime is already enabled, I can disable it fine.  It only happens when trying to enable it.  I had upgraded from 0.1.4.2 and thought maybe it had something to do with using an existing save, but the issue persisted when starting a new game too.  Everything else in the MCM seems to work fine.  It's just the crime tab.  

 

While trying to figure out what was going on with my settings and why no crimes were being detected, I managed to accidentally delete all the crimes from my MCM.
image.jpeg.f3b7a18a9a3226eb275c8e768bd0b8e4.jpeg

Posted
On 12/30/2025 at 8:38 PM, A Hobbit said:

Trying to enable them with debug mode turned on just makes the MCM look like this, and they still don't actually get enabled.

image.jpeg.c3bdbe8cb30dbebf653f13e1d19b5f36.jpeg


Someone on the discord reported something similar and I built a fix that will be in the next version. 

Unfortunately the new version will require a new save cause I reworked how a lot of things work fundamentally. I try to avoid that but sometimes it needs to happen. it will likely be on the discord for testing sometime this week, and on loverslab once the discord community isn't finding a bunch of bugs

Posted
On 12/27/2025 at 10:39 PM, StrayHALO_MAN said:

I did the civil war and the toll guards in solitude are not stormcloak ones so they are cut down by the actual guards.


I'll change those to remove civil war affiliations for the next update

Posted

Can I update from 0.1.4.2 mid-game, or do I need to start a new save?

 

I also had the behaviour where the gate guard fined my PC for wearing clothes, even though I had the nudity crime turned off. Hilariously, shortly thereafter I got fined by another guard for being naked in public (either from Licenses Player Oppression, or maybe from some other mod). I better get that fixed or it'll be a very expensive and monotonous playthrough I think LOL.

Posted (edited)

It's really an awesome mod! Together with Licenses, it’s basically replaced SL Survival for me.

 

Would it be okay if I translated it into Chinese and shared it on Chinese forums? I’d make sure to give full credit to you and link to this page, my name wouldn’t appear anywhere. I’ve already finished most of the translation but just for myself now , and it’s mostly manually done, not machine or AI translation.

 

Also, with the current version, is there any way to lower the world slave level?

Dynamically toggles slaves and slavers through world events. Killing slavers reduces slave level. (WIP) Can this part work partially now? Because it seems that even in a new game (which should have no slave level), the slaves from Hydra Slavegirls still appear.

Edited by kalaaa33
Posted
On 1/5/2026 at 11:34 PM, Anunya said:

Can I update from 0.1.4.2 mid-game, or do I need to start a new save?

 

I also had the behaviour where the gate guard fined my PC for wearing clothes, even though I had the nudity crime turned off. Hilariously, shortly thereafter I got fined by another guard for being naked in public (either from Licenses Player Oppression, or maybe from some other mod). I better get that fixed or it'll be a very expensive and monotonous playthrough I think LOL.


You SHOULD be fine to update mid game, just go to the mcm debug page and hit "refresh mod objects". That should wire up any missing variables, and saving/reloading should load up any new dialogues. 

HOWEVER, I'll note the next version i put out will require a new save unfortunately, Though it likely won't be for at least a couple weeks. I've been trying my best to keep things friendly for users saves but I had to majorly refactor some things for some new features and for performance. 

Posted
On 1/7/2026 at 1:10 AM, kalaaa33 said:

It's really an awesome mod! Together with Licenses, it’s basically replaced SL Survival for me.

 

Would it be okay if I translated it into Chinese and shared it on Chinese forums? I’d make sure to give full credit to you and link to this page, my name wouldn’t appear anywhere. I’ve already finished most of the translation but just for myself now , and it’s mostly manually done, not machine or AI translation.

 

Also, with the current version, is there any way to lower the world slave level?

Dynamically toggles slaves and slavers through world events. Killing slavers reduces slave level. (WIP) Can this part work partially now? Because it seems that even in a new game (which should have no slave level), the slaves from Hydra Slavegirls still appear.


Absolutely, as long as you link back here that is no problem whatsoever :) 

I don't currently provide that option in the existing version, though the next version will have that option (already built and working, but refactoring code for performance reasons currently). 

I believe you can adjust through console commands though - 

for global, it should be 

set WC_Global_Slavery to <X>


(that is the correct global variable name, not sure if its the correct console command)

and for each city it would be 

setpqv LMAO_City_<Cityname> CitySlaveLevel to <X> 

(though again, correct names, not necessarily correct console commands) 

Most of the mcm stuff only updates when changing cells, so if you do that, run around a little bit and it should catch everything. 



I'll also note the hydra slavegirls integration will likely be being deprecated in favor of mod specific slavers/slave girls soon(tm), though I will keep it regardless. 

Current build plans are:
- Fix the performance issues (script fixes have been completed, need to fix properties on SO MANY DIALOGUES)
- Search fixes (new animations built, new dialogues built, search flow changed for easier expansion, needs testing once the performance fixes are done)
- Escort stuff (moving the player around, either with guard escorts or teleportation - for things like the kennel, and punishments)
- World events stuff - basically replacing what hydra slavegirls is doing, but trying to make it more lore friendly and natural (working through on discord with people)

Posted
On 1/15/2026 at 2:32 AM, thor3222 said:


Absolutely, as long as you link back here that is no problem whatsoever :) 

I don't currently provide that option in the existing version, though the next version will have that option (already built and working, but refactoring code for performance reasons currently). 

I believe you can adjust through console commands though - 

for global, it should be 

set WC_Global_Slavery to <X>


(that is the correct global variable name, not sure if its the correct console command)

and for each city it would be 

setpqv LMAO_City_<Cityname> CitySlaveLevel to <X> 

(though again, correct names, not necessarily correct console commands) 

Most of the mcm stuff only updates when changing cells, so if you do that, run around a little bit and it should catch everything. 



I'll also note the hydra slavegirls integration will likely be being deprecated in favor of mod specific slavers/slave girls soon(tm), though I will keep it regardless. 

Current build plans are:
- Fix the performance issues (script fixes have been completed, need to fix properties on SO MANY DIALOGUES)
- Search fixes (new animations built, new dialogues built, search flow changed for easier expansion, needs testing once the performance fixes are done)
- Escort stuff (moving the player around, either with guard escorts or teleportation - for things like the kennel, and punishments)
- World events stuff - basically replacing what hydra slavegirls is doing, but trying to make it more lore friendly and natural (working through on discord with people)

Thank you so much for the detailed response! I’ve shared it with the Chinese community and made sure to link back to your page. and there are some feedback from the Chinese Community.

I apologize if the content below is a bit long; I hope it doesn’t take up too much of your time.

 

1. NPCs appear unable to pass through these gates until the player has interacted with gates. This issue is particularly noticeable when using crowd expansion mods (such as Populated Skyrim Baka Edition), where large groups of NPCs tend to cluster and get stuck at the entrance, unable to navigate through.

 

2. If a specific license is enabled via the mod and the player later decides to disable it manually, will this cause any issues? Furthermore, if a license is manually disabled, can it be re-enabled later through the mod's conditional settings (e.g., enable weapon license after XX days)? The goal is to temporarily disable certain features without having to start a new save.

 

3.  If a future update requires a "Clean Save," is it possible to update using Resaver (FallrimTools) instead of starting a new game? Specifically, would the following workflow be safe and effective?

    1.Move the character to an interior cell and save.

    2.Uninstall the current version of the mod.

    3.Use Resaver to clean unattached scripts and instances from the save file.

    4.Load the cleaned save and save again(and waiting 72 hours maybe).

    5.Install the new version.

Posted
On 1/16/2026 at 4:00 AM, KALA_FAHAXIKI said:

Thank you so much for the detailed response! I’ve shared it with the Chinese community and made sure to link back to your page. and there are some feedback from the Chinese Community.

I apologize if the content below is a bit long; I hope it doesn’t take up too much of your time.

 

1. NPCs appear unable to pass through these gates until the player has interacted with gates. This issue is particularly noticeable when using crowd expansion mods (such as Populated Skyrim Baka Edition), where large groups of NPCs tend to cluster and get stuck at the entrance, unable to navigate through.

 

2. If a specific license is enabled via the mod and the player later decides to disable it manually, will this cause any issues? Furthermore, if a license is manually disabled, can it be re-enabled later through the mod's conditional settings (e.g., enable weapon license after XX days)? The goal is to temporarily disable certain features without having to start a new save.

 

3.  If a future update requires a "Clean Save," is it possible to update using Resaver (FallrimTools) instead of starting a new game? Specifically, would the following workflow be safe and effective?

    1.Move the character to an interior cell and save.

    2.Uninstall the current version of the mod.

    3.Use Resaver to clean unattached scripts and instances from the save file.

    4.Load the cleaned save and save again(and waiting 72 hours maybe).

    5.Install the new version.


1. This MAY be a script lag issue - when I reworked the searching recently I noticed a tremendous amount of script lag I believe was being caused by my over dependence on a middle man utility quest/script. I'm not 100% sure on that, because for the npcs the activate function is not in there, and the call is just "if not player, activate", but I'll re-look at that script specifically and make sure its detatched from anything else that might be slowing it down. I haven't personally seen that one or had someone note that since very early versions but as noted, I'm working on performance now, so hopefully the next version has that fixed. (though crowd expansion mods are always tricky to predict)

2. My triggers I set up for licenses to start are single time triggers. If the user disables the license after its been triggered, it won't auto start again. If the user has them enabled, but disables them before the triggers are met, once the triggers are met the license should re-enable.

3. That would be your best bet for success, I won't officially support it, especially for the next update where EVERYTHING is moving around, but I also try desperately not to require a new save on most updates. Usually updating only requires hitting refresh mod objects on the MCM (which will hit my updater script to fix properties) and saving/reloading (to make sure new dialogues are grabbed). This next update has probably 100+ properties and functions moved from the original scripts to different ones, some scripts being swapped, name changes, etc. Your mileage may vary, but I feel like anything but a new save is going to be an enormous headache.

Posted

Been enjoying so far, will be nice to see the kennel when its a bit more complete, seems to show more potential than SL survival’s imo, damn shame that was abandoned. 
 

Any news on the content of the next update? Or is that mostly on the discord?(don’t want discord on my phone lol, haven’t had much time to sit at my computer) 

Posted (edited)

Would it be possible to add integration with these mods (specifically for the 'pay with drinks'/toll drugging? For example, SL Survival had an option to force drug the player with a fertility potion from Fertility Mode. I liked having that on when I used to use SL Survival since it made the game more interesting imo 🙂

 

  • Fertility Mode + fixes & tweaks by subhuman0100 (has a fertility potion)
  • Beeing Female NG (recent mod that came out this month to succeed the original Beeing Female; also has a fertility potion similar to FM)
  • SoulGem Oven 4: Integration Fork (has its own forms of lactacid, milk, and semen that can be consumed; also has various potions that 'corrupt' or 'enhance' parts of the body such as the breasts, womb, or testicles to increase milk, gem, and/or semen production)
Edited by Connector196
Posted
13 hours ago, GamerGirlPee91 said:

Been enjoying so far, will be nice to see the kennel when its a bit more complete, seems to show more potential than SL survival’s imo, damn shame that was abandoned. 
 

Any news on the content of the next update? Or is that mostly on the discord?(don’t want discord on my phone lol, haven’t had much time to sit at my computer) 


Yeah I have a lot of plans for it, which is close in the queue. 

Details of everything I'm working on is in the discord, but to summarize:

In the next update:
- Performance updates - splitting things apart and structuring things better to improve performance everywhere (built, in testing)
- Search updates, expanding from like 4 types of contraband to like 8, including a customizable generic contraband option (built, in testing)
- NPC controller updates - NPCs will observe clothing/armor/collar licenses and nudity laws (done, tested)
- Economy updates - as slave level increases, buy/sell power for the player is reduced, and auto scales inn costs, home costs, etc. (done, tested)
- Integration updates - more prostitution mods are supported for control over dynamic pricing and availability (done, somewhat tested), Bikini license split off
- Slavers guild will have a name I'll be testing. (been working through the lore on discord)
- Devious Devices controller changes - changes in how devices are grabbed and which ones, providing potential customization for users who want that, and a simpler "lore friendly" list for those who don't. 

The following update: (should be pretty simple - I was hoping to have these out with everything above by now, but I had to shift to fix the performance issues)
- Escort controller - For various future punishments, as well as for the kennels themselves, ways to bring the player from point A to point B - initial options will be teleport (quick, painless), and guard escort (where the controls will be turned off for the player and they will be forced to follow the guard). Future option will be player leads walking normally, guard whips them/corrects them when they head the wrong way

- Send curfew breaking player to the kennel (if in whiterun)

After that the things at the top of my list to build:
- World slavers - I'll be starting to build my own roaming slavers/slaves that start appearing with slave level to replace what I use hydra slave girls for and provide more options for content in the future

- Punishments using the escort system

- More whiterun kennel content

- More/Better interactions with the begging system and device removal
 

 

Posted (edited)
3 hours ago, Connector196 said:

Would it be possible to add integration with these mods (specifically for the 'pay with drinks'/toll drugging? For example, SL Survival had an option to force drug the player with a fertility potion from Fertility Mode. I liked having that on when I used to use SL Survival since it made the game more interesting imo 🙂

 

  • Fertility Mode + fixes & tweaks by subhuman0100 (has a fertility potion)
  • Beeing Female NG (recent mod that came out this month to succeed the original Beeing Female; also has a fertility potion similar to FM)
  • SoulGem Oven 4: Integration Fork (has its own forms of lactacid, milk, and semen that can be consumed; also has various potions that 'corrupt' or 'enhance' parts of the body such as the breasts, womb, or testicles to increase milk, gem, and/or semen production)


Most likely would be fertility mode as that's a mod on my list, though no immediate promises. It would however be insanely easy to update, even as a user - if you want that before I can get to it, you can look into the 

LMAO/interface/LMAO/drinks.json file - 

You can add those potions whichever section you think are more reasonable. I would likely set them in "lact" like this:
 

{
    "DrinkName": "MME_Lactacid",
    "FormID": "0x343F2",
    "ModName": "MilkModNEW.esp",
    "ChancesInRoll": 5
}


if you do that, and hit refresh mod objeects in the mcm, it should grab those and start using them for all drink related items. 

(also if you do that and provide the code, I'm happy to include it in the next version - I built all this with easy community expandability in mind, so I don't need to do the leg work hunting down all the individual mods that make sense - I have similar files that allow the player to define additional gates, exemptions for nudity, device selection, etc)

Edited by thor3222
Posted (edited)
1 hour ago, thor3222 said:


Most likely would be fertility mode as that's a mod on my list, though no immediate promises. It would however be insanely easy to update, even as a user - if you want that before I can get to it, you can look into the 

LMAO/interface/LMAO/drinks.json file - 

You can add those potions whichever section you think are more reasonable. I would likely set them in "lact" like this:
 

{
    "DrinkName": "MME_Lactacid",
    "FormID": "0x343F2",
    "ModName": "MilkModNEW.esp",
    "ChancesInRoll": 5
}


if you do that, and hit refresh mod objeects in the mcm, it should grab those and start using them for all drink related items. 

(also if you do that and provide the code, I'm happy to include it in the next version - I built all this with easy community expandability in mind, so I don't need to do the leg work hunting down all the individual mods that make sense - I have similar files that allow the player to define additional gates, exemptions for nudity, device selection, etc)

I didn't even realize there was a file... 😭

 

Would it make sense for me to add SGO4:IF's milk to 'lact' and cum to 'cum'? I also see a 'negative' section, so would that make the most sense for things like fertility potions and corruptions that don't fit into the other categories but are meant as punishments? It seems weird putting those into the 'lact' section as well imo. I'm also a bit confused by the "FormIDInt"... I get the FormID but where would I get the 'Int' number?

Edited by Connector196
Posted
56 minutes ago, Connector196 said:

I didn't even realize there was a file... 😭

 

Would it make sense for me to add SGO4:IF's milk to 'lact' and cum to 'cum'? I also see a 'negative' section, so would that make the most sense for things like fertility potions and corruptions that don't fit into the other categories but are meant as punishments? It seems weird putting those into the 'lact' section as well imo. I'm also a bit confused by the "FormIDInt"... I get the FormID but where would I get the 'Int' number?


probably! the sections are mostly split by dialogue type. cum will get cum related follow up dialogue options, lact mostly talks about nipples, etc. 

Positive is for things like potions, and are usually surprisingly good. Negative is for actual poisons. id say lact is better for fertility potions/corruptions, but you can try whatever you prefer.

I believe FormIDInt is fully deprecated at this point, I figured out how to use the normal FormID without the int conversions, but it would be something like this https://www.binaryhexconverter.com/hex-to-decimal-converter

Posted

Hi, just wanted to report a bug I've been having on the latest version (0.2.7.4) where the guards search me even if the MCM option is disabled. Nothing too serious, but I still wanted to let you know. Installed on a new game and I'm on Skyrim 1.5.97, btw.

Posted
23 minutes ago, Dingo- said:

Hi, just wanted to report a bug I've been having on the latest version (0.2.7.4) where the guards search me even if the MCM option is disabled. Nothing too serious, but I still wanted to let you know. Installed on a new game and I'm on Skyrim 1.5.97, btw.

 

Sounds good! I have already fully rewritten how the search is handled, and that issue should be resolved in the next version

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