kaxat Posted 18 hours ago Posted 18 hours ago (edited) I am starting a forum thread to beta test a mod. It is not quite ready to upload to the Downloads section yet. A number of people tested it so far in other threads. We need a dedicated thread to continue our conversation. Mod description It adds autonomous sex between NPCs and nearby slaves. While playing Nuka Ride you hear traders comments complaining about how often the raiders have sex with them. Even in the vanilla Nuka World lore this makes sense. After contemplating it I realized that vanilla Nuka World has a lot in common with Slaverun. It deals in slaves. Forces them to wear shock collars that compel obedience. Has guards walking around policing their actions. The thing it lacked was actually seeing sex. So I added that. I thought why stop there? Other factions in the Commonwealth would be willing to slap a slave collar on someone and treat them as a sex slave. They would not stop with enslaving just female humans. It could be any race or gender that can wear such a collar. So the mod does not limit itself to locations or females like Slaverun. Instead it is just who is collared and who is not. You can put a collar on a Settler and turn them in to the village sex slave. Put one on your companion and everywhere you go your acquaintances will help themselves. And of course the player can end up collared too. Which makes mods like Raider Pet more sexually active. It supports the vanilla Shock Collar along with soft support for Real Handcuffs and DD. Not a story mod If is unclear there is no story in this mod. There is no dialogue. It is merely an atmosphere mod that starts AAF scenes between captives and their captors. With only DLCs installed you will see this mod take effect in Nuka World between raiders, traders, and the captives. With other mods installed you can find this behavior in more places. For example mods like Raider Pet can collar the player. And this will cause more sex to happen between the player and nearby captors. With mods like Commonwealth Slavers you will find some Raiders who have slaves. Again this mod will take effect (because the slaves are wearing items from Real Handcuffs) and occasionally trigger sex between captors and captives. Installation Instructions Get a working install of AAF. Install RobCo Patcher Install SPID - PO3's Spell Perk Item Distributor Install mod anywhere in your load order. It will automatically go underneath AAF, which is all it requires. Also install other mods that this pairs with. Devious Devices and mods that distribute those. Real Handcuffs and mods that distribute those. Commonwealth Slavers. You name it. have yet to test with CommonWealth Captives but that is another mod it can almost certainly support using tweaks to either the SPID or RobCo .ini file. SlaveSex__v0_2_0.zip Edited 14 hours ago by kaxat 4
kaxat Posted 18 hours ago Author Posted 18 hours ago (edited) Current State There are a number of things I have not tested. So far only aware of 2 minor bugs. It should be a very safe and lightweight mod. You can turn it completely off in the MCM. When on it spends most of its time dormant. Only time it has a performance impact is when AAF starts a scene. Unfortunately starting a scene is script heavy due to all the work AAF does in preparation. Thanks to AAF the mod supports furniture, group sex, and any race AAF has animations for. As of v0.2 I am working on two issues. AAF scenes end earlier than I would like. Seem to use the AAF default. Which you can configure in the AAF .ini file. However I would love for them to use the animation's preferred length instead. No idea how to do this yet. Probably need access to AAF's documentation. Hotkeys are having trouble saving for me. I can select a key but then it almost instantly reverts to None. Edited 15 hours ago by kaxat
kaxat Posted 18 hours ago Author Posted 18 hours ago On 6/6/2026 at 11:16 AM, JohnyBurner said: @kaxat, I think I will wait for your upload. I defer to experienced modders, since my knowledge is basically banging rocks together until mods play nice with each other. As a final comment before this thread goes back to Nuka Ride, I want to thank you for the mod. It has a much smaller scope than others of the kind, which fit mods like Slavers and Nuka Ride the best. And being able to add other items as needed is a good feature. Looking forward for the upload. Cheers! Thank you for the kind words. I feel bad that I think all the work you spent on enhancing this mod was for naught. As I worked on the mod I think I discovered a bug that caused that formlist to be completely ignored. The vanilla ShockCollars still worked because they did not rely on that list. But my theoretical soft support for Real Handcuffs was broken. It was broken for the same reason yours did not work. I am pretty certain it works now. Let me know if CommonWealth Slavers now works as expected. Also checkout the new SPID ini and RobCo patcher. You can now do many of the tweaks you were interested in by updating those .ini files. Or by adding one of your own. 1
_Nomad_ Posted 16 hours ago Posted 16 hours ago Yes. There's a similar mod, Indecent Captivity. But it's an add-on to Commonwealth Captives. I installed it, but it conflicts with Commonwealth Slavers. Jared will suddenly want to fuck a slave during a dialogue, and the quest freezes. Otherwise, everything's fine. I'll try yours. We'll see. Thanks.
yokito78 Posted 16 hours ago Posted 16 hours ago I have a question: how is it that an NPC would put the necklace on the player? Also, what happens if you try to rescue the captive when the surrounding enemies aren't actually enemies?
Magnum717 Posted 16 hours ago Posted 16 hours ago This looks great. Is the collar a specific mod item? Or is it the vanilla collar that triggers sex between slaves and nearby NPCs now? Also, is it literally all nearby NPCs? Can certain NPCs or genders be whitelisted/blacklisted?
kaxat Posted 15 hours ago Author Posted 15 hours ago (edited) 1 hour ago, yokito78 said: I have a question: how is it that an NPC would put the necklace on the player? Also, what happens if you try to rescue the captive when the surrounding enemies aren't actually enemies? Other mods can collar the player. Raider Pet is one. Once collared then this mod will start triggering sex scenes. I have not played with this mod + Raider Pet since 2023. I was using an older version of this mod. When I tested I found it was best to pause sex from this mod (using a hotkey) until Raider Pet played its first scene. After that press the hotkey again to resume sex. It made Raider Pet a lot more sexually active. Particularly with other nearby raiders and not just the one who captured you. I have since added some safeguards that might prevent the need to temporarily pause sex when using Raider Pet. But in general I have purposefully made it super easy to pause this mod so you can manually avoid interruptions if the automatic protections are not enough. For Skyrim I developed a very sophisticated system for automatically detecting if a SexLab scene could take place without interruptions. This is a lighter and less sophisticated version of that system. And since FO4 lacks the relevant Script Extenders it never will achieve the same amount of automatic protection. So easily toggling on/off with a hotkey is the next best thing. 1 hour ago, _Nomad_ said: Jared will suddenly want to fuck a slave during a dialogue, and the quest freezes. Otherwise, everything's fine. I'll try yours. We'll see. Thanks. In theory this mod excels at detecting dialogue and scenes and not interrupting them. But more testing is needed to prove the theory. I have not tested enough. I have written similar detection systems in the past with great success. But admittedly I can not build as robust of a system in FO4 as I did in Skyrim. 1 hour ago, Magnum717 said: This looks great. Is the collar a specific mod item? Or is it the vanilla collar that triggers sex between slaves and nearby NPCs now? Also, is it literally all nearby NPCs? Can certain NPCs or genders be whitelisted/blacklisted? The Vanilla Collar, any item from Real Handcuffs, and most bondage items from Devious Devices with the exception of chastity belts. None of the supported items are hardcoded. Support for them is added using a RobCo Patcher .ini file that is included with the mod. It can be customized to include other clothing items. Similarly who can initiate sex is not hardcoded. It is specified in the SPID .ini. It can be customized to only be some factions, NPCs, ActorTypes, etc. Anything SPID supports. In fact you can even specify slaves this way if you prefer. Then it will not matter what they are wearing. Edited 15 hours ago by kaxat 1
JohnyBurner Posted 15 hours ago Posted 15 hours ago 3 hours ago, kaxat said: Thank you for the kind words. I feel bad that I think all the work you spent on enhancing this mod was for naught. As I worked on the mod I think I discovered a bug that caused that formlist to be completely ignored. The vanilla ShockCollars still worked because they did not rely on that list. But my theoretical soft support for Real Handcuffs was broken. It was broken for the same reason yours did not work. I am pretty certain it works now. Let me know if CommonWealth Slavers now works as expected. Also checkout the new SPID ini and RobCo patcher. You can now do many of the tweaks you were interested in by updating those .ini files. Or by adding one of your own. Yeah, I never really tested the handcuffs part, and never got around to testing other restraints, like Kziitd Toolset ones. Good that it's apparently solved now. Currently doing the end game quest for Slavers. Once done I'll probably revert to an earlier save and install this and play around a bit with it. I'll give feedback when I do. 1
JohnyBurner Posted 14 hours ago Posted 14 hours ago Quote In theory this mod excels at detecting dialogue and scenes and not interrupting them. But more testing is needed to prove the theory. I have not tested enough. I have written similar detection systems in the past with great success. But admittedly I can not build as robust of a system in FO4 as I did in Skyrim. Using the previous version, the mod broke a couple of scripted dialogues, making my character locked, without even access to the pipboy. In one of those times, during a Slaver's quest, I was stuck sitting on a chair after your mod's dialogue fired first, preventing the Slaver's mod from doing so. I will try that again when I finish Slaver's and install this to see if there's any difference. Sure, I know I can disable it before quests, but I'm curious to see if this version works better. Quote Similarly who can initiate sex is not hardcoded. It is specified in the SPID .ini. It can be customized to only be some factions, NPCs, ActorTypes, etc. Anything SPID supports. In fact you can even specify slaves this way if you prefer. Then it will not matter what they are wearing. A blacklist capability would be good to have, if possible. Even if we need to add it via FO4edit or an .ini file. So you can have an entire faction allowed, but exclude a few specific NPCs, as not to break a quest, or to prevent immersion breaking and out of character behaviours.
kaxat Posted 14 hours ago Author Posted 14 hours ago (edited) 22 minutes ago, JohnyBurner said: Yeah, I never really tested the handcuffs part, and never got around to testing other restraints, like Kziitd Toolset ones. Good that it's apparently solved now. Currently doing the end game quest for Slavers. Once done I'll probably revert to an earlier save and install this and play around a bit with it. I'll give feedback when I do. I forgot Kziitd Toolset! It is even part of my main load order. Fortunately it looks like support will be very easy to add. Slap the following in the RobCo patcher .ini file. ; KZEB_Device[KYWD] - KziitdFetishToolset.esm|00000805 filterByKeywords=KziitdFetishToolset.esm|00000805:keywordsToAdd=SlaveSex.esp|00000807 filterByKeywords=KziitdFetishToolset.esm|00000805:keywordsToAdd=SlaveSex.esp|0000080D I will include that in the next update. I also forgot to mention the following. If you ran your customized version of this mod on your current save then you would need to do a couple of steps to "safely" uninstall it. Disable the mod in MCM. Wait 1 hour. Save. Exit and disable your customized mod in mod manager. Start game and load save without any version of SlaveSex installed. Wait 1 hour. Save. Exit and install new version in you mod manager. Each of those steps serves a purpose. Waiting 10 or so seconds after each step is not a bad practice to give the engine time to do its processing. After Step 7 the engine should have completely cleaned the old mod from your save. In theory. Best practice is always to load a save from before you installed. But the engine does a pretty good job of cleaning up a mod like this. Especially if you only plan to continue that save for a <20 more gameplay hours. If that is the case it would be safe to install this and continue your game. But I am not trying to pressure you into installing this mod on your current playthrough. I only mention the extra steps in case you are keen. Edited 14 hours ago by kaxat 1
yokito78 Posted 14 hours ago Posted 14 hours ago Could you make it so that it’s a melee attack, and the player has to defeat the one who cast it before a certain amount of time runs out?
JohnyBurner Posted 14 hours ago Posted 14 hours ago 21 minutes ago, kaxat said: But I am not trying to pressure you into installing this mod on your current playthrough. I only mention the extra steps in case you are keen. Oh, I am very keen! 😄 Thanks for the uninstall process, I very rarely remove mods, but it's usually "pray and delete", with a sprinkle of "disable the mod in-game if it has that option and if I remember to do so". 1
kaxat Posted 14 hours ago Author Posted 14 hours ago @yokito78 That is just a completely different mod. I can see why you might want to install it alongside a mod like this. They would complement each other. But I strive to never bloat my mods with unrelated features. Somebody could built that mod idea. Thanks for sharing. If I was to build it I would make it a new mod that uses a light plugin. But at present I do not have time to build more mods.
kaxat Posted 13 hours ago Author Posted 13 hours ago I missed the second of your double posts Johny. And it had such good feedback. 1 hour ago, JohnyBurner said: Using the previous version, the mod broke a couple of scripted dialogues, making my character locked, without even access to the pipboy. In one of those times, during a Slaver's quest, I was stuck sitting on a chair after your mod's dialogue fired first, preventing the Slaver's mod from doing so. I will try that again when I finish Slaver's and install this to see if there's any difference. Sure, I know I can disable it before quests, but I'm curious to see if this version works better. I added some enhancements that might help prevent interrupting dialogue and scenes. But I also do not wish to over promise. I created a similar series of mods for Skyrim called the Autonomous Sex Framework (ASF). I am immensely proud of its ability to prevent issues like you described. It took a lot of work. But it got to a point where interruptions almost never happen. This mod is frankly never going to get there. But I am hopeful I can get decently close. Upon reflection two features I could port over would be: Locking actors as soon as they get chosen. A common problem is that an actor is not currently talking to anyone or involved in a scene. A perfect candidate! So they get reserved while partners are processed. But then the perfect candidate initiates a scene while other partners get selected. By the time the animation starts it is interrupting them. I largely solved this in ASF by giving them a spell that temporarily prevents player interaction and stops them from sandboxing until SexLab starts the scene. When someone wants to have sex with the player the player gets a popup. It asks if they accept and offers options for their level of enthusiasm. Notably it includes a "Cancel" option, which is intended to be selected if the player knows this is a bad time for sex. You could select that option if you wanted zero roleplay repercussions, which is ideal if you think another mod is about to interact with the player. If I have time I might add those 2 features to SlaveSex. One major caveat is that AAF, in my experience, is more glitchy than SexLab when it comes to autonomous sex. That said I have had significantly less issues with the 2026 version of AAF than I had in 2023. To date I have done very little testing with the latest version and autonomous sex. Fingers crossed it is improved. But you have already clearly experienced one issue. The locking of your character without access to the pipboy is an AAF issue. This mod does not do anything remotely likely that. While AAF does. As we all know AAF can work great in story mods. Those mods can place the relevant actors where they need to be and initiate a custom AAF scene specific to the location. It can lock them in palce and even have them to path to specific locations. A controlled environment. But autonomous sex is a completely uncontrolled environment. It stress tests the animation engine. In 2023 versions of AAF I found it often stress tested to the point of bugs. Bugs I could not patch. I am hopeful newer versions will be better. But if not I may give up on active development like I did a couple years ago. 1 hour ago, JohnyBurner said: A blacklist capability would be good to have, if possible. Even if we need to add it via FO4edit or an .ini file. So you can have an entire faction allowed, but exclude a few specific NPCs, as not to break a quest, or to prevent immersion breaking and out of character behaviours. That is already added. There are both Inclusion and Exclusion keywords. Exactly like ASF. You can easily specify NPCs that should be blacklisted using SPID. An example is included in the SPID ini file for Nick Valentine. You can also specify clothing items that should cause their wearer to be excluded. And using SPID you can specify whole factions, ActorTypes, you name it. One thing I wish you could do is use the ingame console to mark a specific NPC as blacklisted or whitelisted. It is possible to add that feature. I have already laid the groundwork. But I need to research FO4 and see what its version of ability spells are. There is a chance they are completely identical to Skyrim and I can add nearly identical spells. If not I may need to rely on the Syringer and craftable Syringer ammo that marks people as included/excluded based on which ammo you shoot.
JohnyBurner Posted 12 hours ago Posted 12 hours ago Yeah, I figured the lock up might be AAF related, but sometimes mods can mitigate issues. Like I said, I will test it in that particular case again. Regarding engine load, I have another mod that triggers random sex with restrained slaves in enemy camps added by yet another mod, and so far had no CTDs or errors. And this one (at least the other version) triggered a few times inside the Combat Zone, also with no issues so far. I will keep an eye out for that, in any case. Good that the blacklisting through a .ini file already exists. Better if it can also be done in-game. I hope you can make it work.
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