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SlaveSex (Beta test new mod)


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Posted (edited)

 

I have been testing a new version since the start of the month. It has a heavy focus on preventing interruptions of other quests. Also adds many new features.

 

Seems to be working great. I will release something very similar to this version to the wider public. Until then you can download it here and beta test.

 

SlaveSex__v0-3-0.zip

 

New Version: 0.3

  • New Features
    • Added support for items in Kziitd Fetish Toolset.
    • Added support for marking items as slave clothing at armorer workbench.
    • Added support for marking actors as slaves and initiators using the console. Use the console command AddSpell KaxSS_Ability_Recipient_Included to mark someone as a slave. You can also use RemoveSpell if you later wish to undo. There 4 spells which can be added/removed, that will either include or exclude an actor from the related category. The other spells: KaxSS_Ability_Recipient_Excluded, KaxSS_Ability_Initiator_Included, KaxSS_Ability_Initiator_Excluded. Note, to use these commands you will need a mod like Hydra which enables the loading of Editor IDs into memory. Without such a mod you will have to manually figure out to find the spells FormID in your load order and use those in place of the text IDs that start with KaxSS_.
    • Added player prompts if someone wants to have sex with the player or a current follower, giving the opportunity to accept/decline/cancel. (Untested, not currently testing player sex.)
    • Added MCM Advanced options
  • Fixes
    • Hotkeys not saving user selected key.
  • Tweaks
    • Cleaned up RobCo file.
    • Attempt to improve support for ActorTypes beyond humans.
    • Altered group sex MCM settings to use weights instead of chances. If you have modified these settings in the MCM you will notice them resetting to defaults during this update.
    • Numerous improvements intended to prevent interrupting scenes and quests.
    • Checks an actors "Package Template" to see if is part of a whitelist of interruptible templates. This whitelist is a FormList and can be updated using RobCo patcher.
    • Added soft support for Garden of Eden
    • Tweaks to MCM to allow more control, and move some options into an advanced section.

 

Edited by kaxat
Posted

Looks very interesting! By the way, I have few questions.

Does this mod supports creatures now (I am not sure from reading changelog because I haven`t tried this)?

And any recommendation for capturing hostile npcs and turning into slaves  (like just business)?

Posted

@Shicozaru In theory it supports creatures and robots. All of my code is agnostic about race since AAF supports every race. But other races are currently untested.

 

My default SPID configuration does not enable creatures as initiators. They will not start sex but could still receive if wearing something appropriate. You can tweak this if you know how to edit SPID .ini files.

 

The default Robco configuration adds soft support for DD, Real Handcuffs, and KFD. I do not know if any of those bondage frameworks work on races besides synths and humans. Never looked into it. If they do putting one of their collars on a ghoul will enslave the ghoul. Regardless of whether the clothing is natively recognized you can use the console or SPID to manually tag actors of any race. And you can add support for other clothing items using Robco.

 

The Armorer Workbench can mark clothing as slave appropriate too. But it only works on items that support Railroad Armor attach points. Which other races are less likely to have.

Posted
4 hours ago, kaxat said:

@Shicozaru In theory it supports creatures and robots. All of my code is agnostic about race since AAF supports every race. But other races are currently untested.

 

My default SPID configuration does not enable creatures as initiators. They will not start sex but could still receive if wearing something appropriate. You can tweak this if you know how to edit SPID .ini files.

 

The default Robco configuration adds soft support for DD, Real Handcuffs, and KFD. I do not know if any of those bondage frameworks work on races besides synths and humans. Never looked into it. If they do putting one of their collars on a ghoul will enslave the ghoul. Regardless of whether the clothing is natively recognized you can use the console or SPID to manually tag actors of any race. And you can add support for other clothing items using Robco.

 

The Armorer Workbench can mark clothing as slave appropriate too. But it only works on items that support Railroad Armor attach points. Which other races are less likely to have.

Thank you for replying. I will try this when I can.

  • 3 weeks later...
Posted (edited)

Something weird happens in Vortex, your mod needs Nuka Ride as master:

 

 

Spoiler

SS.thumb.jpg.4e79000791a40916bb83b894498b1bdf.jpg

 

I installed all requirements (RobcoPatcher and SPID).

 

LE: I understand, it's made to work only with Nuka Ride, no Commonwealth Captives. 

Edited by Cealapa
Posted
23 hours ago, Cealapa said:

Something weird happens in Vortex, your mod needs Nuka Ride as master:

 

That is a mistake. Thank you for pointing it out. Those masters are unused.

 

You can open the file in xEdit and clean masters. Which will remove Nuka Ride and Nuka World as hard dependencies. Or you can download the attached file where I have done this already. 

 

In version 0.2 I made the Nuka World DLC a soft dependency. Technically you no longer need it either.

 

SlaveSex__v0-3-0_Patch1.zip

Posted (edited)

Unfortunately it doesn't trigger any sex scene for my player. The mod works fine for npc in NW and Commonwealth but only for npc.

 

It doesn't matter if PC wears a raider pet collar and clothes crafted for slave, nothing happens. When I try to manually start a scene via hotkey a notification appears saying "scene scheduled, awaiting AAF startup" then "scheduled for...(time interval) " but no approaches occur.

 

I tried few ways to equip a collar on PC (raider pet, SH, AAF Violate, manually), I crafted clothes for slave and even equipped an npc with initiator clothes. I used items from RH, DD and KFT of course. AddSpell KaxSS_Ability_Recipient_Included applied to PC (I have Hydra).

 

I mention I haven't neither NR nor CS installed (I've played them recently). Also Commonwealth Captives is installed but I keep it OFF for some reasons related to current gameplay. I understand these mods are not conditions for SlaveSex to run on player, are they?

 

Please, I would like very much to make this mod working because I really need a simple mod (hic et nunc, here and now), non quest/dialogues, that triggers non consensual sex scenes between PC as slave and npcs as initiators (I don't care about sex scenes between npcs, could miss and I don't mind). I use to use Just Fuck but it features up to threesome scenes while your mod has four, five actors involved being much better (meaning much more possible animations). And I like the idea of wearing restraints and slave tagged clothes as conditions for approaches.

 

Have you any clue why it's not working for my PC?

 

Spoiler

image.thumb.jpeg.64921189b26f9161c818328048fd82d5.jpeg

 

 

Spoiler

image.thumb.jpeg.2a58920c7ea2d9cf2add9b9eea3a4eb2.jpeg

 

   

 

Prompt only for companion/follower:

 

Spoiler

image.thumb.jpeg.12706b35f813e49a7ee59d089b33cd48.jpeg

 

Edited by Cealapa
Posted (edited)

Is there anyone for whom this mod works on player? I would like to know if it's something wrong on my side at least, or mod is bugged.

 

Edited by Cealapa
Posted (edited)

@Cealapa There is a decent chance it is bugged. I have not tested the player functionality in a couple of releases.

 

I will test it again this weekend. If you do not want to wait for me to test I have an idea you could try.

 

Last release I added new settings that in theory might cause an issue with the player. You could disable the following settings to see if the player starts working. Open up the MCM and scroll to the bottom. Enable Advanced settings. Then try disabling all of the following. Some may already be disabled:

  • Filter: Only Actors with Random Conversations Enabled
  • Filter: Use AI Template Whitelist
  • Filter: Use AI Package Whitelist
  • Filter: Not an Alias in Running Quests

With those disabled try playing the game for a while. Does the player get prompts after a few minutes? Especially if you visit a new location after disabling the above.

 

Edit: I am impressed by your testing rigor. You do an impressive job of isolating problems and communicating the issue. I am grateful to have you testing.

Edited by kaxat
Posted (edited)

First of all I thank you for your efforts and dedication (I saw you made mods for Skyrim too)!

 

Second, I know nothing about coding/scripting, making animations, designing outfits etc. So I am just a stubborn regular player/tester (when I like a mod very much) 😆

 

I followed your indications and I disabled the four options in advanced options category (even the two deprecated, toggling them on or off has no effect though).

 

What I've noticed:

 

Player:

Approaches don't work. Conditions:

1. Player wears or not restraints and/or "fit for a slave" clothes;

2. Player tagged or not with "AddSpell KaxSS_Ability_Recipient_Included" in console (the only difference is "treated like a slave" spell applied on player);

3. No prompts.

 

NPCs:

Approaches work. Conditions:

1. Three npcs in Diamond city manually collared (RH shock collars) and dressed with slave clothes using "openactorcontainer 1" (Shefield as a male npc and two females npc residents);

2. If commentary mark for "Keyword = KaxSS_Recipient_Included|ActorTypeNPC|NONE|NONE|F/-C" is deleted (uncomment) in SlaveSex_DISTR.ini all npcs (children excluded) have sex no matter of wearing restraints or slave clothes. Scenes start almost immediately and have a high recurrence. Tested in Diamond City and Bunker Hill; 

2. If commentary mark for "Keyword = KaxSS_Recipient_Included|ActorTypeNPC|NONE|NONE|F/-C" is not deleted in SlaveSex_DISTR.ini, only npcs who wear restraints/clothes have sex as recipients/slaves. Scenes start almost immediately but have an unknown low recurrence - I don't know why, I set AAF scene frequency, initiator and slave cooldown to 1 game hour - 3 real time minutes, triggering manually via hotkey does nothing. Tested in Diamond City.

* I keep "Keyword = KaxSS_Recipient_Included|ActorTypeNPC|NONE|NONE|F/-C" off otherwise the entire town population make sex continuously based on AAF scene frequency timer setting (only player not and she is jealous). 🤣

 

I don't know if it matters but we could have different versions of RobCo Patcher and SPID. I use AE vesions for both.

 

In my logical thinking player not being involved in scenes could be related to some script that "sees" the player permanently busy. If there is a script like this, as a safety trigger (other than those I've already deactivated in advanced options), you can inactivate it just for testing reasons. There is a hotkey in MCM settings for blocking player's AAF activities after all. But as I said I knew nothing about coding. I also not exclude something wrong on my end like game version, RobCo Patcher and SPID versions, some conflicting mods (I have 339 plugins in load order, 216 full and 123 light) etc.

 

LE: Just for fun other trigger for player/npc as recipients can be a slave tattoo using Captive Tattoos. However, Tatoo After Rape would be a requirement too.

 

Few pics attached as examples:

 

 

Spoiler

image.thumb.jpeg.ca7de054791e63db221bc80a8aa5002e.jpeg

 

 

Spoiler

image.thumb.jpeg.65dd2ab3dfa3ae8d0644c29c772eda99.jpeg

 

 

Spoiler

image.thumb.jpeg.be60b98b460dc500d7eeebc4cd992276.jpeg

 

 

Spoiler

image.thumb.jpeg.63cabfa6f61a439001599ead6c6871e9.jpeg

 

 

Spoiler

image.thumb.jpeg.09662448f67531d3a0b9bde6fad949f1.jpeg

 

 

Spoiler

image.thumb.jpeg.06b2d7cd3e96c6d8f9fd8855450aa3c6.jpeg

 

 

Spoiler

image.thumb.jpeg.df8d9f7dcb685a2b798d4cb2a7fd8e88.jpeg

 

 

Spoiler

image.thumb.jpeg.b82bf3096b0b8747fe8eb9e165699196.jpeg

 

 

Spoiler

image.thumb.jpeg.fa1fd0b46e977c2dea6f01a28c201f50.jpeg

 

 

Spoiler

image.thumb.jpeg.1f9d92c98a638f7402ae149e3b7c3653.jpeg

 

 

Spoiler

image.thumb.jpeg.5806863ffec648f31545d571fae79453.jpeg

 

 

Edited by Cealapa
Posted
On 6/22/2026 at 1:09 PM, Chubrikone said:

with another mod that adds peaceful option for enslavement, an additional crop that triggers the collar dialogue from Nuka World and depends on Charisma

What mod is that/ :)

Posted (edited)

Also I wanted to say I been using this file since version 1 and it works fantastic to create that immersive background activity, that I think we would all expect if these situations were all real.

 

It's also fully compatible with fmaily planning redux as i have seen some of the slave girls get pregnant.

Thank you so much to the mod author.

I have no idea whythis doesnt have more donwloads yet. Maybe if it was in the "downlaods" sexction it would.

 

To me, it is much more reliable than competing mods like autonomous sex and indecent captivity (though I also am greatful for the efforts of those mod authors! :) )

 

One of the best features is that I can control who "gets it", by who I assign those collars to. I will experiment with the new file and its new options.

 

Edited by katrina.balanchuk
Posted
52 minutes ago, katrina.balanchuk said:

Also I wanted to say I been using this file since version 1 and it works fantastic to create that immersive background activity, that I think we would all expect if these situations were all real.

 

It's also fully compatible with fmaily planning redux as i have seen some of the slave girls get pregnant.

Thank you so much to the mod author.

I have no idea whythis doesnt have more donwloads yet. Maybe if it was in the "downlaods" sexction it would.

 

To me, it is much more reliable than competing mods like autonomous sex and indecent captivity (though I also am greatful for the efforts of those mod authors! :) )

 

One of the best features is that I can control who "gets it", by who I assign those collars to. I will experiment with the new file and its new options.

 

 

Does this mod work on player for you? Or only NPCs?

Posted (edited)

  

I released a newer version with a few small tweaks. Unfortunately I did not have time to test player sex over the weekend. I will dive in to that as soon as I can.

 

New Version: 0.3.2

  • New Features
    •  Added support for Tales of the Commonwealth's brothel.

  • Fixes
    • Possible fix for follower prompts showing [...] instead of who is asking to have sex. Thanks @Cealapa for the report.

    • Removed Nuka Ride and Nuka World as masters since they are now soft requirements. If you installed the "SlaveSex__v0-3-0_Patch1.zip" file then please remove it. It will conflict with newer versions. Thanks @Cealapa for the report.

  • Tweaks
    • Added Nuka World Shock Collar to AAF ignore stripping list so it stays on during scenes.

 

SlaveSex__v0-3-2.zip

 

Edited by kaxat
Posted
1 hour ago, Cealapa said:

 

Does this mod work on player for you? Or only NPCs?

I use this mod only when  I play a rough and tumble guy to have a supporting atmopshere . . So I never try for the player.

When I am female then I dont try it, since there are other mods I use. (SEU, MCG , Violate, etc)

Posted
2 hours ago, katrina.balanchuk said:

Also I wanted to say I been using this file since version 1 and it works fantastic to create that immersive background activity, that I think we would all expect if these situations were all real.

 

Creating that immersive background is exactly the goal of the mod! Thank you for the endoresement. You worded it so well I might have to quote you in the mod description.

 

I plan to release on the downloads page soon. One thing I will do first is rename the mod. It has evolved to no longer be focused on slaves. It is for immersive background sex as you described. Especially with this latest update I added soft support for a brothel if you have Tales of the Commonwealth installed. Nothing to do with slaves yet the mod performs the same function with the prostitutes and clients there. 

 

I want to add soft integrations with more mods like the above to make the Commonwealth more immersive. If anyone has ideas please share.

 

2 hours ago, katrina.balanchuk said:

To me, it is much more reliable than competing mods like autonomous sex and indecent captivity (though I also am greatful for the efforts of those mod authors! :) )

 

One of the best features is that I can control who "gets it", by who I assign those collars to. I will experiment with the new file and its new options.

 

Glad to hear it. Since version 0.3 the mod is especially cautious about interruptions. The other major goal of this mod is preventing interruption of quests and scenes.

 

On 8/26/2026 at 6:30 AM, Cealapa said:

Scenes start almost immediately but have an unknown low recurrence - I don't know why, I set AAF scene frequency, initiator and slave cooldown to 1 game hour - 3 real time minutes, triggering manually via hotkey does nothing. Tested in Diamond City.

 

One thing this mod does is go dormant if it detects no available slaves in the area. It stops checking for slaves at the desired frequency and instead does it at longer intervals. This mode is intended for when you are wandering the wilderness or really just any time this mod does not need to run. Good for performance.

 

I am on the fence about that feature. Probably a better way to implement it than short and long frequency. In particular when there is only one recipient in an area and they have just had sex they are given a potion that lasts a few minutes. It prevents them from being available. I should make that potion schedule a scene search when it expires.

 

On 8/26/2026 at 6:30 AM, Cealapa said:

otherwise the entire town population make sex continuously based on AAF scene frequency timer setting (only player not and she is jealous). 🤣

 

😆 I will have to get that fixed for you. I wish I had more time already. But it might be a while due to me traveling.

 

There are a couple more things you can try if you want. Or wait for me to finish testing. I started last weekend but ran out of time. 😟

 

1) Enable the MCM settings to allow Essential NPCs. Probably already enable. Should be on by default. Some mods mark the player as essential and might be causing an issue if this is off.

 

2) Run the console command sqv KaxSS_Qust_StartSex_FindRecipients to get more information about the most recent search for recipients. It will show you a list of people the search found. Does the player appear in this list? Even is she is not selected she should appear when there are only a few slaves nearby. The recipient is chosen randomly form this list. Assuming they pass a few additional checks in Papyrus.

 

The first alias is called PlayerIgnoreRef. This should be empty. The only time it populates is when the player is excluded from searches. It is confusing. Basically the player can only appear once in the list of aliases. So if she populates an ignored alias then she is skipped from the regular included aliases. This is a performant way to exclude the player when settings dictate.

 

3) Check your Papyrus logs. They might be logging a reason why the player is excluded. Any logs from this mod will contain the phrase "SlaveSex". So you can search the Papyrus.0.log file for this phrase in Notepad++. You will get a list of only messages from this mod.

 

4) Test the attached. I tweaked one thing in the last few minutes that might help. It is identical to the previous version except this one allows reserved references in the alias search.

 

SlaveSex__v0-3-3.zip

Posted (edited)

Running 3.2 but nothing is happending. :(

Are the collars still a marker or must it all be done via the workbench now to make a armor piece be the marker?

version 1 was working find but its no longer avail.

tried version two same issue.

Have an entire settlment full of collared young  women and a few strapping gentlmen but the men are not taking advantage?

Even when I go to sleep or wait for  acple of hours ( frequency set to once per game hour)

 

Does it have to be NW collars or will devious devices collars work also?

Can you post version 1 again? :)

Edited by katrina.balanchuk
Posted (edited)
1 hour ago, katrina.balanchuk said:

Running 3.2 but nothing is happending. :(

Are the collars still a marker or must it all be done via the workbench now to make a armor piece be the marker?

version 1 was working find but its no longer avail.

tried version two same issue.

Have an entire settlment full of collared young  women and a few strapping gentlmen but the men are not taking advantage?

Even when I go to sleep or wait for  acple of hours ( frequency set to once per game hour)

 

Does it have to be NW collars or will devious devices collars work also?

Can you post version 1 again? :)

 

I didn't test DD collars, only Real Handcuffs shock collar (like the one used by Sexual Harassment, NW etc.) and it worked fine (craft them at any chemistry station, utils category). You can collar "manually" any npc using "openactorcontainer 1" in console.

 

The new version 0.3.3 still not working on player. Nothing odd in papyrus though, "PlayerIgnoreRef" None in console. The other recipients are empty because I had no collared actors nearby.

 

Spoiler

image.thumb.jpeg.2e6b668948ad2b0afefabc700bb56922.jpeg

 

 

 

Edited by Cealapa
Posted
4 hours ago, Cealapa said:

 

I didn't test DD collars, only Real Handcuffs shock collar (like the one used by Sexual Harassment, NW etc.) and it worked fine (craft them at any chemistry station, utils category). 

 

  Reveal hidden contents

image.thumb.jpeg.2e6b668948ad2b0afefabc700bb56922.jpeg

 

 

I have the ones that read RobCo Mark II etc. are those not the right ones? I thought they worked of rme on version 1. its been a couple weeks though.

Posted (edited)
7 hours ago, katrina.balanchuk said:

 

I have the ones that read RobCo Mark II etc. are those not the right ones? I thought they worked of rme on version 1. its been a couple weeks though.

 

Yes, RobCo collars I tested and worked. These collars belong to RH mod. I also run SlaveSex since v1 (along with Nuka Ride) and it always worked on npc to npc, but never for player.

 

However, I noticed for a long time that sleeping and waiting were not enough to trigger some events in a cell. Try to fast travel to distant locations then come back and see if the mod works (change cells + time passing). Or mod has troubles registering time passing correctly.

 

Have you player set to ON as recipient in MCM settings? It's ON by default. This means player approaches don't work for you too.

 

LE: If you want to test if it's something wrong with collars or mod simply doesn't work for you: uncomment (Remove the ; at the start of the line) "Keyword = KaxSS_Recipient_Included|ActorTypeNPC|NONE|NONE|F/-C" in /Data/SlaveSex_DISTR.ini. All femele npcs are marked now as recipients and should start AAF scenes, not only collared slaves. 

 

 

 

Edited by Cealapa
Posted (edited)
4 hours ago, Cealapa said:

 

Yes, RobCo collars I tested and worked. These collars belong to RH mod. I also run SlaveSex since v1 (along with Nuka Ride) and it always worked on npc to npc, but never for player.

 

However, I noticed for a long time that sleeping and waiting were not enough to trigger some events in a cell. Try to fast travel to distant locations then come back and see if the mod works (change cells + time passing). Or mod has troubles registering time passing correctly.

 

Have you player set to ON as recipient in MCM settings? It's ON by default. This means player approaches don't work for you too.

 

LE: If you want to test if it's something wrong with collars or mod simply doesn't work for you: uncomment (Remove the ; at the start of the line) "Keyword = KaxSS_Recipient_Included|ActorTypeNPC|NONE|NONE|F/-C" in /Data/SlaveSex_DISTR.ini. All femele npcs are marked now as recipients and should start AAF scenes, not only collared slaves. 

 

 

 

i am in a new profile with a new load order so maybe we have  a mod conflict.

It was working 100% before.

In the pastI just had to go and wait (or sleep) for 1 hour and it owuld happen somewhere in the settlement.

Edited by katrina.balanchuk

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