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Teen Captives LE 1.1.0 LE

   (2 reviews)


4 Screenshots

  • Like 3
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About This Mod

logo.PNGLore friendly, intelligent, and.. TEEN?!? . . . What more could you want?!

           TEEN Captives - Beta release v0.971 Patch D       

Note: Run "FNIS for Users

This mod is being updated very frequently. Recommend following for release notifications.


Camp Snowfall and move of Camp Steadwatch (must re-initialize Captive placement to take effect)


05OCT2018 - Support for More Bandit Camps - EtR Patch 1.0.0 for 3 Captive sites in

25APR2019 - Support for DFT's More Bandit Encampments adds 14 Captive sites

01MAY2019 - Support for The Watchtowers Reborn adds 17 Captive sites

(works with either the 2019 "Fueled by Genesis" or the "Standalone" 2015 version)

07MAY2019 - Removed Apachii.esm and ApachiiFemales.esm as dependent requirements




Q:  What is this?

A:  This mod is a major content and visual overhaul/expansion to the original concept developed by pchs from 2014 (Sex Slaves for Vanilla Bandit Camps) whereby Bandit gangs have taken female NPCs from various backgrounds in Skyrim prisoner.  This mod does not require its conceptual predecessor in any way, and may even be run alongside it independently if desired.  This is not designed to be a new slave mod, though it may be used that way.  It can be just a simple "rescue the girls" campaign, if that's how the user wants to play it. Or a slave collection / harem builder . . . or a TDF prostitution source . . . or a potential follower source . . . or anything in between/combination thereof.


Q:  Is it worth it?

A:  "I have in the past described (to those who have asked) the difference between this mod and the original pchs mod as the difference between looking at a picture of Disney World VS actually going to Disney World."  - Corsayr


Q:  Can I make the Captives naked? [Added 19OCT18]

A:  For Naked Captives, Console: "Set pchsCaptiveClothes to 2" ?
    *Note: This will only function if set before the Captive placement phase.  Otherwise it will have no effect on an existing game.


Q:  Is there be a version for KS Hair and/or CBBE outfits?

A:  Yes, they are included in the installer.


Q:  Will there be a version with male Captives?

A:  Due to the volume of gender specific dialogue (there are literally hundreds thousands of lines) doing so would be a prohibitive time sump to accommodate a minority of users (as is the case with many LL mods).  Converting the characters wouldn't be difficult; rewriting all of the dialogue would and I think the time would be better spent improving depth on the female-centric mod.


Q:  Will other races be added?

A:  Currently all Skyrim vanilla races are represented except the Khajiit and Argonians.  If it won't be done well, I probably won't do it . . . and to do particularly the Khajiit well I would need to have Khajiit specific dialogue at every stage because of the different language syntax employed.  Then I would have to have a blocking Boolean statement in most other dialogue branches to ensure the Khajiit one is selected.  The juice probably isn't worth the squeeze.  But it might be interesting nonetheless so I'll leave the door open.


Q:  Does the mod add NPCs to bandit camps only or do other factions like the forsworn also have them?

A:  It's not called "Sexy Forsworn Captives." :classic_tongue:  Given the developing story around the nature of the restraints and the Bandits (already written in the Captives' greeting dialogue) and the economic basis (pleasure slaves for sale), the principal points of this mod aren't a good fit for the other non-Bandit factions of Skyrim.  i.e., Rogue mages, Forsworn, Vampires, etc.  But, those are fine candidates for a follow-on mod for all or each of them using this mod in a more well developed state as a starting point.


Q:  Will this eventually be fused into one file for download or hosted on MEGA?

A:  Maybe, but not anytime soon.  Perhaps eventually, but while I'm pushing frequent updates, adding another pathway on a different website to update would just slow me down for very little added benefit.  It would allow me a larger file size so these wouldn't be fractured, and that's the only reason I would consider it.  It would also ease the use of mod managers.




This patch with a "hot-load" into an existing game will fix many script based errors, but will likely cause others. Some behaviors and dialogue logics become "baked in" to your savegame.  If you can live with the errors, fine, but the best thing to do will be to reload everything from a "clean" save. If you're having problems, as a test case, disable SBC, load a clean save, save a new game in an empty slot, exit, then enable SBC again and see what happens.





If cell scanning gets stuck, try "stopquest SBCMain" then "startquest SBCMain" from the console.



If you're not playing a Futa character, and you get a Futa detection on loading this mod, it means you have something "else" occupying SlotMask52. It's Ok. Just use "RemoveFaction xx014D90" on your character from the console to remove her from the Futa-Faction for dialogue prompts and animation selection.



I've been working for several months on an update mod to the original excellent concept started in the Sex Slaves for Vanilla Bandit Camps mod posted by pchs in 2014. The functionality intended, however, did not execute in game and many people were frustrated by it. Additionally, I liked using the freed captives for TDF's Aggressive Prostitution mod, but it bothered me that they showed up un-named in that dialogue as well as in SLA Monitor Widget.
What we now have here (finally) can absolutely be just a simple "rescue the girls" campaign, if that's how the user wants to play it. Or a slave collection / harem builder . . . or a TDF prostitution source . . . or a potential follower source . . . or anything in between/combination thereof. I took a slightly different direction for immersion and dialogue, hence the name change to Sexy Bandit Captives. One of the central ideas changed is that the captives are being saved for sale as pleasure slaves rather than just being used by the bandits, and their restraints are enchanted so are much less bulky as well as much more difficult to remove.

Disclaimer: This is a beta release. It's not done, but the bones of the mod are there and functional; it is quite playable at this point. Gameplay aspects are not fully developed, so releasing captives from restraints is automatically successful for now. Subjugation of captives, however, is not automatic and requires both SpeechCraft skill and PC level for success through all stages.

  • Note 1: The captive's outfits are currently built with UNPB meshes, but it works reasonably well with CBBE bodies as well I'm told.  Partial CBBE available in the FOMOD
  • Note 2: There are 36 captive release "destinations" currently.
  • Note 3: Tattoos will not show up in-game unless you have "The Coenaculi UNP" folder as well as the associated "thecoenaculi.json" file in your Skyrim\Data\textures\actors\character\SlaveTats folder.

Detailed Description:

Over 80 non-respawning (for now) captives peppered throughout Skyrim forts and dungeons per the original. Includes functionality with the More Bandit Camps mod.

  • All captives edited for makeup and Apachii hair -- though planning to release a version with no hair mod hard requirements. (The bandits only take the really attractive ones, apparently, and prefer to keep them that way in most cases.)
  • post-997929-0-77280300-1502581609_thumb.jpg
  • All captives made unique with no respawn.
  • All released captives become potential followers / marriageable if treated accordingly. I wanted to convert it from being just an aesthetic mod into an interaction mod that retained the essence of the aesthetic appeal.
  • All captives given race appropriate unique names from the JaxonzNameGenerator mod files.
  • Added a handful of Dunmer, Altmer, and Bosmer captives. (Sorry, not into Orismer -- head canon says they fought to the death rather than be captured.) I use the BeautifulElves mod and that softens up the angry brow ridge of the vanilla headshape quite a lot.
  • Remove duplication where instances of the same captive were in two separate sites by filling in using the additional races.
  • Branching (unvoiced for now) lore friendly dialogue tree with quite a lot of random branches and others that reflect how the captive NPC may have been treated by the PC.
  • Expanded captive outfits to include some minimalist/skimpy items and bindings adapted from the non-Devious Devices sets.
  • Semi-random lore friendly greetings conditional on NPC state and prior treatment.
  • Customized dialogue branch comments to be tailored to the type of character taken captive. i.e., a captured merchant's dialogue would differ from a captured noble, sailor, blacksmith, hunter, etc. Fleshed out a few more background stories - currently at 27 (3 possible dialogues for each) with plans for at least 9 more. (That makes 81 possible greetings at 3-7 lines each from each captive)
  • Modified diologue branches for easier use / included option for "I don't care how you got here" to bypass immersion story if that's not your thing.
  • Subjugation and restraint unlock dependencies on character skills.
  • Released captives (optionally in each case) autonomously search the area for better clothing and/or weapons after release before executing a "travel to" package. Effectively, they loot the area, but check back with the PC so they're not taking anything important. (Lots of fun to observe, since they comment on nearly every item found, or on the hygiene of the previous owner. :classic_tongue:) Or, you can just give them whatever you want . . . or nothing at all, but they may not like you very much later.
  • Released captives now successfully travel to tailored random destinations on release, but are persistent and you can track them down later, assuming they 1) survived and, 2) told you the truth where they were going. :blush:
  • Some captives may be former bandits or female bandit leaders who experienced a mutiny. Who knows what these types may do when released when they're armed again?
  • Plans to tie in the enchantment on restraints/bindings to affect SexLabArousal. i.e., The restraints fuel desire.
  • "Handoff" to TDF Prostitution works correctly while keeping that mod as non-required. (i.e., The prostitution option is not available until after the captive travels to their destination and the PC finds them there)
  • Released captives stop at local vendor to trade outfits! You may not see the transaction, but you might see a former captive go into a shop and come out wearing something else.
  • And, yes, lots of dialogue driven sexlab animations. :classic_biggrin: True to the spirit of the original mod, there are two main routes a PC can take with a captive -- one of subjugation or one of release. It's up to you (within the limits of PC Speechcraft, Lockpicking, Smithing, and Level) which you pursue.
  • Gender specific dialogue, as well as being Futa friendly for the equipped girls. (Auto detected using SexLab & SOS)
  • For now, there are no pre-release SexLab animations for the PC to sneak up on the bandits having their way with a captive, but it's on the drawing board for a later release.
  • No current "Notice Board" or "Radiant Quests" for rescuing captives being worked . . . for now. Head canon says they're being kept in secret, and with the chaos of Skyrim's civil war and limited communication, there's nobody looking for the captives at this point.

Mod functionality specifics:

  • The (current) clothing files are built for UNPB functionality (seems to work for any UNP) right now just because that happens to be what I had loaded when I started. Adaptation to CBBE will be a follow-on project post-beta I think.

Hard Dependencies (aside from Skyrim.esm and Update.esm, obviously):

  • SexLab - by Ashal (This was required by the original mod; provides animation framework)
  • SexLabAroused Redux - by fishburger67 (Specifically designed to "minimize the papyrus impact of Aroused")

Optional / Recommended:

Reported Unresolved Mod Conflicts:

  • Requiem or its patch Requiem for the Indifferent (causes essential dialogue to not display) Update: partial success with Requiem 2.0
  • Character Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - Attributes
  • Disparity - Dialogue options missing once class and skill selected; reversible if unselected
  • UFO - Ultimate Follower Overhaul - the game loads up, but it seems like you get script errors (papyrus mods all reset, some won't load etc.)

Testing Environment:

Here's my "clean game" process:
Clone my vanilla Data folder (8.49 GB)/ rename the original then rename the new clone "Data"
Note: Original "vanilla" game clones consists of Skyrim.esm, Update.esm + all three DLCs





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