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About Geehral#8632

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  • Birthday 04/15/1991

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  1. Version 1.0.2


    Not much to say a smiple hdt port from the tails in "Being a Cow" for HDT-DMP. I created the tail physics for my own liking its not like the one in LE. Maybe i will port other stuff from it too, not sure right now.
  2. Hi i want to request a special outfit from the game League of Legends. from the character ahri the starguardian skin *edit i think the picture is a little bit large sry
  3. are u using the slavetats version from sejra? cuz they are not compatible for now the original version on Loverslab adn those 2 mods working fine on my system
  4. as i said my english is terrible ^^ will change it with next update
  5. Version 1.1.2


    Hi Folk, first i have to execuse myself for my bad English. This is my own first mod and its still WIP i have pretty big plans to go on with it ^^ What is this? Well basicly its a transformation mod triggered by different events (i will list them below) u will recieve a random Transformation to become a Fury, part for part. Which Tf's are implemented? I will add a list for it too look below. The list also contain the implemented systems like curse etc Just why? Because i love the idea being transformed and fucking hell, FURRY!!! Framework usage: You can also look on the Function script in the source folder. i wrote comments to each functions.
  6. Version 1.0.0


    First i did not creat this mod. I only resaved it in CK and checked for issues. About This File (Disclaimer: The tattoos featured in the screenshots are from various tattoo packs available for SlaveTats. Credit goes to their respective creators.) Upgrading to 1.0: - Disable FateTattoos and make a save - (optionally) Use Save Cleaner to remove FadeTattoo scripts - Install new version and load the save (the MCM may take a while to update) Version 1.0 mainly adds more MCM options. If you don't care about that you can ignore this update. Information: This is a small mod that allows other mods to fade out tattoos applied by the SlaveTats mod (developed by murfk). It's mainly meant to be used by other mods but as of version 1.0 you can also add & removed tattoos from the tracking system manually using the MCM. So if another mod applies a tattoo you don't want to removed directly but don't want to keep forever, you can use the MCM menu to have it fade out over X hours. Currently the only mod that uses this mod is RapeTattoos (developed by me) but maybe that will change in the future. Special Thanks to: - murfk for creating SlaveTats upon which this mod is build & - Senick for doing alpha testing and motivating me to finish the mod
  7. Version 1.4.0


    First i did not creat this mod. I only resaved it in CK and checked for issues. About This File (Disclaimer: The tattoos featured in the screenshots are from various tattoo packs available for SlaveTats. Credit goes to their respective creators.) Note for people with many tattoos installed: As of version 1.0, RapeTattoos supports up to 6300 tattoos (up from 1000). But depending on your computer and the number of tattoos installed, it might take a while for the MCM to load. If you think the MCM is broken, please let it sit for 5-10 minutes to confirm it isn't just loading very slowly. Upgrading to version 1.2: RapeTattoos 1.2 requires FadeTattoos 0.4 In order to allow for NPC support, the way in which tattoo fade data gets stored has been changed. As a result of this, upgrading to version 1.2 will mess break the fading-out of any existing tattoos. It shouldn't be anything game-breaking, but you will probably need to manually remove the old tattoos. Otherwise to upgrade, just make a somewhat clean save without RapeTattoos and FadeTattoos, and then re-enable them. Upgrading with a somewhat-clean save: Disable RapeTattoos.esp & FadeTattoos.esp Load your save and make a new save Install new version and re-enable the .esp's Load newly made save game Description: This mod gives non-consensual sex-acts (involving your character) a chance to apply a tattoo from the SlaveTats mod (developed by murfk). By default applied tattoos will fade out over time using the FadeTattoos mod (developed by me), although there is also an option to make tattoos permanent. This mod should work with any tattoo pack you have installed. As of version 1.2, these two mod should also work with NPCs and there are more menu options for controlling what can get tattoos. Configuration: When first developing this mod I encountered two problems: Inappropriate tattoos getting applied (There are a lot of tattoos which are meant for specific situations) Tattoos overlapping too much (This is fine up to a point, but if two text-based tattoos overlap then both just become unreadable) To address these two problems, the mod has a tattoo categorization system. There are currently 39 possible tattoo categories, most of which have names like "forehead", "breasts", "upper back" etc. and two special categories called "(unassigned)" and "(excluded)". By default tattoos are put into the "(excluded)" category. The rules for the categories are simple: If a tattoo is part of the '(excluded)" category, it never gets applied Only one tattoo from each normal category will be active at the same time Any number of tattoos from the '(unassigned)' category can be applied The current categorization of tattoos can be managed through the MCM menu. The tattoos are presented in a spread-sheet like fashion showing their name, category, texture path, and whether they are currently applied. You can also add or remove tattoos manually by clicking the Y/N button next to a tattoo's texture path and picking something else (Y = Applied, N = Not). If you think manually categorizing every tattoo you want to use is tedious, you are right. Luckily you may not need to. I have quite a few tattoo packs installed and have included my categorization as the default value for those tattoos. Hopefully you will only need to make minor adjustments. Also, all categorization information gets saved globally, separately from any saves, in a .json file. On windows 7, this file is located at .../My Games/Skyrim/JCUser/rTats/settings.json The data is stored in a very readable format, so you could open it up in a text editor and make changes manually if you wish. Triggering a tattoo application via mod events: As of version 1.1 you can trigger tattoo additions by sending the "RapeTattoos_addTattoo" event. Ex: SendModEvent("RapeTattoos_addTattoo") This has the exact same effect as calling the "doTattooAction" function directly (except you can't access get the return value). Note that this will not trigger a notification regardless of the user's MCM settings. Troubleshooting: Certain tattoos never get applied Make sure that the desired tattoos show up in the categorization menu list and that they are not part of the "(excluded)" group. Only a few tattoos get applied, I want more By default you can only have 6 tattoos on the body region. You can raise this limit by going into Data/SKSE/Plugins/nioverride.ini, going to the [Overlays/Body], [Overlays/Hands], [Overlays/Feet], and [Overlays/Body] sections and changing the 'iNumOverlays' settings. I have mine set to 24, 6, 6, 9 respectively and the game seems to run fine. Consensual sex acts are triggering the tattoo event (despite my options restricting it to victims) This is most likely caused by the sex-act being labelled incorrectly by whatever mod triggered it. Nothing I can do about that. You can manually remove the offending tattoo by locating it in the categorization menu, clicking the 'Y', and picking the other option. Special Thanks to: - murfk for creating SlaveTats upon which this mod is build - Senick for doing alpha testing and motivating me to finish the mod And the following members for sending me their settings.json file with newly categorized tattoos: - pinky6225 - valcon767
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