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Modders Resources

Adult oriented Skyrim resources for other mods or modders to make use of.

51 files

  1. Demonic Creatures Manager (xEdit Script)

    Demonic Creatures Manager, or DCM, is a xEdit Script (aka Delphi GUI app) that allows to disable the spawn of any selected creatures from Thor2000's Demonic Creatures mod. If you find some creatures too disturbing/hard/scary/non-immersive/etc, now you have a convenient way to put them into eternal metadata jail! DCM implements sophisticated algorithm that removes the records that enable creature spawn via known mechanics. Please do note that DCM is considered to be in alpha testing phase either until I get multiple confirmations from users or until Thor2000 will be so kind to confirm that I haven't miss anything.
     
    Even though I've tried my best to ensure the DCM to be as bug-free as possible, as well as to force the algo to respect the reference chain integrity, DCM still needs to go through the testing phase. If you notice any error message, please let me know about it.
     
    Compatibility:
    xEdit 4.0.4 / 4.1.4 Demonic Creatures SE/LE (should be compatible with all future versions of Demonic Creatures as long as the spawning methods stay the same)  
    Installation:
    Install the xEdit. Make sure to run it with correct launch arguments (-SSE for SE, -TES5 for LE, -TES5VR for VR)! [Optional] Install the NifSkope. If you don't want to be able to view 3D models of creatures, you can skip this step. Unpack and place 'DemonicCreaturesManager.pas' to the '\Edit Scripts\' directory of your xEdit installation.  
    How to start DCM:
    Run xEdit through Mod Manager of your choice or directly from xEdit's .exe if you don't use any Mod Manager. In 'Module Selection' popup window right click any file and click 'Select None'. Input 'dem' into the 'Filter' filed and check the checkbox of DemonicCreatures.esp. Press 'OK' to close the popup and wait until you see 'Background Loader: finished' in 'Messages' tab. It may take up to several minutes for the first time. Right click 'DemonicCreatures.esp' in the left tab and click 'Apply Script'. Input 'dem' into the 'Filter' filed, make sure that DemonicCreaturesManager script is selected and press 'OK'.  
    How to use DCM:
    [Optional] Press 'Bind NifSkope', go to the location where it was unpacked, select NifSkope.exe and press 'Open'. NifSkope status will change to 'Bound'. From this point you'll be able to double click any creature to view its (sadly untextured) 3D model. Uncheck creatures you want to stop from spawning, feel free to use categories filter or full-text search to make navigation a little bit easier. Please do note that 'race' categories are based on the mod's metadata and may not be always accurate. Press 'Unlink All Unchecked Creatures' and wait until unchecked creatures become 'bricked' in the list (filled with black square). This action is global and doesn't respect the filters, but you always can double check the list of creatures that are going to be unlinked in '< Unchecked >' category! Close the DCM. [ALPHA TEST WARNING] Right click 'DemonicCreatures.esp' in the left tab and click 'Check for Errors'. Make sure xEdit says 'Errors found: 0' in the 'Messages' tab. If any errors found, please follow the Bug Reporting instruction. I strongly recommend to do this step until the DCM officially leaves testing phase. Close the xEdit, the 'Save changed files' window will pop up. To save changes check the 'Demonic Creatures.esp' and 'Backup plugins' checkboxes and then press 'OK'. To cancel changes uncheck the 'Demonic Creatures.esp' and then press 'OK'.  
    Hint: DCM also has a handy profile system. Path to NifSkope and states of all checkboxes will be saved on pressing the 'Unlink All Unchecked Creatures' button or closing the DCM's window and loaded on launch by default (data is stored in xEdit's '\Edit Scripts\Demonic Creatures Manager Default Profile.csv'). Also you can manually save profile to any file (including the default one) with 'Save Profile' button and load any file with 'Load Profile' button.
     
    Reverting the changes:
    The only way to restore any creature that was unlinked in the already saved DemonicCreatures.esp is to manually replace modified .esp with backup. If you previously checked the 'Backup plugins' checkbox during saving, backuped .esp's will be located in '\Data/SSEEdit Backups\' directory ('\Data\TES5Edit Backups\' or '\Data\TES5VREdit Backups\' for LE/VR versions). Also you can always use default .esp from downloaded Demonic Creatures archive.
     
    Bug Reporting:
     
    Algo Description:
     
    Credits:
    Thor2000 (Demonic Creatures)
    ElminsterAU and co (xEdit)
    NifTools team (NifSkope)

    697 downloads

    Updated

  2. MiniDragonGrawi

    MiniDragonGrawi
     
    Заменяет всех крыс на вот этих прикрасных дракончиков.
    мод сырой только начал но уже можно побаловаться 
    надо еще переделать весы и арматуру
     
    Replaces all the rats with these pretty little dragons.
    the raw mod has just started, but you can already indulge 
    we still need to redo the scales and fittings
     
     

    967 downloads

    Updated

  3. DD 5.1 to DAR (Python script)

    A Python script to build a Devious Devices 5.1(+?) animation set package for Dynamic Animation Replacer mod.
    The script requires Python 3.+ (tested on 3.8.9), and should work for DD 5.1 SE/LE (possibly also 5.2, but i didn't test it).
     
    Place the contents of this package somewhere Add unpacked Devious Devices mod package Run the included Python script to build a DD animset for DAR. Tell FNIS AA good bye.  
    Of course, to fully move your DD from FNIS AA to DAR, you also need to modify DD's zadBoundCombatScript, but i have no permission to upload modified DD scripts, so you will have to do that yourself (for instructions see README.TXT included in the download package).
     
     
    Full README (also included in the download package):

     
     
     

    1,346 downloads

    Submitted

  4. Physical Characteristics Framework

    The goal of this mod is to help mod makers creating quests/dialogue mods to understand the physical characteristics of the player, beyond the simple gender and race conditions offered in the base game.

    The mod itself is a very lightweight plugin that does nothing on its own, it just provides an MCM menu that you can fill with all the physical characteristics of your player ( everything that can be directly seen by other NPCs and does not change over time like clothing, etc...). The mod will translate your choices to global variables that can be used by mod makers in dialogues, quests, events etc... For exemple, it makes possible for NPCs to address your character by his/her hair color, or to have a different approach toward you depending on your attractiveness, etc...

    I've seen a few options like this in some mod's MCM, but I think it's probably better to have a unified system that everyone can use, so users don't have to fill plenty of different menus and mod makers don't have to reinvent the wheel everytime or to clutter their main menus.

    I've included a list of variables for interested modders, it will probably grow over time and suggestions depending on the time I have and if the framework is actually used or not.
    Feel free to do everything you want with this mod (modify, redistribute in your own mod etc...), as long as you don't create too many different versions, since the goal is to have a unified system in the end.
     
    Have fun creating mods.
     

    638 downloads

    Updated

  5. WOW Druid Cal Elph

    WOW Druid Cal Elph
     
    replaces the wolf model with an elf so far only 1 model later I will add a coloring 
    summon wolves and you will be lucky
     
    заменяет модель волка на эльфа  пока только 1 модель позже добавлю расцветку 
    призывайте волков и вам повезет 
     
    SexLab.esm
    SexlabAroused.esm
    CreatureFramework.esm


    SkyUI.esp
    UIExtensions.esp
    FNIS.esp

    SexLabTools.esp
    MoreNastyCritters.esp
    HentaiCreatures.esp (можно сразу вызывать )
    SexLabMatchMaker.esp 
    SLAnimLoader.esp
    slal Billyy_Creature рекомендую

    347 downloads

    Updated

  6. Gryphon in Skyrim LE SE

    Gryphon Bless Skyrim 
     
    Finally, I finished the gryphon mod,
    use it at your discretion, change and edit it as you want, add it to your mods.

    наконец доделал мод грифона,
    пользуйтесь на свое усмотрение  изменяйте и редактируйте как хотите добавляйте в свои моды.
     
    required
    SexLab.esm
    SexlabAroused.esm
    CreatureFramework.esm


    SkyUI.esp
    UIExtensions.esp
    FNIS.esp

    SexLabTools.esp
    MoreNastyCritters.esp
    HentaiCreatures.esp   (you can immediately summon skeveers)
    SexLabMatchMaker.esp   (to invite multiple users at once)
    SLAnimLoader.esp
    slal Billyy_Creature  recommend
     
    incompatible with my other mods and everything that replaces rats
    You will have to choose one thing or create your own mod
     
     
     
     
     
     

    1,359 downloads

    Updated

  7. Spyro in Skyrim

    Spyro in Skyrim
     
    replaser skeever - Spyro 
     
    not compatible with dolphins

    You can-download, modify, edit, add to your mods. use it in your mods and even without mentioning me -

    594 downloads

    Updated

  8. OhMiBod female sex toy modder's resource

    3D model (Blander 2.9) of a hugely popular female sex toy known as an ohMiBod.

    462 downloads

    Updated

  9. Mimic Mesh

    new Mimic Mesh for animators to use.
     
    please remove all clothing and jewellery before feeding, also give it some water to drink and occasionally some extra goodys like sweet rolls & boiled creme treats.

    1,062 downloads

    Updated

  10. Bulls

    This mod adds  Bull
    Console team change sex: sexchange
    Adds to Creature Framework Bulls
     
    I added the bull myself using meshes from a free resource and pulling it on Skyrim skeleton.
    You can use and modify.
     
    Used materials:
     
    Used model from a free resource cadnav
     
    Bull_0.11.2.7z(3dsmax_2017)
     
    Used programs :
    NifSkope_2_0
    convertUi
    Nif Plugin for 3ds Max 2015-2018
    3ds Max Nif Importer-Exporter
    SSEEdit
    3ds Max 2011
    3ds Max 2017
     
     
     
     
     
     

    808 downloads

    Updated

  11. Pama´s Deadly Furniture (scripts)

    This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them).
     
    Already implemented:
    -The Garotte
    -The Wayrest Guillotine
    -The MK2 Guillotine
    -The chopping Block
    -Gallows
    -Impaling Machine
    -Gravity Impaler
    -Deadly tree stump
    -Spitroast (and accessories)
    -Generic painfull script for stuff like static Racks/Crosses/spikey stuff/....
     
     
    General Features
    -works on player and NPC´s
    -Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break.
    -Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing.
    -Fully reusable
    -MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...)
    -sound Options
    -Spells for spawning the devices, as well as commanding NPC´s into them, are included.
     
     
    Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!)
    Powerofthree´s Papyrus Extender
    For LE: https://www.nexusmods.com/skyrim/mods/95017
    For SE/AE: https://www.nexusmods.com/skyrimspecialedition/mods/22854  
    Zap8:
    For LE: https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/
    For SE/AE:  https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/
    (You need to scroll down a bit to see the links for version the 8.0 version)  
    Fnis/Nemesis
    I believe that you can find one of these on your own.
      mfgConsole (Optional. required for Facial expressions to work properly)
    For LE: https://www.nexusmods.com/skyrim/mods/44596
    For SE/AE: https://www.nexusmods.com/skyrimspecialedition/mods/11669  
     
    Installation
    -Install with mod manager of your choice.
    -Run FNIS/Nemesis.
    -when upgarding version, please use a new savegame
     
    Demo Location
    -outside of the regular world.
    type the following into your console
    "coc pamaTestZone"
     
    How to summon Devices into the World
    -Go into the MCM and klick "Enable Spells on the first page. (spells are hidden by default to preserve immersion)
    -you will now find spells for spawning devices, as well as commanding NPC´s into devices under the "Alteration" magic tab.
    -see images below:
     
     
     
    Issues/Compatibility :
    Crash when using Guilloutine/Chopping Block
    This is caused by Nioverride. A quick workaround:
    Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this
     
    [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
    ; Determines how many face overlays there should be
    iNumOverlays=0 ; Default[3]
    iSpellOverlays=0 ; Default[1]
     
    For special Edition users, this setting can be found in
    Data\SKSE\Plugins\skee64.ini
     
    SMP hair/bodies doing weird stuff when using the gravity Impaler
    Known issue on my end. Nothing you can do about it.
     
    For Sexlab-Defeat users:
    Use Baka´s version: https://www.loverslab.com/files/file/18689-sexlab-defeat-baka-edition-lese/
    The old original version wont work!
     
    Devious Devices
    Not supported and untested.
    DD is extremely invasive and has an uncanny talent to break other mods. I´m not saying that its absolutely incompatible, but if it DOES cause issues for you, I cannot help you.
     
    Troubleshooting
    -All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything
    -Certain scripted followers or NPC handled by follower frameworks might be impossible to kill or might do weir shit on Death
    -If heads dont get chopped of, you probably forgot requirement number 1. Or installed the wrong version.
    -When using the spitroast, its sometimes possible that the head/hair wont change color when being roasted (especially when you are still using LE).
    This is due to some technical limitations when headparts dont follow common naming conventions.
    If it happens to you PLAYER CHARACTER, AND you are using SE or AE, feel free to contact me, otherwise there's nothing I can do.
     
     
     
     
     
    If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me:
    https://www.patreon.com/Pamatronic   https://subscribestar.adult/pamatronic   https://pamatronic.fanbox.cc
    Or join the Discord to get more news on Dev-updates and a steady stream of Images featuring the Stuff.
     
     
     
     
     
    Details for Modders:
     
    TheGarotte (pamaGarotteFurniture):
     
    The Chopping Block (pamaHeadChoppingBlockFurniture)
     
    The Guillotine:
     
    The Gallows:
     
    The Generic Painfull Furniture (pamaGenericPainfullFurniture):
     
    -If you want any modifications or explanations for Use in your own mod, just ask. I´m always happy to help
     
    Permissions/License
    Creative Commons: CC BY-NC-SA
    -That means you can NOT use it for commercial purposes.
    -if you want to use/upload it somewhere else, please give proper credit and include a link to the original.
     
     
    Also, check out this Thing. I cant make it into a spawn-able version, but its still neat:
     
    Special Thanks / Credits
    -T.ara for all the Furnitures/animations/Motivation
    -very Special thanks to Erholung/Ceblue for Fixing the Wayrests collision Model
    -Kalmah for the permission to use some of his animations
    -To All my Patrons for the support, love you Guys
     
     

    120,654 downloads

    Updated

  12. Pama´s Interactive Gallows

    This is the definitive Solution if you want to execute your followers by hanging, or want this Experience for your Dragonborn.
    An easy to set up kit to build a fully Physics enabled Gallow, which can be used to torture/kill characters.
     
    New Features
    - An All new System which allows for the use of a real Havok-enabled rope to be connected to the victims Neck during Ragdoll phase AND animations(!)
    - virtually seamless transition between animated -> Ragdoll phase
    - Fully self contained. doesn´t require any Quest scripting to work. Just Place in the world, set references to Lever/wheel, and you´re good to go.
    - Torture functionality: Hoist victims up to choke them, rather than killing them outright.
    - victims can be released without killing them
    - Dead victims remain Tied up
    - corpses can be removed from the rope, without breaking the bindings
    - automated mode available. useful if you want to kill yourself
    - nonlethal mode available
    - tons of customizable options available via script properties (detailed explanation further below
     
     
    How to install
    -Use mod manager of your choice or drop into your data-Folder manually
    -Let it overwrite ZAP8, ZAP8+ and Heretical Resources if asked
    -run FNIS!
     
     
    How to use on yourself
    -You should see the notification "Gallow Ready" when approaching. if not, punch it (or just try activating the lever/wheel) it will then ready itself.
    - It is set to automated if used by the player, so just enter it and see what happens.
     
    How to use on NPC´s
    -Command your follower to use the Gallow Furniture. Or use the SetFavorStat command for any other NPC
    -using the Lever now will do the obvious thing.
    -you can use the Wheel at the side of the Gallow to hoist your victim up, as seen in the screenshots. Victim will loose HP if you do this.
    -punching the Gallow will bring the victims back to its feet. ("punching" = "attack")
    -punching the Gallow AGAIN will completely release the Victim
    -if your victim IS DEAD, punching the gallow will remove the corpse and reset the Gallow
     
     
    Location of this Demo
    -GallowsLanding, East of whiterun.
    -There is a identical named cell, if you want to find it in the Creation Kit
    -If you want to try out the nonlethal mode, but don't know how to use the Creation Kit, replace the .esp with this one
    InteractiveGallow.esp
    Minitutorial for those who have a basic idea on how to use the Creation kit:
     
    SE Version
    -Available Now!
     
    Known Issues
    -This does NOT work twice on the Player character. If you Kill yourself with this, you have to restart your Game, or change Character for it to work again.    Solved
    -When Loading a savegame in close proximity to this thing, it might fail to initialize properly. Punch It to solve.
    -Visual Results in General might vary, depending on victims size. Its optimized for Vanilla characters without any bodyscale alterations. (and maybe a bit smaller)
    -3rd Person view can break when PC´s using it. This might happen to larger characters.
    Solution: IF this happens to you, try scaling down your character to 0.97-0.95 BEFORE using the Gallow.
     
     
    Compatibility Issues:
    For Sexlab-Defeat users:
    You need this version: SexLab Defeat v5.3.5 fixed - Eng 180903 Bane Version Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018) ESP
    which you can find here: https://www.loverslab.com/topic/19941-sexlab-defeat/page/505/
    The old default v5.3.5 WON´T work properly!
    Interactive BDSM
    Not compatible right now.
    If you want to use it, you need the non-Lethal version of this Gallow (see above)
     
     
    For Modders
    How to set up? -> Manual with images is available as separate download.
     
    Script properties
    Functional Properties
    -rope: Select the Rope in Render Window
    -Dummy: select the Rigid body dummy. (you might want to look for its FormID in the Cell View)
    -wheel: Select the Wheel in Render Window ( Any kind of Activator can be used instead of the GarrroteWheel)
    -Lever: Select the Lever in Render Window ( Any kind of Activator can be used instead of the this specific Lever)
    -Trapdoor: Select the Trapdoor in Render Window ( Can be any Kind of Trapdoor, including Vanilla ones)
    -zbf: select ZBF from the dropdown menu ( this is for recognition of ZAP keywords)
     
    optional properties
    -Collar: The Rope around the victims Neck. recommended: zbfCollarRopeExtreme02
    -cuffs: the restraints you want to have equipped on the victim. used in demo: zbfCuffsRope02
    -tieFeet: leave unchecked if you dont want the Victims Ankles to be Tied up
    -damageModifierPlayer: damage/sec to the Player when being choked
    -damageModifierNPC: damage/sec to NPC´s when being choked
    -automaticForPlayer: check if you want the furniture to go through an automated sequence when activated by the player
    -automaticForNPC: same for NPC´s
    -removeCuffsOnRelease: check if you want to remove cuffs on (Alive)Released Victims
    -nonLethal: toggles the nonlethal mode on. Characters will go unconscious rather than die and will be released after a while.
    -deathCamDuration: deathcam duration after you died. also controls the unconscious Phase when nonLethal is toggled on. (This value Only Applies, when you are killed by the Gallow, it doesn't interfere with other mods that alter deathcam duration.)
    -onlyRopeShootdwn: NOT YET USED
     
    sound Properties
    should be self explanatory. no sound files are selected yet. suiting files will hopefully be included in the upcoming ZAP9
     
     
    Permissions
    You can use this However you like. Just send me a link if you include it somewhere.
    If you need additional info/Help/alterations for usage in your own mod, just let me know. I´m always glad when i can help
     
    If you like my work and want to support me, consider you can do taht here!
    https://subscribestar.adult/pamatronic or https://www.patreon.com/Pamatronic
     
    Special Thanks / Credits
    -t.ara for all the ZAP Stuff, a swell as the initial impulse to start this thing in the first place
    -Musje for Technical support
     
    Check Out my other scripts for ZAP Furnitures:
     

    27,784 downloads

    Updated

  13. Skyrim Female Gore Resource (Bodyslide Preset)

    Just want to share what I worked on. Resource created from Skyrim Deadly Mutilation mod. 

    1,067 downloads

    Submitted

  14. Spriggan Sex Voice

    This is a simple sound replacement for people who wants to be immersive with there gameplay.  ( During sex at least ) 
    This replaces the Average female voice in Sexlab to the Spriggan voice. 
     
    How to install:
    Sexlab with it's requirements of course. Download the Spriggan sex voice.7z and make sure it overwrites Sexlab. 
    Then open your game and go to the MCM menu. Once there head down to Voices/Effects tab. Choose Average Female Voice and it should be activated. 
     
    If the voice is not activated head down to Repair tab. Then reset voice or register voice. Then it should be working. 
    Start a new game if needed. 
     
    Not sure if it's compatible with SSE, but sense it's just a voice or sound effect I think it would work just fine.  ( Haven't tested it yet on SSE ) 
    Tell me if it does work for SSE so I can change it in the future please. 
     
    NOTE: Does not replace monster type Spriggans. 

    2,166 downloads

    Updated

  15. Bound Hanging Script

    Check Out the extended/bugfixed/Polished version:
    https://www.loverslab.com/files/file/12352-pama´s-interactive-gallows/
     
    In an Attempt to make executions by Hanging possible, i wrote this little script.
     
    I made it back in 2015 as a little plaything for myself and never meant to upload it, but upon seeing this: 
    i thought it could be an interesting addition. so am uploading it here.
     
    It is in essence is very similar to every other script that allows to place hanged Ragdolls in the world, with a few additions.
     
    -Its meant for actual executions, not just to have bodies hanging around.
    -it allows for transition from animated hanging scenes as seen in ZAP, to hanging Ragdolls upon death.
    -does not require any furniture which makes transitions a lot less glitchy and doesn´t cause missalignments of gallows and victim (especially interesting for npc´s, or scenes, where player is AI controlled.
    -Havoc constraints keep the hands and feet of the victim tied together when in ragdoll state.
    -can be triggered remotely with buttons or levers. useful for timing it with a trapdoor.
     
    As seen in the screenshots, I included a little playground for testing. Its located East of Whiterun (use console command "coc gallowslanding" or fast travel to Gallowslanding on the map)
    (I know its not overly aesthetic. i was a horny teenager when i made it. leave me alone)
     
    How to install
    -download the 1.0.0 version
    -Install via Mod manager of your choice or manually drop in your data folder.
    -run FNIS!
     
    How it works
     
    -The first character who activates a rope (either directly or trough the Buttons/Lever) will be the victim. (NPC´s cannot reach the rope so just command your follower to activate the button)
    -If you want to hang yourself, use the Lever rather than the button. otherwise it will translate you through the air, with counts as airborne and breaks the wait animation.
    -The Victim will now be locked in the Gallowswaitanimation below the Beam.
     
    If you activate the Button/Lever Yourself, you will be registered as the victim, even if you break the animation via jumping. If you activate it a second Time, it will kill you.
    And it doesn't care if it has to break laws of physics to do that!
     
     
     
    -if the Button or lever is activated now, the Grate doors will open, The victim falls unconscious (Ragdolls), and Havokconstarints are applied)
     
    -also if you try to hang yourself  and are locked in the wait animation, you can reach the tip of the Lever to activate.)
     
    -The victim will now remain hanging in unconscious state and will die after a while. (5 secs i think)
     
    Note
     
    The script doesnt provide restraints, so you need to equip them beforehand. For convenience, I placed some in the coffin below the Platform
     
    Does it work in SE?
    Yes,
    Special thanks to WandererZero for the Converted animation.
     
     
    Issues
    -right now its impossible to remove a dead actor from the Rope without breaking the constraints for Arms/Legs (can only use enable/disable)
    -dead actors sometimes keep spinning forever.
    -If you try to kill yourself 2 times in a row, the rope will fail to connect or cause ctd. This can be fixed by restarting the Game.
     
     
    Requirements
    since I originaly didnt itend to upload this, i didnt care about bloated dependencys, so this is a bit messy, iam sorry. i might clean it up at some point.
    from testing with the old NMM, I can say that the only Hard dependencys are ZAP and Heretical ressources. It worked fine with only these to esm´s enabled.
    The Reason ZAZ Expansion Pack and its requirements are listed, is because this mod needs the zbfxGallowsEnterIdle animation. if you know how to install that, you should be good to go with just ZAP and HR.
     
    -SKSE, FNIS
    -(optional) for maximum fun i recommend ZAZ 8, or anything else that provides actual restraints.
     
     
     
    For Modders:
    If you want to use this somewhere else. Go find it in the Creation kit. Its Called "SHORT_HANGING_ROPE" (the long one works differently)
    -The Property "basis" is for the trapdoor. insert your trapdoor here as linked reference. (you can leave it blank)
    -"TieFeet". self explanatory. if you dont want the victims ankles to be tied, leave this unchecked.
    -ignore the other properties. these have been removed for the sake of being standalone. I might reintroduce them in a separate upload.
    -Place an Activator. The Worldobject "NooseButton_HR" comes with the required script attached, But you can attach the script "Noosebutton_SRC" to any activator item you want.
    -For the "noose" Property of the Activator script, choose the Rope.
     
     
     
     
    Credits
    -Gandaganza from Nexus for some of the Gallow Meshes
    -t.ara for the waitanimation
    -Haeretic for the HDT-Rope
     
     

    6,030 downloads

    Updated

  16. Strip What You Must - abandoned

    Absentee author's note: I've been away from Skyrim for a year, and I don't see much hope of being able to continue this.  The keyword system is still potentially useful I think, but I don't really expect anyone to make use of it.
     
    If anyone wants to take this over, they are very welcome!
     
     
    What this mod does:
    Provides six coverage keywords to indicate what sensitive body areas are blocked by an equipped item. These keywords are injected into the 01xxxxxx address space (update.esm), and so can be incorporated into any game with no heavy requirements. 01010800: BlocksOral    (masks and gags by default) 01010801: BlocksVaginal    (clothing/armour/belts/plugs) (basically, blocks insertion) 01010802: BlocksAnal    (clothing/armour/belts/plugs) 01010803: BlocksBreast    (any coverage) 01010804: BlocksGrope    (breasts, armor or other rigid covering only) 01010805: BlocksSpank    (rigid armor, not cloth or short skirts) 01010806: BlocksClutch    (crotch, rigid coverage, protects pussy/penis) Sorry, I couldn't come up with a better term!  I tried "grab", but too close to "grope"! Provides patches for all vanilla outfits, as well as those modified by various common mods.  Additional patches are easily created, and can be simply merged. Includes two simple functions which are DD-aware but do not require DD: SWYM.Report: returns whether one or more areas are blocked SWYM.Strip: removes only those items blocking one or more of the areas, as selected The Strip function respects DD's Quest and BlockGeneric keywords, removing only generic items, with keys found on either of two actors passed to the function  
    The reasoning:
    There are certain coverage/accessibility checks that are needed by many mods:
         Is a character's mouth free (for eating or dialogue)?
         Are various openings or regions "accessible" for sex?
              If not, can we use a limited stripping routine to remove just those items necessary to make a particular location accessible?
         Is a character "indecently" exposed, for crime checks, for modified dialogue, etc.?
         Is a character sufficiently exposed to permit groping, spanking, etc.?
     
    Trying to determine these things case-by-case based on occupied slots is challenging, since different clothing and armor items can be inconsistent in their slot use, and in what coverage is really represented by such use.  "Slot 32" full body outfits can vary from full plate to a bikini.  Some items have keywords to indicate less-than-typical coverage (EroticArmor for instance, or the various "PermitsXXX" tags in DD), but these keywords are mod-dependent, still rely on first checking whether some "standard" slots are occupied, and also can not be simply checked on a whole-actor basis - a "Sexy" keyword on an item means nothing if that item is hidden underneath non-revealing armor.
     
    Instead of keywords to indicate exposure, what is needed are keywords that indicate an area is blocked.  If an area is covered by one or more items, a simple and quick WornHasKeyword will indicate this, and no other items can make the actor less exposed.  The problem, of course, is that most items do not have these keywords... and that such keywords, to be universally useful, must not be tied to heavy dependencies.  Hence injecting the keywords into update.esm - and this injection can be duplicated in multiple mods without harm, resulting in no hard dependencies whatsoever.
     
    I had intended just to provide the keywords, but as a proof-of-concept produced the Report and Strip functions.  These can be used by other mods, or can be replaced by better ones of course.  I am hoping people will have suggestions, ideas, or better ways of doing things.  This framework is supportive, but useless on its own!
     
    Installation:
    I recommend a mod manager, of course.  SWYM can be dropped into a running game.  Uninstallation: I do not recommend removing mods from a game in progress; this mod can be ignored and will have nearly no impact on a game.  If you must, remove and clean your save.  But by itself, there is NO reason to install this, it is a resource for other mods.
     
    There are four files provided:
    SWYM: the Report and Strip functions.  Also includes keywords. swymMCM: an MCM I used for testing, ugly and clunky.  You don't need this, but can use it to try out the Report and Strip functions if you wish (only on the player). lgKeywords: a bare-bones file that does nothing but provide the keywords.  This can be used as a base for additional patches.  It is not needed by itself. SWYM_keyword_patches: a collection of .esp files which add keywords to clothing/armor provided by vanilla/DLC/mods as shown below.  Use only those you need, placing them below the files to be patched (though I recommend merging, or at least doing bashed patches & TES5Edit merges).  More must be added!  
     
     
    How these keywords connect to clothing & armor, how I've interpreted them:
     
     
    The interface of SWYM (the API!):
     
     
     
    Acknowledgements:
    Thanks to lupine00 for the original idea of using blocking keywords, to HexBolt8 & Corsayr for keyword advice, and Kimy for helpful pointers to DD functions that are called by Report and Strip., and Monoman1 for the method of more careful soft-dependencies (for which I apparently owe thanks to lupine00 also).
     
    Other notes:
     
    I do not have SE, and assume these files are not compatible with SE, but I suspect they should be easy to adapt. The current patches reflect what I happened to have installed.  It is easy to add more keywords for more mods - I can do so, but so can anyone, and I will gladly add any such patches to this collection. At this early stage, it is still quite possible to change the keywords, or add new ones though I am cautious about adding many keywords for every possible Blocking region. The current patches do NOT reflect any mods that change meshes to make armor more revealing than standard.  For the most part these particular regions are probably still correct, but we could have patches for different armor replacers, for instance. The main patch assumes all 3 DLCs, since they are included with Legendary Edition.  These can be split, if there's a need.  

    820 downloads

    Updated

  17. Human Biped RIg by BakaFactory

    Human Biped Rig by BakaFactory
    (3BBB / TBBP Compatible)


     
     
    Description
     
    I hope you work for your animations both in a easier way and in an optimized way.
     
    I hope you like it! I made the rig compatible with 3BBB skeleton. It has controllable Anus, Belly as well.
     
    With this, you can control your belly as well. Cheers.
     
     
    Requirements
     
    3ds Max 2012(only for exporting motions)
     
    HCT Tool - [HavokPcXsContentTools_X64_2011-3-1_20120402]
     
    3ds Max version over 2014(for making motions)
     
    Your animation skill
     
     
     
    Note for Modders
     
    Use 'XPMS 4.64 RIG TBBP 3BBB Bone Skeleton' for exporting motions.
     
    If you want to use your own rig or old rigs from other sites, you should use either 'XPMS 4.64 RIG HDT Extension Bone Skeleton' or 'XPMS 4.64 RIG HDT Extension Bone Skeleton.txt' at least.
     
    Do not use other bone lists other than these three txt files!
     
     
     

    7,084 downloads

    Updated

  18. Animated Beast's Cocks(ABC) For modders - 3ds Max Rigs

    Animated Beast's Cocks
    ABC - For Modders
    3ds Max Controller Rigs
     
     
     
     
    Description
     
    I am sick and tired of watching their daed stony dicks... And I even felt sorry about them endeavoring to have sex with a girl, which would suffer a cold stony dick. You know, watching them overly shaking their pelvis to align their dicks and putting them in her pussy looks painful to me... I feel pity... I don't like it... I couldn't see the whole animations go stiff and bad only because of that ugly dick. No... Not any more...
    They deserve more 'living' dicks!!!!
     
    So here it is... BAD!!
     
    BAD... It sounds real bad, isn't it?  I changed the name for it sounded too bad! Anyway... Right Now there's no animation that is newly made for ABC. This is modder's resource for now. But I believe every animator will definetely use this. Of course, you can use this without any harm in existing giant animations. They will do fine with it. Don't worry. But this is not like SOS. If there's no keyframes on his privates, no moving Penis. I just launched it starting from Giant. Who will be next?
     
     
    For Modder's Note
     
    It's really easy to import his organ and implement it in game.
    Also It's really easy to import and merge the dick rig with your existing animation works.
    Just align it with pelvis bone and link to it.
     
    A Personal Note to Modders
     
    When you make SLAL motions using these rigs, let's tag 'ABC' or 'MovingDick' perhaps?
    'MovingDick' seems better. Please tag it, ok? I beg you guys... I want a common tag keyword to sort them out.
     
     
    !Warning!   [When you animate, be careful of these]
     
    [Collisions for Horse - Schlong]
     
    [Collisions for Giant - Schlong, Middle Fingers]
     
    [Collisions for Werewolf - Schlong, Tongue]
     
    [Collisions for Troll - Schlong]
     
    [Collisions for Falmer - Schlong, Hands, Middle Fingers]
     
    Chaurus / Chaurus Hunter / Chaurus Reaper: When you export Chaurus Hunter and Chaurus, you'd better set its NPC Root scale to 100. Otherwise everything will be messed up.
    [Collisions for Chaurus Species - Ovipositor, Larva, Eggs]
     
    Dragon Priest: Dragon Priest has its own invisible collision that can be used in so many ways. (Ctrl_DPMA01~Ctrl_DPMA06 & Ctrl_DPMB01 ~ Ctrl_DPMB07)
    [Collisions for Dragon Priest - Schlong, Invisible Collision Sticks]
     
    [Collisions for Gargoyle - Schlong, Hands, Middle Fingers]
     
    [Collisions for Lurker - Schlong, Middle Fingers]
     
    [Collisions for Riekling - Schlong, Tongue, Hands, Middle Fingers]
     
    [Collisions for Ash Hopper - Stinger, Mouth, Jaw]
     
    [Collisions for Netch - Two ovipositors]
     
     
     

     
     
     
    Requirement(for modders, not for users.)
     
    3ds max 2012 or above
     
    Some knowledge with animating
     
    BakaFactory's ABC HDT Skeleton Patch
    Or Here
     
     
    Special Thanks to
     
    9204 from Team TAL
    for technical 3ds Max Collision Support(HDT) - He surely knows what he's doing. His skill is beyond your expectation. Thank you for your time, pal.
    Groovtama - XPMSE modder
    for technical advice - You're a genius.
     
    Credits
     
    Anubis - For his effort on the original horse rig
     
    Compare the old rig with the new one
     
    The old dick bone

     
     
    A new dick bone

     

    18,238 downloads

    Updated

  19. LATESHIFTER Game Sound FX

    First of all, LATESHIFTER is an amazing free to play sex game featuring fully animated sex scenes found here:
    http://lateshifter.com
    and the Authors Patreon
    https://www.patreon.com/Oko
     
    I simply recorded and organized some of the sex sounds from the game as they are truly amazing and I wanted them in my Skyrim game for myself.
    As of now, I have included 51 sound files:
    Estella 15
    Mola 17
    Oral 8
    Orgasm 2
    Stace 9
     
    As far as I know, sexlab only supports 2 orgasm sounds so they might have to be replaced if you want to use them or the oral sounds.
    I have converted these sounds to .wav form @ 44100 Hz 16-bit Uncompressed

    2,141 downloads

    Submitted

  20. Milky Anims (Now with SLAL Pack by wolfbread)

    I got some request to host the hkx files I've made while practicing here.
    Feel free to use them(with credits of course) 
     
    THIS IS NOT AN SLAL PACK. That is a plan for another day. 
     
    If you want to view the animation in your own game, just replace with a default SL animation in:
    SexLab\meshes\actors\character\animations\SexLab
     
    Update 1: SLAL Pack compiled by wolfbread https://www.loverslab.com/topic/95813-milky-anims-slal-pack-by-compiled-by-wolfbread/?do=findComment&comment=2197672
     
     

    13,579 downloads

    Updated

  21. Custom UUNP Slider Mash-Ups & Guide

    Custom UUNP Slider Mash-Ups
     
     
    Here's a little christmas present for you. This is a collection of custom sliders i made with Outfit Studio for UUNP Bodyslide, and a short guide how to make your own.
     
    Note #1: This is a modder's resource, not a mod you can install & play with. It requires a few clicks in Outfit Studio for every outfit / body you want to use it with.
     
     
    Description and Preview:
     
    7BUNPB

    Same like the original mod by AlpineYJ, plain and simple 7B Bombshell body with UNPB breasts.
     
    Presets to use this with: UNPB-High (hands), 7B Oppai-High (Feet)
    Suggested low weight body: 7BUNP-Low (add 30% thighs and shoulder width)
     
    ____________________
    7BO-UNPBO

    Body from 7BO, breasts from UNPBO. Might work for you as better nude body and for certain cleavage / bikini mods.
     
    Presets to use this with: UNPBOv3.2-High (hands), 7B Oppai-High (Feet)
     
    ____________________
    7MZ

    MCBM with breasts from ZGGB-R2. Awesome.
     
    Presets to use this with: MCBM-High
    Suggested low weight body: 7BUNP-Low (add 30% thighs and shoulder width)
     
    ____________________
    7MO

    MCBM with breasts from UNPBO. Might work as "cleavage" preset for the 7MZ body above, with some tweaks.
     
    Presets to use this with: MCBM-High
     
    How to use this:
     

    766 downloads

    Updated

  22. Vector's Modding Tools For SAM: NIF's, Body Morph's and More for Shape Atlas for Men

    A lot was lost when Hall of Torque stopped hosting files including everything needed to mod SAM, so i'm re-uploading these files for modders who want to make SAM even more amazing then it already is, the main highlight of this package is the ability to refit or make new armor and clothing for SAM.
     
    *Disclaimers*
    1. I'm not a modder myself and won't be able help anyone with these files, if you need help, please start a thread in the forum's.
    2. The PDF Refitting Tutorial included was made for Body Slide 2 and Nifskope 1.1.3, Not for current versions, interface and other changes are likely to appear.
     
    Credits
    S.A.M, Tools and Original Release by Vector  Plexus
    Backups Were Provided by Chompy
    Body Slide by Ousnius & Caliente  
    Rebol by REBOL Technologies
    Body Morph by Expired
    NifSkope by NifTools
     
    SAM EULA
    Download SAM Here
    Previews of the SAM Body Can Be Found Here

    665 downloads

    Updated

  23. 3ds Max Tail Animation Guide

    it's a guide for creating tail animations, mostly for SLAL Pack animators that use 3ds Max.

    510 downloads

    Updated

  24. Deer Hooves and Ears Resources

    Deer Hooves and Ears Resources
     

     
    These are a set of resource meshes I put together for "deerfu" characters, inspired by this old blog post by DreamBurrow. The download consists of a set of hooves and ears taken from the vanilla elk mesh and weighted to the human skeleton as well as a UUNP Special based UNPB body mesh with the lower legs removed to accommodate the hooves. The file also contains a barebones .esp packaging the resources into a mod for testing purposes, with the hooves occupying the feet slot, the body occupying the chest slot and the ears (attached to a set of Nuska's antlers to save biped slots) using biped slot 50. The hooves and ear textures are based on modified versions of 530gothic25's whitetail deer textures colour matched to Setribb's deer body textures which they've shared on their package of Nuska's deer hooves and tail. The body I've supplied uses the default femalebody texture path and probably won't match these resources without those or similar textures installed.
     
    The armor pieces can be obtained through the console "help deer" or with a mod like AddItemMenu.
     
    Why resources, if I've provided a mod to make use of them?
    The mesh and texture work I've done isn't very well polished. The weighting is shoddy in that the knees crinkle up a bit depending on how far they're bent, and as the hooves aren't level with the vanilla feet I couldn't get the hooves weighted to the foot bones without deforming badly so they're fairly static below the knee. To keep the hooves from sinking into the ground HDT or NiOverride High Heel offsets will likely have to be used. There's no difference between the low- and high-weight hoof meshes. When I tried shaping the hooves for the higher weight I kept getting weird issues with the edge vertices turning transparent in game when zooming out on the character. I think the mesh normals were probably getting fudged between the two meshes but when nifksope's "Mesh" > "Face Normals" didn't fix it I gave up on weight slider support. The "rough fur" cutoff texture around the top of the hooves and the really dark texturing of the back of the ears leaves a lot to be desired. Art's not my bag, baby. Only UNPB meshes are provided. Unlike Nuska's hooves these require the body mesh to have the lower legs removed to prevent clipping, so the female body and the skin in any skimpy armors would have to be replaced on a per-character basis to be compatible. This is the biggest justification for resourceness, as I have no plans to undertake the creation of a custom race or armor conversions based on these legs. It's up to the downloader to decide and figure out how they want to use them.

    With all that out of the way, feel free to use or improve these as you see fit.
     

    Cheers!
     
    Credits:
    Bethesda for the vanilla elk mesh
    530gothic25 for the whitetail deer base textures
    Setribb for providing their deer body textures
    regenbot03 for PureSkinTexture which I used in my modification of the body textures
    DreamBurrow for the idea of using vanilla elk parts
    HoneyVanity who I believe may have coined the term "deerfu"
    Everyone else posting their deerfu characters for giving my high opinion of elves a run for their money (elves are still better)
    Nuska for all the fantastic resources which made sexy deer girls possible

    2,892 downloads

    Updated

  25. Tara´s New Offset Extensions For The Zaz Animation Pack

    Offset Animation Extension For The Zaz Animation Pack
     
    Dear Readers!
     
    This Pack contains new Offset-Animations for the Zaz Animation Pack.
    It will add the following animations / poses to the Zaz Pack:
     
    -Fiddle (one made of wood, other one is made from iron)
    -Wheel (the carriage wheel hold the arms tied to the backside)
    -Elbow Ropes (rope-texture01 and rope-texture02), (elbow-pose with elbow ropes)
    -Wrist-and-elbow-ropes (same with wrist-ropes)
    -Collar Rope Extreme (with both textures, 4 loops now)
    -Wrist-pose with hands ankled on the backside
    -Wrist-pose with hands crossed on backside (new custom animation against butt-clippings)
    -Waist-rope (in two versions), keep the hands in front ("lazy-tied-pose"), needs to be used with wrist-rope, bodyslide software needed
    -Cross pole (two versions, one "softer" and one is "extrem", really heavy (completly with elbow rope, extreme collar rope and wrist rope)
     
    V.2.0 add on-offsets, coming inside the zap7.0-integration:
     
    -Hands-behind-neck
    -Arms around neck
    -Wrists crossed behind body
    -Hands in front in ropes
    -Hand in front in irons
    -vertically poled, arms on backside straight parallel down the pole
    -box tied (arms on backside)
    -koffi-fiddle (DD-plagiarism from koffi´s yoke)
    -fully roped arms to backside (classical rope-tie with arms to backside), armbinder-compatible
    -full rope - body bondage (shibari in zaz-style) , bodyslide software needed
     
     
     
    If you use caliente´s bodyslide, you will start bodyslide, check the "Build Morph" button and then click on "Batch Build"...then you need to "right-click" the opened window and chose "Select None" in the pull up-window. After that, you scroll down to the "WAIST ROPE and WAIST ROPE02" and check (activate) it! Then use the "BUILD" button and afterwards leave the BODYSLIDE software.
     
    Installation and use: (V.1.0)
     
    You can simply install this Pack with NMM (Nexus Mod Manager) or with the MO (Mod Organizer).
    After the process has finished, please use the FNIS-Generator-for-Users (orange-red).
    Nothing of the original Zaz Animation Pack will be touched.
    This mod is only running inside the Zap-Engine with it´s keywords,
    so that all the new "TOYS" can be used and fully be supported by the host (ZAP).
     
    After you have started skyrim, you need to "refresh" the Zaz-Animation-Pack, to be able to find the new animations.
    Go to the ZazAnimationPack MCM menu and press the "clean and restart" switch on the first page.
    After that, you can go to the "ADD ITEM MENU" and chose the new mod and put all the stuff you want into your bag.
    The items can now be worn like known from the zaz-pack.
     
    All keywords and entries of ZAP are also working with this new items.
    All textures are pointing to the originally ZaZ-textures-folder or they are from the skyrim vanilla game.
     
    Dependies: (the must have files!)
     
    -Skyrim and ZAP 6 or ZAP 7 (V.1.0)
     
     
     
    If you want version 2.0, you need exactly to deinstall version 1.0 and the zap 7.0 and reinstall only this version. A simply "overinstall" (like a patch) has not been tested but may perhaps work. The 2.0 is been played by me with different mods since some month without any strange artefacts.
    PLEASE REFRESH ZAP7.0 as usually to INTEGRATE THE NEW OFFSETS into the framework, (available on the FIRST MCM page of zap, at the bottom) !!!
     
     
     
    Slots-use: (v.1.0)= V.2.0
     
    wrist = 59 (all wrist cuff-poses: ankled, crossed and by waist-rope in front)
    elbow = (same as armbinder has: 59 (wrists) & 46 (chest primary)
    extreme collar rope = (same than 2 loop-collar has: 45)
    fiddle = (wrist cuff: 59 and neck cuff: 45)
    arms behind neck =(wrist cuff (59) and neck cuff (45))
    cross pole/extreme = (wrist: 59, elbow [extreme only]: 46 and collar: 45 and the pole itself has 48 (a free slot))
    waist rope = (prepares the hands to be in front pose by using wrist cuffs (slot 56...chest second, undergarment), in combination with wrist rope (59)
    elbow and wrists = (armbinder (46) + wrist-cuffs (59))
    hands to neck = (wrist (59) and neck (45))
     
     
     
     
     
    Credits:
     
    Musje, for the first extension mod,
    the authors of the Zaz-Pack: Zaz and Xaz,
    and of course Fore, for his "key" to custom animations inside skyrim,
    and all the others who are "indirectly" and directly spending a huge amount of life-time !!!, to create fine and important mods for skyrim !

    17,112 downloads

    Updated


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