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The Sexual Adventures of Maximus King
Maximus King commented on Maximus King's blog entry in The Sexual Adventures of Holly Rizzo, Teen Prostitute
Tina Peeping has been remade to be more to my taste in my Save Game files. Now that she's hot, I let her into my places but only for sex. A man's got to have standards. Regarding the feet thing. I totally agree. The problem is that I have the Magic Bot foot mod in my Mods folder and it shows up in Live Mode but not in animations. Drives me a little nuts. I figure I'll figure out why it's not working at some point but so far, nothing I've tried has made it so those ghastly square feet don't show up in animations. They're so hideous, it kinda' ruins a lot of otherwise decent pics. I'll take your comment into consideration and once again do a deep dive into why that mod isn't working. Thanks for making the observation and, hopefully, future installments will not feature horrible base game foot graphics. I mean, I don't even have a foot fetish and those ugly-ass feet offend me. Thanks for the suggestion 👍😎- 8 comments
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ahh haa ok thanks, shes the one with the blue hair doing the Kate Kuray lost rabbit face, noted.
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I'd absolutely love a mod that removes the restriction on Lamb mating with anyone. Like, you can marry them, but going into the mating tent is too much? What the hell x.x
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[BAKU]DOAXVV Lovely Mode 3BA
j_the_wolf replied to probaku1234's topic in Downloads - Skyrim: Special Edition Non Adult Mods
love your work, BHUNP version? -
Body Talk
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I don't think this will ever be a thing sadly...
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umm, I want to ask a question… are you equipping the bath towel costume?
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They mean "Kiriko", which is a video game character. She is shown in one of the video game-y clips (the one with glowy eyes). Your character just has to be "cum hungry" enough. In this case starving!
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A very good practice to get into, always manually download then open every mod.. all of them. NEVER blindly auto download or install via mod manager. You'd be surprised the crap or niffty stuff in some mods. This also help reduce headaches for the end user. I also find it funny that MM's can't figure out there's no actual mod in a bundled zip/7z. Not rocket science to do a sanity check for file extions.
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I was installing mods yesterday, and I installed the AAF violate mods along with other creature mods, but at the moment of starting the sex animation the message appeared that the animation was aborted, and also with the body that is bugged, if anyone Could you help me with this since I am new to installing mods from a computer, and yes. install the f4se correctly, also install the fusion girl mod and other body presets that I can't find Vídeo sin título ‐ Hecho con Clipchamp (12).mp4
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You are not alone, me and some other folk had the same issue. Here is how I solved it. https://www.loverslab.com/topic/79447-vivis-cockcages/?do=findComment&comment=4338630
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So have now had a go with the latest update (sorry my last update was with the version before as I did the testing before the new update): Have run into an issue with the VIP quest, if just the player is selected then its not letting me pick three girls, have tested with the starting six, four Camila captured, one I player brought from slave trader and with a sold follower and when you pick the 'You are selected' dialogue nothing happens, tried a total of 13 slaves and same thing, the conversation plays and then nothing, no notification of the spot being filled or slave registered. I would note that this has only happened with the pick 3 option, the pick 2 and pick 4 both seemed to work fine. I have somehow only just noticed this but the cupboard with ingredients doesn't have any wheat to Black Brier mead in it, so you have to use the NPC's to get pies once the ones on the shelf are used up or go get some wheat from somewhere, the Black Brier mead is needed for the VIP impalement quest so again needs to be gone out and got. Nav mesh looks mostly fixed around the stump but if they try to walk behind it from left to right as below then they get stuck on the shelf, right to left if fine oddly enough.
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Skyrim AE for Beginners - V 2.0.0 (3BA / HDT-SMP / HPH)
Atlas1998 replied to Aylis's topic in Skyrim: Special Edition
Probably going to switch to Live Another Life, see if that fixes everything else. -
Hi, I went through the thread pages, and i don't think this was documented yet, so let me try explain, why CBO is not compatible with mods that add clothing. There are 3 things we need to keep in mind, when it comes to clothing on a character. 1. The male/female mesh file, this is where the skeleton is coming from. 2. The animation files, these will need to be compatible with the skeleton 3. The clothing files, the main .mesh file will also have a skeleton. The vertexes of the clothes are attached to the skeleton bones, so thats how moving the skeleton moves the clothes. The skeleton for these 3 things need to be compatible, and the main reason is, as far as i can see, is that animations don't use bone names to match the skeleton to keyframes, instead its just an array, and assumes the bone count and order are the same for all 3. What this means, is that lets say you have 20 bones, and compatible animations. Bone 1 in the skeleton is Bone 1 in the animation keyframe. If you add a new bone, to lets say 10, then you would move all existing bones to the right by 1, but the keyframes in the animation won't change, so the keyframes will be applied to the wrong bones, and you end up with weird clothing. This is why, when clothing are incompatible, you will see the clothing float around, because some bones were skipped in the animation, and the wrong animation is applied to the wrong bone. The first bone that doesnt match the original skeleton is the bicep and tricep bones on the left arm. If you look at an incompatible clothing, you can see that the left arm is relatively ok, the right arm is messed up, and the legs are even more messed up. So for clothing to be compatible, the bones in the skeleton need to match the bones in the animation, which is using the male/female mesh as reference when loading. The animation and mesh files do contain the bone names, this is what allows importing and exporting to fix the animations and mesh files, because it will save the mesh out with the correct number of bones, it will make sure to add the new bones in the list. Another example if this was a bit difficult to understand, lets say we have bones: [1, 2, 3, 4, 5, 6, 7] Then an animation [1, 2, 3, 4, 5, 6, 7] We add some new bones: [1, 2, 3, 8, 9, 4, 5, 10, 6, 7] But the clothing mesh still have the old bones: [1, 2, 3, 4, 5, 6, 7] The animation will still apply in the same order to the clothes, so we will end up with 1->1, 2->2, 3->3, 8->4, 9->5, 4->6, 5->7, 10->null, 6->null, 7->null Now some ideas how to improve this: I checked the export script for the blender plugin, and seems like bones take the parents matrix, and apply their own matrix to that. So i think the animations dont actually contain any structure about the bones, which means, we dont need to keep the order of the bones the same as blender. So as far as i can see, we could just move all the added bones to the end of the skeleton: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] Then when we apply the animation, it will be like this: 1->1, 2->2, 3->3, 4->4, 5->5, 6->6, 7->7, 8->null, 9->null, 10->null As far as i know, the non nude animations dont use the newly added bones (but not 100% sure about this), moving the bones to the end would not really cause issues with original clothing. I managed to change the blender plugin, so when it creates the list of bones, it will separate out bones that are newly added. To differentiate the old and new bones, i added a _modded suffix to all the newly added bones, and changed the export script to this, to make it so these will be at the end: def get_skeleton_hierarchy(rig): root_bone = rig.data.bones[0] def get_recursive_children(bone, hierarchy): hierarchy.append(bone) children = [jnt for jnt in bone.children if not jnt.get(PDX_IGNOREJOINT)] for bone in children: get_recursive_children(bone, hierarchy) return hierarchy valid_bones = [] get_recursive_children(root_bone, valid_bones) unmodded_bones = [bone for bone in valid_bones if not "modded" in bone.name] modded_bones = [bone for bone in valid_bones if "modded" in bone.name] return unmodded_bones + modded_bones I'm still testing, if this could be a way to make clothing added by other mods compatible by default, i think it works, but hard to tell without converting a bunch of existing animations to this new skeleton. And the bad part as can be guessed from the above sentence, this would require all animations, and all CBO compatible clothes to be switched to the new skeleton. So doing this change could take a few weeks of work, but might pay off long term, as it would make new clothes compatible by default, and only reason to need blender would be to add the new blendshapes for the clothes. (and a lot of clothing dont necessarily benefit from the new blendshapes, like plate armors) Also some clothing are really hard to make blend shapes for, so just having some basic compatibility might be better. Just to document the other issues with clothing compatibility, i think a few people ran into "clothing explosion", ran into it myself a few times already, its when the clothing has very very spiky look, lots of jagged edges, and all over the place. I think this can happen, when the vertex order in the mesh file doesnt match the main .mesh file. So lets say you have the order of vertexes as [1, 3, 6, 2, 4, 5] But in the blendshape, its: [1, 2, 3, 4, 5, 6] This will be an issue, as the game will try to apply the blendshape by moving 1->1, 3->2, 6->3, 2->4, 4->5, 5->6 So it will cause the clothing to warp all over the place with jagged edges. I think this might be caused if a blendshape is generated by one method, while the original is generated by a different one. For example, if the .mesh is generated by Maya, but the blendshape is done with Blender, maybe the export tool wont save the vertexes in the same order. It could also be due to people using different versions of the export tool (altought not sure if this can really cause issues) So unfortunately, to change the skeleton in the .mesh file, it might also require re-exporting all the blendshapes as well. So changing the skeleton on the existing meshes might take even more effort due to this (Hope Mange2020 used Blender.. I dont have Maya) This would even be an issue for clothing from other mods, even if someone would only want to generate the added blendshapes, you might have to re-export all the .mesh files anyway, because of the vertex order. Maybe in the future, it might make more sense to store the blendshapes as offsets to vectors, so directly patching .mesh files would be possible without an editor, and something like a setup script could be used for generating the blendshapes (based on blendshapes created in modelling software), this would mean you could try to take into account the vertex ordering. Alternatively, would need to make it so that when importing the mesh, the vertex order is stored, and will be the same when exporting.
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View File MICHELLE REMBRAND RECOMMENDED MODS BASEMENTALDRUGS WICKEDWHIMS Nisa’s Wicked Perversions FOR MORE EXCLUSIVE CONTENT VISIT MY PATREON Submitter CHECOX2 Submitted 04/17/2024 Category The Sims 4 - Sims Requires
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download is very slow.
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If you use the empty piercing box it will give you a list of options for removing the piercings this mod places on the PC. Once they are removed you are able to equip new piercings. The only exception that I know of is the labia piercings. Even though there are labia piercings in the Ayleid piercing set this mod does not detect them as such and unequips them if you have a clit piercing in. I hope this helps you.
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i havnt tried that ill see if it keeps happening thanks
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So, I looked through this thread for a while trying to see if anyone else had the same problem as I do, but no luck. Anyway, it seems like the majority of the quest triggers simply don't function for me. At some points, including but not limited to the second time you act as a decoy during your walk, I need to use the console commands to move things forward, which I have to assume is not meant to be the way to do it. It definitely dislikes the parts where the PC is kneeling, and you're just.. stuck there. Not even the chat option in the mod menu fixes it. I'm really not sure what other mods might be causing this issue, or if it's something easy to fix, or... anyway, any help would be super appreciated.
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does any one have any dragonball kakarot nude mod
jasperjong replied to neonsun12's topic in General Discussion
Has anyone here found any lewd model mods yet? Or does anybody here know if somebody somewhere is working on some? I'm very eager to see what people are able to create.