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ZaZ Animation Pack 9.2 SSE - CBBE and UUNP - by XTH SSE View File ZaZ Animation Pack 9.2 - Skyrim Special Edition conversion !!! Script fix at the very bottom !!! ================================================================ !!! READ THIS FIRST !!! The file you download here is NOT the mod. It is a small text file with the download links. ZAP is 7.0 GB (CBBE) and 8.9 GB (UUNP) - far too large to host on LoversLab, so the archives live on pixeldrain. Download the file here, open the text inside, use the link for the body version you want. Same way the original ZAP is hosted. ================================================================ !! ZaZ Animation Pack 9.2 is NOT backwards compatible and cannot be used to satisfy a dependency on any version of ZAZ 8 !! (Thanks to Talesien for pointing that out) This is not my mod. ZAP was made by ZaZ, XaZ and t.ara over more than a decade. All I did was convert version 9.2 so it runs on Skyrim SE, and fix a handful of files that were already broken in the original. The original is here and you should look at it first: https://www.loverslab.com/files/file/23102-zaz-animation-pack-zap/ WHAT THIS IS ZAP is a framework and animation package. It does nothing on its own. It is a modder's resource: furniture, restraints, animations, poses and building kits that dozens of other mods depend on. Both body versions are available, same conversion, pick one: CBBE-HDT UUNP-HDT WHAT WAS CONVERTED 2002 .hkx 32-bit packfiles, Havok tagfiles and XML -> 64-bit 6548 .nif BS 83 -> BS 100 (CBBE, 6540 in the UUNP build) .esm already shipped as Form 44 - left untouched Every hkx and nif was checked after conversion. No failures, no truncated files. WHAT WAS FIXED ON TOP Four normal maps ship as 0-byte files in the original pack: Textures\ZaZ\002Wood\BedWood01_n.dds Textures\ZaZ\002Wood\nobleBedWood01_n.dds Textures\ZaZ\018Beds\BedWood01_n.dds Textures\ZaZ\018Beds\nobleBedWood01_n.dds Empty normal maps make the wooden beds render with broken lighting. Rebuilt from the diffuse textures beside them, so the relief follows the actual wood grain instead of being flat. Same format and resolution as the originals. Three leftover 0-byte working files were removed. Nothing references them - I checked every mesh and the plugin: Leggings_Heights222222.dds, Leggings_Heights2222222.dds, ps366F.tmp LEFT AS FOUND Two meshes are in Gamebryo 20.0.0.5 (Oblivion) format and cannot be loaded by any version of Skyrim. They were already dead weight in the LE release and I left them alone rather than decide for the authors: ...\ZaZ - Clutter\...\artrapspikepit01OBLIVION.nif ...\Zaz - Prison Pack\prisoncellchains01.nif REQUIREMENTS: A behaviour engine - any one of these: FNIS SE https://www.nexusmods.com/skyrimspecialedition/mods/3038 Nemesis https://www.nexusmods.com/skyrimspecialedition/mods/60033 Pandora (Recommended) https://www.nexusmods.com/skyrimspecialedition/mods/133232 XPMSSE skeleton (or your skeleton of choice) https://www.nexusmods.com/skyrimspecialedition/mods/1988 SexLab SE - listed as a requirement by the original mod. The links in the original readme pointed at the old Skyrim LE Nexus and no longer apply. The readme inside the archive has been updated. ADULT CONTENT WARNING (from the original readme) THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD. This mod may contain full nudity, BDSM, fetish and sexual content. Don't download it if that is not your taste or you are not allowed to. This is t.ara's work, not mine. The original page states that the content may not be used or redistributed without express permission. I have sent t.ara a message about this upload. She has not been active on LoversLab since September 2025 and the SSE version announced on her page has not moved since 2022, which is why this conversion exists at all. If t.ara objects, this comes down immediately - no discussion needed, just say the word. Same goes for any of the other authors in the credit list whose assets are in here. Do not make money with this content. That was t.ara's condition and it is a good one. ---------------------------------------------------------------- FIXES ---------------------------------------------------------------- There is a second download here, "Whipping Script Fix". It is a 22 KB patch, not another copy of the pack. Install it after ZAP 9.2 and let it overwrite, then run your behaviour engine again. It fixes the papyrus log spam from the whipping system - a property in zazWhp_NPCscript still asks for a class that was renamed away, so it never binds and the error repeats forever. Comes from the original pack and is in the LE version too. ---------------------------------------------------------------- KNOWN ISSUE - BODYSLIDE ---------------------------------------------------------------- Clothing doesn't follow strong body presets. Mild ones are fine, extreme ones like CBBE Chubby break - the body changes, the outfit stays put. Inherited from the original pack, not caused by the conversion. The 85 slidersets were built against the CBBE slider list of the time and carry 55 sliders. Modern CBBE SE has 137!, and the missing ones are exactly what heavy presets drive. On top of that the base body in those sets is the old LE CBBE mesh, so it can't be patched in a file - every outfit has to be re-fitted by hand in Outfit Studio. Im Working on it, i wont say a date for the fix but its coming. If you do bodyslide conversions regularly and want to take it over, say so and I'll ship your fix. ZAP 9.2 SSE Whipping Script Fix.zip Submitter XTH SSE Submitted 09/01/26 Category Adult Mods Requirements A behaviour engine: FNIS/NEMESIS/PANDORA, XPMSSE skeleton, SexLab SE Regular Edition Compatible No Install Instructions Pick ONE body version, CBBE or UUNP. Do not install both. Install with Vortex or Mod Organizer 2. Activate ZaZAnimationPack.esm in your plugin list. Run your behaviour engine and let it patch. Run it again after every animation mod you add or remove. Not a light install - roughly 19 GB unpacked. Check your disk space before you start. Upgrading from the LE version: remove the old one completely first. Do not merge the two.
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Advanced Animation Framework View File What is this? The Advanced Animation Framework (AAF) provides a variety of tools for modders to play animations from a scalable number of animation packs. Download Location & Instructions The latest version of AAF is hosted at the AAF discord. The reason for this is that Nexus has terms for hosting files that I find unreasonable (once uploaded they gain the right to distribute a mod forever). Also, AAF is not an adult mod by itself and there are non-adult mods using it. So, LL, being an adult-focused site is not the right place to host. The issue has already been debated extensively in this thread. You can dig through the pages to find those discussions if interested. However, the matter is considered closed now. Further discussion about where AAF is hosted, how that impacts anyone or anything, is not allowed in this thread. If you wish to discuss those things, please bring them up in some other thread. For the latest AAF version, news and information: Official AAF discord For NSFW user support with the TFM guide: TFM discord Donations If you are interested in supporting this project, you can donate through my Patreon page. Submitter dagobaking Submitted 04/06/18 Category Framework & Resources Requirements Fallout 4 1.10.163 OR Fallout 4 1.11.221, game version compatible F4SE & LooksMenu
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ZaZ Animation Pack 9.2 - Skyrim Special Edition conversion !!! Script and Nemesis fix at the very bottom !!! ================================================================ !!! READ THIS FIRST !!! The file you download here is NOT the mod. It is a small text file with the download links. ZAP is 7.0 GB (CBBE) and 8.9 GB (UUNP) - far too large to host on LoversLab, so the archives live on pixeldrain. Download the file here, open the text inside, use the link for the body version you want. Same way the original ZAP is hosted. ================================================================ !! ZaZ Animation Pack 9.2 is NOT backwards compatible and cannot be used to satisfy a dependency on any version of ZAZ 8 !! (Thanks to Talesien for pointing that out) This is not my mod. ZAP was made by ZaZ, XaZ and t.ara over more than a decade. All I did was convert version 9.2 so it runs on Skyrim SE, and fix a handful of files that were already broken in the original. The original is here and you should look at it first: https://www.loverslab.com/files/file/23102-zaz-animation-pack-zap/ WHAT THIS IS ZAP is a framework and animation package. It does nothing on its own. It is a modder's resource: furniture, restraints, animations, poses and building kits that dozens of other mods depend on. Both body versions are available, same conversion, pick one: CBBE-HDT UUNP-HDT WHAT WAS CONVERTED 2002 .hkx 32-bit packfiles, Havok tagfiles and XML -> 64-bit 6548 .nif BS 83 -> BS 100 (CBBE, 6540 in the UUNP build) .esm already shipped as Form 44 - left untouched Every hkx and nif was checked after conversion. No failures, no truncated files. WHAT WAS FIXED ON TOP Four normal maps ship as 0-byte files in the original pack: Textures\ZaZ\002Wood\BedWood01_n.dds Textures\ZaZ\002Wood\nobleBedWood01_n.dds Textures\ZaZ\018Beds\BedWood01_n.dds Textures\ZaZ\018Beds\nobleBedWood01_n.dds Empty normal maps make the wooden beds render with broken lighting. Rebuilt from the diffuse textures beside them, so the relief follows the actual wood grain instead of being flat. Same format and resolution as the originals. Three leftover 0-byte working files were removed. Nothing references them - I checked every mesh and the plugin: Leggings_Heights222222.dds, Leggings_Heights2222222.dds, ps366F.tmp LEFT AS FOUND Two meshes are in Gamebryo 20.0.0.5 (Oblivion) format and cannot be loaded by any version of Skyrim. They were already dead weight in the LE release and I left them alone rather than decide for the authors: ...\ZaZ - Clutter\...\artrapspikepit01OBLIVION.nif ...\Zaz - Prison Pack\prisoncellchains01.nif REQUIREMENTS: A behaviour engine - any one of these: FNIS SE https://www.nexusmods.com/skyrimspecialedition/mods/3038 Nemesis https://www.nexusmods.com/skyrimspecialedition/mods/60033 Pandora (Recommended) https://www.nexusmods.com/skyrimspecialedition/mods/133232 XPMSSE skeleton (or your skeleton of choice) https://www.nexusmods.com/skyrimspecialedition/mods/1988 SexLab SE - listed as a requirement by the original mod. The links in the original readme pointed at the old Skyrim LE Nexus and no longer apply. The readme inside the archive has been updated. ADULT CONTENT WARNING (from the original readme) THE ZAZ-ANIMATION-PACK IS A FULLY ADULT ORIENTED MOD. This mod may contain full nudity, BDSM, fetish and sexual content. Don't download it if that is not your taste or you are not allowed to. This is t.ara's work, not mine. The original page states that the content may not be used or redistributed without express permission. I have sent t.ara a message about this upload. She has not been active on LoversLab since September 2025 and the SSE version announced on her page has not moved since 2022, which is why this conversion exists at all. If t.ara objects, this comes down immediately - no discussion needed, just say the word. Same goes for any of the other authors in the credit list whose assets are in here. Do not make money with this content. That was t.ara's condition and it is a good one. ---------------------------------------------------------------- FIXES ---------------------------------------------------------------- There is a second download here, "Script and Nemesis Fix". It is a 22 KB patch, not another copy of the pack. Install it after ZAP 9.2 and let it overwrite. It fixes the papyrus log spam from the whipping system, and the Nemesis ERROR(1035) on FNIS_ZaZAnimationPack7_List.txt. Both bugs come from the original pack and are in the LE version too. ---------------------------------------------------------------- KNOWN ISSUE - BODYSLIDE ---------------------------------------------------------------- Clothing doesn't follow strong body presets. Mild ones are fine, extreme ones like CBBE Chubby break - the body changes, the outfit stays put. Inherited from the original pack, not caused by the conversion. The 85 slidersets were built against the CBBE slider list of the time and carry 55 sliders. Modern CBBE SE has 137!, and the missing ones are exactly what heavy presets drive. On top of that the base body in those sets is the old LE CBBE mesh, so it can't be patched in a file - every outfit has to be re-fitted by hand in Outfit Studio. Im Working on it, i wont say a date for the fix but its coming. If you do bodyslide conversions regularly and want to take it over, say so and I'll ship your fix. ZAP 9.2 SSE Whipping Script Fix.zip -
Join Discord for more information Discord invite. ZomboRut is a NSFW framework mod for Project Zomboid Build 42, picking up where ZomboWin left off. Standalone — don't run it next to ZomboLewd or ZomboWin, they'll fight.Started this as a B42 port of ZomboWin and ended up rebuilding most of it from scratch. The scene system, surrender mechanic, paired animations, and Defeat scenes are all new for B42. [Download Male Model]ZomboRut Male Model-1.2.zip MULTIPLAYER AVIABLE NOW. Patreon MEMBERS ONLY Only as its on very early stages of development. 1.2.3.1 and 1.2.5 does NOT work on Multiplayer. #ZomboRut 1.2.5.1 & 1.2.6.1 (early access only) — VOICES & BODY LANGUAGE [Download] ZomboRut-1.2.5.1.zip Stains and they drip Showcase Dynamic idles from Traits (early Access Only) Things to note Should work with most mods. If you find any let me know, will try to fix from my side. Mods affecting moving corpses will conflict. Bandits are not tested much and a bit janky. Installation 🚫 DELETE THE OLD ZomboRut FOLDER FIRST. Download and unarchive the file. Drop the ZomboRut folder into your Zomboid mods directory. The final path should look like: C:\Users\<yourUsername>\Zomboid\mods\ZomboRut\42 Launch the game and enable ZomboRut in the Mods menu before loading or starting a save. Updating from an older version (recommended) Go to C:\Users\<yourUsername>\Zomboid\mods\ and delete the old ZomboRut folder entirely — don't merge on top. Download and unarchive the new file. Drop the new ZomboRut folder into the same mods directory. Launch the game. ZomboRut should already be enabled from before; if not, re-enable it in the Mods menu before loading the save. Recommended (mods) Male model + texture replacer — animations were authored against DDetrix's male model, so that one fits the rig best. Bandits (Steam Workshop) — enables the friendly consent flow and hostile-bandit surrender scenes. ZomboRut works without it, but you'll miss a chunk of the content. Mod Options (Steam Workshop) — in-game toggles for the main feature categories. Without it, B42's native sandbox options still cover everything. Moodle Framework (Steam Workshop) — body-count moodle popup. The count still tracks without it, you just don't see the moodle UI. Credits to Jaivodents, QueuedResonance — original ZomboLewd SolarEdge — ZomboWin Yonchi, Blabla012345, Nominal — solo animations Stan — textures DoomTero — ZomboRut B42 8BitRizz — Mod Icon, Mod Thumbnail Sounds NyaughtyMeow, HellicaVA, VoxAfterHours Permissions: No forking, repackaging, reuploading, or ripping code/animations/sounds into other mods without permission. Compatibility patches that hook in without modifying my files are fine, as are bug reports, feedback, and streaming. For any reuse, message me here first. For Older versions of the mod, check in discord announcements channel
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Living is Pain (alpha version) View File In post apocalyptic world, full of violence, it is hard to imagine that psyche of people remain intact. This is the framework that shows the idea how such world might affect psyche. Living is Pain (Alpha version) Disclaimer: work still in progress. No backward compatibility is assumed during alpha stage releases. This work was inspired by @twistedtrebla's Sex Attributes, so something could sound familiar to you. LiP Framework itself doesn't affect any aspect of gameplay, except cosmetic things that are not visible without mods like LiP UI. The purpose of framework - provide usefull functionality for new mods building. Several sample mods are available. Probably some gamers will found them interesting LiP Framework provides: - set of new attributes for any sentient life form in the Commonwealth - by default: humans, ghouls, 3rd gen synths, supermutants. - ability to extend sentient life forms list - many different customization points - logic of interdependency between these attributes - attributes value calculation routines - integration with other popular mods - large amount of configuration options Attributes and default dependencies: Actual purpose of attributes may vary depending on situation and game mechanics. Generic attributes, that reflects mental state of a character: Sexual attributes: Health attributes: Reasons of attributes changes available out of box Hits Environmental damage Kills Time elapsing Limits exceeding Combat finish Orgasm Orgasm failure AAF scene: Dependencies (Requirements): F4SE Additional Attributes F4DS Integrations: Advanced Animation Framework Follow AAF FM to install and configure it. If you have AAF installed then LiP will automatically use information from AAF Dependencies (requirements) if you want to have integration with AAF: AAF Themes and AAF Informer Devious Devices If you have DD installed then LiP will automatically use information about DD wearing Real Handcuffs If you have RH installed then LiP will automatically use information about RH wearing Commonwealth Captives If you have EBCC installed then captives will have reasonable LiP attributes assigned Mod Configuration Menu If you have MCM installed, LiP configuration page will be available Know Your Friend If your have KYF installed then LiP attributes will be shown for NCPs. Samples: LiP Effects - initiates arousal animation when actor receives orgasm notification. more mechanics could be added later. Animations from following mods are used (if they are installed): LiP Morph - vagina/anus morhping depending on health attributes. Designed for FusionGirl Morph+ from @StaticPhobia2. Depends on LooksMenu (required) Use LiP UI if you looking for option to display LiP attributes. More detailed techical description will be added over time TODO: Permissions: Credits: Submitter Dlinny_Lag Submitted 12/08/2021 Category Modders Resources Requirements F4SE
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Unforgiving Devices View File Unforgiving Devices is a framework extension for mod Devious Devices which focuses on adding more immersive and complex escape system. My goal with this mod is to make custom devices with custom behavior. My vision is to convert all devices from framework and give them custom behavior that will be more punishing and realistic for the player. With that, I mean something along this line: Gas mask will actually work like gas masks, reducing player ability to breath. Collars can choke a player. Moving in restrictive boots will hurt the player. Trying to swim with heavy bondage will drown the player. These are all examples of what I want to achieve in this mod (not what is currently in this mod yet). People currently/previously taking part in mode development @ihatemykite @BreadDain @iivanvv @kurotatsu @tznvlw @naitro2010 @andbgame UaineMazoku @ozooma10 Fart-N Current features Reworked bondage devices - These new devices contains much more customization in comparison to Devious Devices. System of escaping the said devices is also reworked. Escape system is more focused on immersion and user feedback (sometimes more, sometimes less). These devices work in parallel to normal Devious Devices, and so can both types be used at once. Existing Devious Devices can also be converted to new type by using Synthesis patcher. Reworked orgasm system - (almost) Every registered NPC can orgasm/be edged by wearing specific devices. Some devices, like soulgem plugs, can increase character orgasm progress, which when reach top will cause orgasm. There are many more variables in play, which can make it harder/easier for character to reach orgasm. Every vibrator can also have different setting, like strength, duration and mod. Devious Swimming - Swimming with hand restrain can cause player to drown. Abadon quest - Small quest which more of works like mod demo. All devices are included in base mod and so can be used even without any patch. Quest is currently very short, but I'm planning on extending it in the future. Changes from version 2.1.1 Greatly increased performance by replacing many of papyrus code with native C++ implementation. In most cases, this should also make the game more stable. Still, there is always chance that CTD happens. That cant be prevented. Any SKSE mod can cause such issue depending on multiple factors (like compatibility with other mods) Greatly increased performace of minigames by converting UI papyrus handling to native one Animation native handling, which should make time to start animation shorter Reworked cutting minigame. Instead of pressing buttons rapidly, player needs to try to press button when the bar is most full Added OutfitManager New section in MCM where player can change chances of different devices being equipped with black goo or quest. Changing Weight to 0 will disable the device It is also possible to disable the Outfit from being used Added more events which are sent by UD and can be hooked by other mods. For information, see script UD_Events.psc in documentation Integrated animation extension by @iivanvv Reworked device modifier system by @iivanvv. Totaly reworked system which is much more flexible and configurable. This makes it possible to made new modifiers much easier. Additionaly new modifiers are added. There are quite a lot of them, so I recommand to check them in MCM, where you can see what they do Reworked message boxes to use html by @iivanvv. This allows much better stylization, and also to adds more information in single message box. Reworked device list to also use html by @iivanvv. This allows much better stylization, and also to adds more information in single message box. MCM preset system. Allows player to store multiple presets and switch between them. Currently there are also 2 presets which are shipped with UD. I made them in haste, so they might not be perfect. If anyone got some ideas of how to adjust them, let me know. Lastly, if you made preset yourself, it can be easily shared with other users. Preset shoul be stored in folder Data\skse\plugins\StorageUtilData\UD\Presets\. If UD detects the preset in this folder, it will show in the MCM Easy preset - Much easier then the Default preset. Hard preset - Much harder then the Default preset. Be ready that escaping the devices at small level will takes quite a long time. Many, many more changes which I omitted because I'm lazy. Here are just some funny numbers Total of 348 Github commits were made between version 2.1.1 and 3.0 on main repository There were 458 files changed/added/removed 27189 New lines of papyrus script 8524 New lines of C++ code Detailed changes can be found on GitHub Required mods Devious Devices 5.2 (And all mods they require) Devious Devices NG 0.4+ (And all mods they require) OSL Aroused UIExtensions ConsoleUtilSSE NG Papyrus Tweaks NG Recommended mods IWantWidget and IWantWidgetsNG - Hightly recommanded!! Having iWantWidget installed and enabled in MCM will show additional widgets for plugs/piercing. Also replaces meters and adds icons to them. Try to only use it with NG version, as otherwise script can be stuck and prevent loading of the save. This issue is caused by implementation of original IWW which is fixed by IWWNG. I basically created IWWNG just to fix this issue with UD, so please try to use it Improved Camera SE - Will give you first person experience while playing. UD have inbuild compatibility, so animations should hopefully work without issue. Skyrim Souls RE - Funnily makes the UD more stable, as there is no longer need to check if menu is open. Also makes mod little more harder/immersive. Optional mods ZazAnimationPack - Use animations for struggle minigame Security Overhaul - Adds unique locks for lockpick minigame. Require patch which can be selected when installing Unforgiving Devices in other patch category Installation In case you are installing the mod for fresh new game, then do following Download the mod from there (or from GitHub) Install it using mod organizer (either MO2 or vortex). You can select some additional features in fomod, like patches, or fixes. In case you installed patches, check that mod loaded is correct! Patch have to be ALWAYS loaded after Unforgiving Devices and the patched mod! Not doing so will make devices broken and can cause strange issues. This can even lead to the whole framework breaking down. In case you are using esp patches, the framework will give you error immediately after starting the game, so you will know that you have to move the patches. But if you use esl patches, the error will not show. So always double check after you install the mod that load orders are correct. You can see example on how the load order should look at the last page of fomod. (optional, but highly recommended) Run LOOT. This way, it should be impossible for patches to be installed incorrectly. LOOT will also check if incompatible mods are not installed after patches. If you intend to install Unforgiving Devices on existing save, do following Rethink your choices. Even if you do following, it might still not work correctly. Best is to just start the new game. If you still insist, do the following Uninstall Devious devices (all modules) and all mods that require it. Open the save in ReSaver and clean all unattached forms. This way, save should be clean from Devious Devices. Load the save in game, wait some time and save the game. Install Devious Devices back and all other uninstalled mods. DO NOT LOAD THE SAVE YET Immediately install Unforgiving devices. Follow steps which are in the guide above. You have to load the save as if you never used Devious Devices and Unforgiving Device before. Otherwise, Unforgiving Devices will not correctly override some DD scripts and will not work. Compatibility List of tested mods which are working or not. There are only mods which I personally tested. Devious Lore - Not issue, works fine Devious Lore DD Patch - Not compatible with Unforgiving Devices DD Patch! Install either before UD and any of its patches, or disable. Devious Devices - SE patch (part of Devious Devices for Special Edition) - Not compatible with Unforgiving Devices DD Patch! Install either before UD and any of its patches, or disable. Devious Strike -Not issue, works fine Works fine, but might UD might have issue many devices being locked at once (like when many strikers spawn at once). I recommend to reduce spawn chance so not too many strikers can spawn at once. Devious Enhanced chest - Not issue, works fine Devious Cursed Loot - Not very compatible (but works). If you only care about random devices, I would better recommend Devious Enhanced chest I would also recommand instead Devious Curses NG if you dont care about quests Requires Patch. Patch doesn't cover 100% of devices as there are too many of them. There are reported issue with some quest. Laura's Bondage Shop - Not issue (for now) Requires patch, but it can technically be skipped (I didn't test it without it) All quest works fine, but I didn't finish them all yet, only till 75%. Devious Pink - Requires Patch, otherwise didn't found any issue. Devious Training - Can cause issue as its very papyrus heavy. In combination with UD can cause serious papyrus lags Devious Curses NG - Not issue, works fine Trapped in rubber - Not issue, works fine Trappings of Fate - Not issue, works fine How to make new patch using Synthesis (taken from https://github.com/Gamerooni/UDScripts?tab=readme-ov-file#how-to-basic) Near the top left corner of Synthesis, next to the '+,' create a new Group. Name it something appropriate, such as UDPatches; the outputted .esp will use this name. On the right pane, choose all the mods to blacklist. You don't need to choose every mod in your modlist - just the ones you find important to exclude from the Patcher's prying gaze. Add the Patcher to this new group. In the Patcher's right pane, click Settings. Scroll down to ensure they're not completely empty - if absolutely none of the values are filled in, check the Troubleshooting section of this guide for a fix. Add all the mods you want to patch to Mods to Patch. In almost every case, this will be the only setting you change. If left empty, all mods will be patched (recommanded) Run the Patcher! If the patcher informs you that some devices were skipped, keep in mind that this isn't the fault of you or the patcher. Some mods create Devices with custom scripts that cannot be automatically converted into a UD-friendly format. The patch, in this case, must instead be crafted manually. Graphical guide to How to create new patch using Synthesis (recommanded) Development Most of the development takes place on the GitHub. As so, any user can directly observe the mod development there. Reporting issues there is also preferred, as it can be easier tied to specific part of the mod implementation. It will also be harder to forget about the issue this way. Lastly, every time there is an update to indev version of the mod, a nightly build will be created. The latest nightly build can be downloaded from there. Be warned that it is still in dev version, and as so can be broken. Only use NB if you are interested in trying the latest features, which are not yet public on LL. I, and others, will also be very thankful for any early feedback, so we can prevent releasing broken betas. Documentation Mod documentation is created using NaturalDocs. It can be access either online or offline Online - Using github.io. Note that I have to update it manually once in the while, so it might not always be correct. Offline - Last generated documentation will always be in docs/Documentation folder. Opening index.html will result in the same result as if online documentation is opened. Documentation also contains some additional informations Example: mod: very simple mod which adds 3 new devices that use mods of the features provided by UD. Can be used as reference to be mod creators. Controls: Default controls layout (keybinding) Guide: Will replace existing tutorial from this page. Currently, contains information about some of the minigames. Current issues Mod is very script heavy. Weaker computers may have issues. Incompatible with mods which don't have Patch. (That doesn't mean the mod will not work, it just means the mods will not interact) Balance Troubleshooting In case you found that something is not working or not working as intended, please report it in support thread and i will give it a look. But also please add following information to your report Version of skyrim: SE/AE Version of mod (in case of using older version then current) Used patches (if none, then also type it) In case that some device doesn't work but other works, tell me exactly which device doesn't work, not just type (saying that one boots does't work will really not help me) (Optional) Papyrus log. If you don't know what it is then you don't need to worry. I just need it if things get really broken. In most cases I manage to replicate the bug so this isn't really required. (Optional) UDNative.log. If you don't know what it is then you don't need to worry. I just need it if things get really broken. In most cases I manage to replicate the bug so this isn't really required. (Optional 2) Save file. Saves contain all information about papyrus threads and its local variables. This can greatly help to pinpoint the location of the issue. How to help with mod development By providing feedback in the support thread By providing bug reporst in support thread By actively helping with mod development using GitHub https://github.com/IHateMyKite/UnforgivingDevices If you like my work, you can also support me on my Patreon Credits to SirCrazy for suggesting how the intro quest for plug should look and writting some of the text in the quest. @naaitsab for contributing sentient dialogues and also explaining how to implement it @Shakx88 for creating Devices Escape Overhaul which was main inspiration when creating this mod Everyone who has taken part in creating DD framework Everyone who have given feedback/ideas for this mod All contributors who took their time to make this mod better (see list at top of this page) Changelog Submitter ihatemykite Submitted 05/15/2025 Category Framework & Resources Requirements Regular Edition Compatible Install Instructions
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ASF - Autonomous Sex Framework View File A performant framework for finding available sex actors and pairing them together, without interrupting quests, scenes, or player dialogue. The only reason to install this mod is if another mod requires it. You can create your own ASF mod using only an SPID config file, and many users do just that. Yet some of the more advanced features are exclusive to Papyrus Scripting. Why is this needed? The SexLab Framework is wonderful. But there are things it does not handle. It does not help you find a good spot for animations to take place. It offers no functionality for marking an actor as busy or free. It has little functionality for finding sex partners. Nor does it offer NPCs the ability to have preferences (Oral, Rough, Missionary...) Few of these caveats impact dialogue and quest-sex mods. Which is why so many of those exist. But all of these become difficulties when you try to build a mod where NPCs autonomously have sex. Autonomously choose to have sex without the player prompting them, or a story quest fully controlling them. Mods that add autonomous sex build all of that functionality from scratch. This is incredibly difficult. You will find various degrees of success. Most mods that do this are known for their bugs. People often temporarily disable mods like Slaverun or Public Whore, while playing other quests, because of these issues. Now that ASF exists, all mods that feature autonomous sex should use its simple API instead of building their own -- in my unbiased opinion 😁. They will find less bugs, unparalleled customization for user preference, and more realism. Benefits for Mod Users when a sex mod switches to ASF Unlikely to have your quests, scenes, or dialogue interrupted by sex. Extensive customizability via the MCM, SPID, and KID. Choose who has sex and what they like. ASF can find nearby furniture and objects and play SexLab animations with them. What furniture and what animations play is customizable via KID. Actors can have animation preferences (like doggystyle or anal) that are distributed via SPID. ASF will more frequently choose preferred animations. Fully customizable for the user, like any SPID config. Locations (such as SolitudeJail) can also have preferences, distributed via KID. Also fully customizable. Child locations inherit preferences from their parent if they lack one of their own, so you can distribute preferences to an entire region or just one home. Addons There are a couple addons in the downloads area. These can be downloaded and installed after the main mod. SexLab Aroused (ASF_Addon_SexLabAroused_vX-X-X.zip) — Makes arousal a consideration when pairing actors. Strongly recommended you install this. The thresholds are configurable in the MCM. Most SLA variants are supported. Including newer performance-friendly editions such as OSLA and SLO Aroused NG. Scene Positions (ASF_Addon_ScenePositions_vX-X-X.zip) — Default KID configuration file for where actors can have sex. Distributes bed and bondage keywords to relevant objects. Also filters which animations happen at these locations. Strongly recommended you install this. Base Object Swapper (ASF_Addon_BOS_Activators_vX-X-X.zip) — Increases the number of available locations you can prefer for sex scenes. New locations include Rugs and tables. Skip Beasts & Elder Races (ASF_Addon_SkipBeastsElders_vX-X-X.zip) — This is a customized version of ASF's SPID distribution file. It causes ASF to ignore the following races: ElderRace, ElderRaceVampire, KhajiitRace, KhajiitRaceVampire, ArgonianRace, ArgonianRaceVampire. You can install this addon as-is, or use the .ini as a template to customize ASF to your liking. FAQ Can I manually mark an actor as an initiator or recipient using the dev console? Open the console, click on the actor, and type AddSpell ASF_Ability_Include_Initiator or AddSpell ASF_Ability_Include_Recipient. Similarly you can exclude with the spells ASF_Ability_Exclude_Initiator and ASF_Ability_Exclude_Recipient. Use RemoveSpell if you ever wish to undo. Is there Creature support? No. If somebody is interested in building and maintaining this, please reach out to me. It likelymakes sense to have creature support be a separate addon mod with its own additions to the API. In my experience creatures often require a largely separate set of code, to handle all of the races and actor sorting. Is there builtin futa support? No. However enabling all gender pairings in your MCM (gay, lesbian, straight) will cause ASF to stop caring about gender. Technical Details for mod authors Expand the spoiler to read about how the framework functions. Permissions & Copyright I want the community to own this mod, not me. You have my permission to use this API in any mod. You can create forks of this mod, so long as they are also open source and free. Before publishing a fork, I kindly request that you contact me. Whenever possible I would love to integrate others work into the main branch here. But if am ever AWOL, or you simply do not want to work with me, you have permission to publish your fork. Please share any patches or feature ideas you have with me. I can post this project to GitHub so we can collaborate. Submitter kaxat Submitted 07/04/25 Category Framework & Resources Requirements Regular Edition Compatible No Install Instructions Install this like you would any other mod. The plugin is a .esp flagged as an .esl, so it takes up no room in your load order. Requirements SexLab v1.x or P+ powerofthree's Papyrus Extender Requires version 5.3+. Recommend version 6+ for the performance improvements. SPID - Spell Perk Item Distributor If running version 6.x of this mod, 6.8.1 was the last version to fully support outfits. If running a 7.x version, then 7.2 restored outfit support but is still in beta. Soft requirements for all features to work KID - Keyword Item Distributor Used by Scene Positions feature to assign preferences to objects. ANIO - AnimObject Swapper Used by default Scene Positions config to swap out the throne use in SexLab animations with a local variant. The Dragonsreach throne gets used in Whiterun, Elisif's throne while in Solitude, etc. Uninstall This is as safe as any plugin can be to uninstall. Ideally you will uninstall in a secluded area like QASmoke, after dismissing any followers. Then disable this mod in the MCM and click the Uninstall button.
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View File Carnalitas - Unified Sex Mod Framework for CK3 Carnalitas Version 2.15 Carnalitas is a unified sex mod framework for Crusader Kings 3. It provides a set of systems that modders can use for their own projects, such as a database of sex scene events. It also implements features that were common in many CK2 sex mods. All these features can be toggled by players through game rules. Git Repository (Source Code and Latest Downloads) Carnalitas Wiki Carnalitas Discord Server Important: We will never upload this mod to Steam Workshop or Paradox Plaza. If you see it on either of those sites, it is against their Terms of Service and a breach of the GNU General Public License. No DLC is required to use Carnalitas. (Although some submods may include DLC-dependent features.) Languages English French - Français German - Deutsch Korean - 한국어 Russian - Русский Simplified Chinese - 简体中文 Spanish - Español Note: Translations may sometimes be incomplete after a new update. Please be patient while the translators are working. Features Features for Users Sex Interactions: Adds character interactions allowing you to have sex with your spouses, consorts, and lovers, or rape prisoners. Slavery System: An immersive slavery framework allowing you to enslave characters, free slaves, and buy and sell slaves, depending on your faith's attitudes toward slavery. Prostitution System: A prostitution framework allowing you to force your slaves into prostitution or work as a prostitute yourself. Lactation System: A lactation framework allowing you to lactate from pregnancy and keep track of your milk production through a widget in the character window. Fetish System: A framework for characters to gain fetishes upon becoming Deviants, which are shown in the character window and can be tracked by mod scripts. Body Part Traits (Dicks & Tits): Adds new congenital traits for breast and penis size, which can be seeded on game start. Stress from Arousal: Adds a game rule which makes you gain stress over time if you are lustful. STD Immunity: Adds a game rule to turn off Lovers' Pox and Great Pox, as well as the ability for modders to make characters who are immune to STDs. Remove Pregnancy Complications: Adds a game rule to turn off stillbirths, sickly children/mothers, and deaths from pregnancy. GUI Improvements: Includes custom GUI that combines Better Character UI and Show More Traits, while also showing fetishes and lactation in the character window, slaves in the relations tab, and Enslave buttons in the prison window. Comprehensive Tutorials: Provides in-game tooltips and encyclopedia entries for all new gameplay concepts added by Carnalitas. Full User Control: All features can be toggled on or off in game rules. Features for Modders Sex Scene System: Provides a unified tag-based database for sex scene events, allowing other mods to easily add new sex scenes or request sex scenes with specific tags. Character Initialization Pulse: Adds on_character_initialization_pulse, allowing you to easily seed characteristics like racial traits on all spawned characters with a single on_action (with only a few delays here and there because it's impossible to catch certain guests). Custom Pregnancy System: Provides a timer-based framework to define your own pregnancy-like effect (e.g. oviposition) that will override vanilla pregnancies and play nicely with other modded custom pregnancies. Pregnancy Suppression Library: Provides flags to suppress the vanilla on-birth and on-pregnancy events and replace them with your own custom events under specific conditions. Abortion Library: Provides scripted triggers for mods allowing termination of pregnancies to play nicely with mods that add custom or scripted pregnancies. Absolute Birth Control: Provides a way to silently replace all pregnancies of a character without affecting her fertility stat in game. Health and Transformation Library: Provides a huge amount of effects for transforming characters by stepping up/stepping down genetic traits, healing wounds and diseases, setting disease immunity, and so on. Personality Replacement Library: Provides scripted effects to easily replace personality traits for slave training, brainwashing, and the like. Dominant/Submissive Relation: Adds a unified relation for Dominant or Submissive lovers. Extensive Character Flags to Expose Vanilla Triggers: You can make a trait grant immunity to disease, force nudity, disallow granting of titles, etc. without having to edit vanilla files and break compatibility with other Carnalitas submods. Heavily Customizable: Hook into any of Carnalitas's features with extensive documentation, scripted effects and triggers, and mod-friendly design. Comprehensive Documentation, Examples, and Wiki Upcoming Features Carnalitas is currently in maintenance mode and no new features are planned. But if you're interested in helping with Carnalitas translation or development, feel free to join the Carnalitas Discord Server. Installation Instructions Download the archive and extract it somewhere. You should see a folder named Carnalitas and a file named Carnalitas.mod. Go to your mod folder. On Windows this is in C:\Users\\[your username]\Documents\Paradox Interactive\Crusader Kings III\mod\ Copy Carnalitas and Carnalitas.mod into your mod folder. If you are updating the mod, delete the old version of the mod before copying. In your CK3 launcher go to the Playsets tab. The game should detect a new mod. If it doesn't, check that the mod is in the right folder and restart your launcher. Click the green notification to add Carnalitas to your current playset. On this page you can also download my submod, Carnalitas - Historical Slavery Doctrines, which adds religious doctrines for slavery that are accurate to every faith in vanilla CK3 based on historical research. The submod is separate from the main mod for improved compatibility with total conversion mods. Load Order total conversion mods all mods not related to Carnalitas Carnalitas Carnalitas - Historical Slavery Doctrines (if using it) mods that list Carnalitas as a prerequisite Compatibility Carnalitas edits the character window and court window. If another mod edits the same windows (such as Better UI Scaling) then one of them will end up overwriting the other. Will conflict with other mods that edit sex, pregnancy, or adultery effects. For best results, only use Carnalitas with sex mods that are designed to work with it. Frequently Asked Questions Q: I installed Carnalitas but I don't see any new features. A: Check that you turned on the Carnalitas game rule options. If you don't see any new game rules, check your mod installation. The Paradox launcher is notoriously bad at loading custom mods, so you may have to troubleshoot and/or restart your game. Q: My username contains non-English characters (e.g. accents, Chinese characters) and my mods aren't loading. A: This is a known bug with the Crusader Kings 3 launcher. To work around this, you can move the Carnalitas folder to a different directory that doesn't include non-English characters (such as C:\CK3Mods\Carnalitas\) and edit Carnalitas.mod to point to the new directory. Q: I have Microsoft OneDrive and my mods aren't loading. A: This is an issue with Paradox's launcher and OneDrive. To work around this, you can move the Carnalitas folder to a different directory outside of your Documents folder (such as C:\CK3Mods\Carnalitas\) and edit Carnalitas.mod to point to the new directory. Q: Does Carnalitas include sex animations? A: No, for animations download Character Body Overhaul. Q: Can I use Carnalitas with an existing save game? A: No. Q: Are the bust size traits shown on the 3D portraits? A: Yes. Q: Can I turn off (feature)? A: Yes. Every single feature can be turned off. Q: Where are all the body part traits? A: Like vanilla "Beautiful" or "Strong" characters, only characters with extraordinary penis or breast sizes will have body part traits. Everyone else is assumed to be average. Q: When do children get body part traits? A: When they become adults. Q: I don't like the Make Love cooldown. A: There is a game rule to turn off the cooldown, see above. Also, that's not a question. Q: Are you going to add (feature not in the upcoming feature list)? A: Probably not. We are building a framework first and foremost, and leaving actual content or game balance changes to other modders. That said, if you have a good idea for a basic feature that could be implemented, contact us. Contact Us For various reasons, we will not be looking regularly at the LoversLab forum thread for this mod. If you have a pressing issue or suggestion, contact us through the Carnalitas Discord Server Credits Cheri - lead developer, project director, systems programmer, English localization Triskelia - senior developer, git manager, artwork, French localization Ernie Collins - senior developer, systems programmer Riija - senior developer, compatibility checker pharaox - maintainer of Carnalitas for new CK3 versions Full list of contributors on the Carnalitas Wiki Support This Mod If you are a lewd modder, feel free to use Carnalitas features and scripts for your own projects. If you are interested in helping with Carnalitas translation or development, you can fork our git repository and join the Carnalitas Discord Server License Carnalitas is distributed under the GNU General Public License 3.0. You are free to use it for any purpose. You can modify or redistribute it, as long as you use the same license, provide the source code, and acknowledge the work and copyright of the original contributors. Note that the requirement to use the same license prevents you from posting Carnalitas on Steam Workshop or Paradox Plaza, as mods there are placed under a more restrictive license. Carnalitas contains a very small portion of Crusader Kings 3 script which is needed to make it work properly. These portions are (c) Paradox Interactive and do not fall under GPL 3.0, we are distributing them under Paradox's terms of use instead. An easy way to credit Carnalitas's creators is to provide a link to the full list of contributors on the Carnalitas Wiki. Submitter Cheri Song Submitted 09/11/20 Category Crusader Kings 3 Requirements Crusader Kings 3
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Version 1.7.4.1
787953 downloads
What is this? The Advanced Animation Framework (AAF) provides a variety of tools for modders to play animations from a scalable number of animation packs. Download Location & Instructions The latest version of AAF is hosted at the AAF discord. The reason for this is that Nexus has terms for hosting files that I find unreasonable (once uploaded they gain the right to distribute a mod forever). Also, AAF is not an adult mod by itself and there are non-adult mods using it. So, LL, being an adult-focused site is not the right place to host. The issue has already been debated extensively in this thread. You can dig through the pages to find those discussions if interested. However, the matter is considered closed now. Further discussion about where AAF is hosted, how that impacts anyone or anything, is not allowed in this thread. If you wish to discuss those things, please bring them up in some other thread. For the latest AAF version, news and information: Official AAF discord For NSFW user support with the TFM guide: TFM discord Donations If you are interested in supporting this project, you can donate through my Patreon page.-
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KFT - Kziitd Fetish Toolset View File Bondage and fetish device framework for restraining players and NPCs Mod Features KFT includes over 500 devices designed to restrain and torment. Hand, arm and leg restraints, pet suits, corsets, stockings, harnesses, gags, masks, hoods, and yokes, consisting of tape, rope, leather, cloth, or metal. Characters can be bound standing, in a "frogtie" position, on their hands and knees, with a yoke, or a combination of these. Characters who are bound cannot fight; if their legs are bound they will either hop (when running) or hobble (when walking), or crawl around on their knees if the restraints only permit that. Characters who are gagged can only mumble helplessly, and NPCs will react appropriately when spoken to by a gagged player. KFT devices that block the eyes, such as hoods and masks, will strongly blur your vision. You can see yourself very well but objects at any distance are blurred. The restraints are designed to be difficult to escape. They can be unlocked if you have the right key, or removed with appropriate tools such as cutting implements you might find in the wasteland. You can also try to struggle out of them by attempting to open your Pip-Boy. KFT's MCM lets you configure difficulty options as well as the types and categories of devices that are available in the pre-made leveled lists. The MCM also includes functions for debugging and testing the many devices included in the mod. KFT is designed to be called by other mods. The API script provides functions to equip and unequip devices individually as well as by formlists, leveled lists, and keywords. Devices can be locked and unlocked via script, and mod authors can create devices that will only open using their own keys. Mods can apply random selections of devices using KFT's ready-made, MCM-configurable, leveled item hierarchy, or apply specific restraints or custom leveled lists with the KFT's API functions. See this post for details on available API calls. KFT is also a framework. New devices can easily be created by putting the proper keywords and scripts on custom equipment, and then controlled with the same API functions that work on the mod's own devices. Compatibility The body meshes are based on Fusion Girl and the Bodyslide files only work with Fusion Girl presets. Two Fusion Girl presets (kziitd_9 and kziitd_10) are included with the Bodyslide files, in case you want to build other Fusion Girl items or bodies with the same preset as these devices were built with. The mod does work fine if you use a CBBE body, as long as you are using the ZeX skeleton with it. CBBE textures are compatible with Fusion Girl so there are no major UV issues. You might get some clipping if you mix CBBE items with KFT ones, for example CBBE boots with KFT arm restraints, depending on the presets the respective items are built with. KFT is interoperable with Devious Devices and Real Handcuffs; the animations from KFT will work with devices from those mods and KFT's restraints will act appropriately when the player attempts to unequip KFT devices while restrained with the other mods' devices and vice-versa. The mod is female only; there are currently no male versions of the devices. Requirements Advanced Animation Framework (AAF) Mod Configuration Menu (MCM) Fallout 4 Script Extender (F4SE) ZeX - ZaZ Extended Skeleton Installation The mod consists of the following files: Kziitd Fetish Toolset 1.0 Beta 3 - this is the main file containing the meshes, animations, and scripts. This is required. Kziitd Fetish Toolset - Bodyslide 1.0 Beta 1 - these are the bodyslide files that will allow you to rebuild the meshes for your Fusion Girl preset. This is optional. Note that due to its size (almost 900MB) this file is hosted on Mediafire. It shows up as simply "file" in the "Download this file" dialog. Kziitd Fetish Toolset - Clean Leather Textures Addon - this replaces the leather textures in the mod with nice clean ones for a more fetish look. This is optional. Install after the main mod and let it overwrite the textures. Kziitd Fetish Toolset - DD Compatibility Patch 1.0 Beta 3 - this provides a plugin that adds Devious Devices keywords to the KFT devices. This allows them to be recognized by other mods that look for Devious Devices keywords to determine if a character is tied up. The patch also adds animation compatibility between DD and KFT, so that KFT leg animations will work with DD arm devices and vice versa. Optional, and requires Devious Devices and compatible mods. Kziitd Fetish Toolset - RH Compatibility Patch 1.0 Beta 3 - this provides a plugin that adds animation compatibility between Real Handcuffs and KFT, so that KFT leg animations will work with Real Handcuffs devices. Optional, requires Real Handcuffs. Use your favorite mod manager to install the main file and any of the other files. Manual installation is not recommended. Credits and Thanks @kziitd for making these incredible devices and animations, and for being patient with me as I took forever to finish this mod. @Kimy for making Devious Devices. The framework that started it all, and which inspired us to make KFT. @Vader666 for making Torture Devices and for his Custom Animations tutorial without which none of this could have been made. @Kharos for making Real Handcuffs. I shamelessly copied the look and feel of Real Handcuffs' struggle system for KFT, and his code provided the solutions to a number of difficult issues with the Fallout engine's behavior. Incredibly helpful folks who tested the mod and provided suggestions including @izzyknows, @vaultbait, @JB., @Saya Scarlett, @spicydoritos, @lee3310, @WandererZero, @EngineGaming, and CRWREX Submitter EgoBallistic Submitted 03/29/2024 Category Other Requirements AAF, MCM, F4SE
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View File [Project Zomboid] ZomboLust - ZomboDesire Framework ZomboDesire Framework and ZomboLust adult mod A mod that adds adult content to the game Project Zomboid Click the green button for downloads 👉 ↗️ For those who don’t like this : They can download this : which is the same image but with only 5% visibility. This means that even at 100% excitation, you’ll see almost nothing on your screen. Installation is done the same way as usual. ZomboLust_Excitation_5_percent.zip For those who don’t like this : They can download this : which is the same image but with only 25% visibility. This means that during an orgasm you will not be blinded by flashes. Installation is done the same way as usual. ZomboLust_Orgasm_25_percent.zip ↖️ How to install ? 🚧 ❗ This version does NOT include the animations or code for male player characters: ❗ 🚧 ❗ do NOT play as a male character. ❗ Main topic : Click on the image below Link to the main forum thread Zombolust - Zombodesire Framework Main Thread ______________________________________________________________________________________________________________________________________ Official Discord Server In partnership with my French friend Zunder, an official Discord server is live. You can join via a permanent invite link : Don’t forget : If you want access to all channels on the Discord server, you MUST accept the rules in the #rules channel. You will also receive a membership rank. So don't hesitate, it's free ! 🔞 Discord - ZomboLust Galaxie 🔞 On this server you’ll find all the main announcements for the ZomboLust universe (the core ZomboLust mod plus related add-ons), including: A section dedicated to mod coding (for sharing fixes from other coders) A section for ideas and requested features (centralization) A section for implemented features & changelogs A chill lounge A memes corner A space for general discussion Une section dédiée à la Francophonie Submitter BlaBla012345 Submitted 09/24/25 Category Other Games Requirements Project Zomboid available on Steam Install Instructions Link to the main forum thread Zombolust - Zombodesire Framework Main Thread 0️⃣ Fresh installation. Delete any directories from previous versions. Do NOT extract a new version while an old one still exists, as this may cause potential bugs due to leftover files. 1️⃣ Download ZomboDesire Click the green button for downloads 👉 ↗️ 2️⃣ Download ZomboLust & ZomboLust Videos Click the green button for downloads 👉 ↗️ 🚧 ❗ This version does NOT include the animations or code for male player characters: ❗ 🚧 ❗ do NOT play as a male character. ❗ 3️⃣ Place the zipped archives (ZomboDesire & ZomboLust) in C:\Users\USER_NAME\Zomboid\mods But nowhere else 4️⃣ Unzip the archives (ZomboDesire & ZomboLust) in the same folder : C:\Users\USER_NAME\Zomboid\mods When you unzip the archive, the extracted folder MUST be named exactly “ZomboDesire” and “ZomboLust” — nothing else 5️⃣ In Steam Launch Project Zomboid Build 42 In the “Mods” tab, enable the ZomboDesire Framework, then enable ZomboLust Load order (top to bottom): ZomboDesire ZomboLust 6️⃣ For the video files in the archive "ZomboLust videos - Put all files into directory PZ media videos.zip", you must extract the ZIP archive into your Project Zomboid game directory. By default: C:\Steam\steamapps\common\ProjectZomboid\media\videos
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View File Creampie Overhaul XCL-Creampie Overhaul This mod intends to beautify and gamify the presentation of creampie events within xchange-life. it wont change narrative or narrative flavour but provides other mods better opportunities to alter these it wont change how the game calculates any gameplay relevant data no changes around pregnancy chances but provides other mods more data and better AOP compatability (passage_tags and passages to advice) potential gamification through a creampie bar intends to enhance the risky aspect of creampies, by adding a roulettesce gamba visual 👩⚕️ If you want to make a mod based on this, or also work on this mod, feel free to contact me on the XCL Discord 👨⚕️ 🛠️ Modding Information 🛠️ This mod aims to modularize existing passages and provide more data and modding opportunities separates narrative from presentation see CreampiePresentation.twee and CreampieNarrative.twee exposes the base-game's representation of potential virility see the Array $virilityMods and the passage_tag generated_his_load provides a collection of creampies that occured within the game's current day see the Array $todaysCreampies and the passage_tag insemination, reset around :: next day separates fertilization logic :: sex creampie from virility logic :: generate load renamed: $preg_chance_mod to $virility_mod $virility_mod represents the actual load's virility Data: $virilityMods is the base-game's representation of a loads potential virility $todaysCreampies a new representation of loads received within the current day see :: generate load passage_tags: generate_his_load_pre generated_his_load generated_his_sperm generate_his_load_post see :: sex creampie passage_tags: insemination_pre insemination insemination_post provides a passage_tag within nanobot minigame wins nanobots_sterilize Creampie Bar Data $spurts_left visual flavour data that enables the bar to have more movement then game relevant spurts available $mainSpurts visual number of allready injected spurts named hooks <pregnancychance| displays pregnancy chance in relation to male virility <creampiebar| open hook, for potential content injection within the center bar <totalspurts| displays injected spurts 🤯 knows issues 🤯 the narrative flow can still benefit from more tuning on timings the mod would profit from play tests including different player characters special creampie events (with special characters ore activities), currently dont or not allways use the new creampie implementation Initial PregMod (version 21.9a) compatability if you install Creampie Overhaul+Pregmod.zip. Requires playtesting! Make backups of your saves Submitter FFoD Submitted 01/04/2025 Category Gameplay Changes & Events
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View File [Project Zomboid] [B42] Depraved Sense Depraved Sense is a open-source NSFW framework to Project Zomboid, having a brand new animation system created from the ground up, with direct support for all characters, and adding new gameplay features to accompany the game. WARNING: This mod is massively WORK IN PROGRESS, with many features missing and incomplete. There are still a lot of work to do. Nothing is permanent, and everything is subject to change. Expect many bugs and testing along the way. And if you stumble into any, REPORT THEM! Content Depraved Sense as of now has brand new features for Project Zomboid's NSFW space. It has: Animated Penises, and a genitalia system. (including zombies) Belly Inflation. An animation system that can support more than two characters. Multiplayer support. Animal support. Futa Support. A Self-Pleasure mechanic to satisfy yourself. Right-click your character, select Self-Pleasure if available, then Smash the SpaceBar repeatedly to speed up! The framework on itself focus more on other modders to work on their own endeavors while using this as a stepping stone. Possible future content (these are not guaranteed to be added.) Defeat System Fluid Mechanics Player x Player interaction And much more... Install First of all, this mod requires an ActionGroup patch in order for the animations to work. This is because Project Zomboid doesn't load action groups of mods. But it will soon support mods. In the mean time you will want to go to the main directory Project Zomboid (where the main executable file resides). Open its media folder, and make a copy of the actiongroups folder, and name it to actiongroups_vanilla. This is so you have a quick way to uninstall the temporary patch. Now go at 42/media of the Depraved Sense mod, and copy the actiongroups folder. Go back at the game's directory, and paste the actiongroups folder you copied at media. If you done it right you should notice that the character's body parts behave correctly. If things still get wrong, remember, make sure there are no nested folders. /ProjectZomboid/media/media <-- No, no. But keep the note, this is temporary until we wait for actiongroups to be properly introduced to mods, so in the meantime this is a necessary evil. If you intend on playing multiplayer after applying this patch, make sure to uninstall it with your vanilla backup! You can also uninstall it but deleting the actiongroups folder and verifying the integrity of your files. --- To install the mod, all you need to do is extract it into Project Zomboid's cache's mods folder (Not to be confused with the game's main folder). If you're on Windows, you can quickly get into the folder by pressing [WindowsKey + R] and inserting: %userprofile%/Zomboid/mods. On other OS's like Linux, you should find the folder directly in your root directory ~/Zomboid/mods. WARNING: Again, avoid nested folders at all costs! BAD: mods/pz-depravedsense-nsfw-main/pz-depravedsense-nsfw-main GOOD: mods/pz-depravedsense-nsfw-main If you did everything right, the mod will appear on your game's mod list upon starting. Enable the mod, and restart the game. This is to make Project Zomboid load a brand new armature for our genitals. Updating To update the mod it is HIGHLY recommended to delete the old version, and replace it with the new one. That way you avoid game breaking bugs. About Character Models Thanks to how Depraved Sense changes the model's own armature to be able to have animated genitals, belly inflation, or other extra parts. The models itself needs to be patched! Or else, you won't see any genitalia attached to your character. If you have a custom model that you wish to use, you might want to check and request for compatible models at: However if you with to make a patch on your own, you will need to first download the DepravedModels.zip. There, will be all the model files that Depraved Sense uses. But in order to know how to use the you will need to read our: Guide Document If you wish to use this framework to your own creations, you can follow our Documentation! ::Right here:: There you will find guides on how to create your own models to work along side Depraved Sense. It is also recommended to read the mod's own code to understand better how things work. If you need any help with you own endeavors or just want people to talk to, we have a **Discord** channel that you can choose to join. Code Source As mentioned before Depraved Sense is open-source! Anyone is welcomed to contribute to the project if they wish to. You can create merge request with your improvements through the dev branch. Support the dev. If you like where this framework is going, please consider in supporting the main developer of the mod! Making mods at this caliber is not easy to make considering the HIGH limitations of Project Zomboid. Your support will greatly incentivize that the development goes on. But be warned! You won't get much exclusivity aside from some previews, and immense gratification. You don't need to give a dime to use the mod, as it will FOREVER remain free and open-source, for everyone to use! Submitter Timerz Submitted 10/24/25 Category Other Games Requirements Install Instructions
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Version 0.2.0
1028 downloads
X-Lifestyle Core is a foundation mod -- shared infrastructure a family of X-Lifestyle mods and utilities will build on, not a content mod itself. It's genuinely early: most of what's built so far is plumbing for other mods, with just enough live now that you'll actually notice it in play. Each feature below follows the same shape: what it does in plain terms, then a collapsed "Developer Guide" spoiler with the actual API for anyone building their own X-Lifestyle mod against it. Skip the spoilers if you're just here to play. What's here now (live in this release) Day-start sidebar notes Restyles the base game's own daily reminders (fitness decay, "It's a work day.", laundry, scheduled demos, ...) into a themed banner, plus a post-it note other X-Lifestyle mods can post their own short-lived reminders to. Up to 15 posted notes render at once, spilling into extra notes below the button row once there are more than 5. Two widgets, both auto-rendered at day-start -- a read-only notices banner (the base game's own captured reminder text) and a post-it board other mods post to. Post from your own Twee content -- first argument is the message, second is how many day-starts it stays visible (including today): ```twee (bmft_sticky_note_post: "Callie will be at the gym today.", 1) ``` Posting the exact same text again just refreshes its expiry instead of adding a duplicate line. Same thing from JS, if you're not in a Twee passage: ```js window.BMFT.StickyNotes.post(message, days); ``` Want a one-off toast instead of a standing line? This fires the base game's own sticky notification directly, no persistence: ```twee (bmft_sticky_note_notify: "Pills go on sale today.") ``` Up to 15 messages across every addon combined render at once, newest-first, FIFO past that cap. Both macros are always registered and never throw for a caller-side reason outside bad arguments -- if this feature is ever toggled off inside Core, posting silently does nothing rather than erroring, so nothing in your own mod needs to check first. Built-in day-start notices Riding that same sidebar note: which pill (if any) the Pharmacy has on sale today, whether Salvation Armani restocked its racks, and whether your currently active pill wears off today (naming which one, unless it's a spiked pill you haven't identified yet -- in which case it stays a mystery, same as everywhere else in the game). This one's internal orchestration, not something another mod calls into, so there's no separate developer API for it beyond the sticky-note board it posts through above. Character Dossier tab A basic tab (your body traits as chips, a plain pronoun row) -- it shows up now purely because the features above are live. Its own dedicated content (a per-pill pronoun picker, a preference-axis system) is still in development, gated off pending more work -- see "What's planned" below. Not an API surface itself, so no developer guide here either. Shared logging entry point Lets other X-Lifestyle mod authors log through one shared convention instead of raw console calls, so every mod in the family tags its console output the same way. Not player-visible on its own. From your own JS: ```js window.BMFT.Log.warn("[YourMod]", "something degraded, here's why"); ``` Same thing from Twee: ```twee (bmft_log: "[YourMod]", "warn", "something degraded, here's why") ``` Levels are debug, info, warn, and error. Error and warn print in every build, including a real release -- keep them rare and genuinely actionable. Debug and info only print in a testing build, but every call (printed or not) still lands in a capped ring buffer a shared debug console can dump. Not gated by a feature flag -- this is dev/debug infrastructure, not player-facing behavior, so it's always live. A quick note on how I build this: I use AI (Claude Code) as a tool throughout development -- writing code, drafting docs, researching how the base game actually works. Every change gets reviewed before it ships, and I take real care to keep that process from producing anything abusive, unsafe, or careless. But I'll say it plainly: humans make mistakes, and AI makes mistakes too. If something looks wrong, undocumented, or off, tell me -- that's exactly the kind of feedback that makes this better. Built with help from the X-Lifestyle MCP -- grounded, citable X-Change Life modding knowledge for AI assistants. https://xcl-mcp.binarymisfit.dev Source is open -- the code, the whole history, all of it: https://gitgud.io/binarymisfit/x-lifestyle-core -
View File X-Lifestyle Core X-Lifestyle Core is a foundation mod -- shared infrastructure a family of X-Lifestyle mods and utilities will build on, not a content mod itself. It's genuinely early: most of what's built so far is plumbing for other mods, with just enough live now that you'll actually notice it in play. Each feature below follows the same shape: what it does in plain terms, then a collapsed "Developer Guide" spoiler with the actual API for anyone building their own X-Lifestyle mod against it. Skip the spoilers if you're just here to play. What's here now (live in this release) Day-start sidebar notes Restyles the base game's own daily reminders (fitness decay, "It's a work day.", laundry, scheduled demos, ...) into a themed banner, plus a post-it note other X-Lifestyle mods can post their own short-lived reminders to. Up to 15 posted notes render at once, spilling into extra notes below the button row once there are more than 5. Two widgets, both auto-rendered at day-start -- a read-only notices banner (the base game's own captured reminder text) and a post-it board other mods post to. Post from your own Twee content -- first argument is the message, second is how many day-starts it stays visible (including today): ```twee (bmft_sticky_note_post: "Callie will be at the gym today.", 1) ``` Posting the exact same text again just refreshes its expiry instead of adding a duplicate line. Same thing from JS, if you're not in a Twee passage: ```js window.BMFT.StickyNotes.post(message, days); ``` Want a one-off toast instead of a standing line? This fires the base game's own sticky notification directly, no persistence: ```twee (bmft_sticky_note_notify: "Pills go on sale today.") ``` Up to 15 messages across every addon combined render at once, newest-first, FIFO past that cap. Both macros are always registered and never throw for a caller-side reason outside bad arguments -- if this feature is ever toggled off inside Core, posting silently does nothing rather than erroring, so nothing in your own mod needs to check first. Built-in day-start notices Riding that same sidebar note: which pill (if any) the Pharmacy has on sale today, whether Salvation Armani restocked its racks, and whether your currently active pill wears off today (naming which one, unless it's a spiked pill you haven't identified yet -- in which case it stays a mystery, same as everywhere else in the game). This one's internal orchestration, not something another mod calls into, so there's no separate developer API for it beyond the sticky-note board it posts through above. Character Dossier tab A basic tab (your body traits as chips, a plain pronoun row) -- it shows up now purely because the features above are live. Its own dedicated content (a per-pill pronoun picker, a preference-axis system) is still in development, gated off pending more work -- see "What's planned" below. Not an API surface itself, so no developer guide here either. Shared logging entry point Lets other X-Lifestyle mod authors log through one shared convention instead of raw console calls, so every mod in the family tags its console output the same way. Not player-visible on its own. From your own JS: ```js window.BMFT.Log.warn("[YourMod]", "something degraded, here's why"); ``` Same thing from Twee: ```twee (bmft_log: "[YourMod]", "warn", "something degraded, here's why") ``` Levels are debug, info, warn, and error. Error and warn print in every build, including a real release -- keep them rare and genuinely actionable. Debug and info only print in a testing build, but every call (printed or not) still lands in a capped ring buffer a shared debug console can dump. Not gated by a feature flag -- this is dev/debug infrastructure, not player-facing behavior, so it's always live. A quick note on how I build this: I use AI (Claude Code) as a tool throughout development -- writing code, drafting docs, researching how the base game actually works. Every change gets reviewed before it ships, and I take real care to keep that process from producing anything abusive, unsafe, or careless. But I'll say it plainly: humans make mistakes, and AI makes mistakes too. If something looks wrong, undocumented, or off, tell me -- that's exactly the kind of feedback that makes this better. Built with help from the X-Lifestyle MCP -- grounded, citable X-Change Life modding knowledge for AI assistants. https://xcl-mcp.binarymisfit.dev Source is open -- the code, the whole history, all of it: https://gitgud.io/binarymisfit/x-lifestyle-core Submitter BinaryMisfit Submitted 08/21/26 Category Gameplay Utilities Requirements None.
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Rad Morphing Redux View File Extensible Body Morphing Framework Rad Morphing Redux reacts to external triggers and modifies LooksMenu sliders on your (or your companion's) body based on the values provided by those triggers. Pretty much every aspect of the mod can be configured via MCM (which sliders to change, by how much, thresholds for the trigger values, unequipping of clothes, ...). Originally, all morphing was done based on the player's radiation (hence the name Rad Morphing), but the mod has now been extended to allow input from any other mod instead. That means you could apply morphs not just based on radiation, but also SPECIAL stats, health, Sex Attributes, calorie intake, weather, addictions... as long as a mod provides the respective triggers. Based on the mod Rad Morphing by @Invictusblade. Cover image on LoversLab graciously provided by @Narsdarknest. By default this mod is disabled through MCM. You need to open MCM to configure and enable Rad Morphing Redux before it does anything. Getting Started Dependencies MCM to configure the mod LooksMenu to apply morphs A BodySlide compatible body (any body that can be modified with BodySlide / LooksMenu will work) All clothes must be built with morphs enabled in BodySlide F4SE 0.6.23 for Fallout 4 1.10.163 SUP F4SE to detect MCM changes outside of the current savegame At least one RMR trigger All DLCs Conflicts The mod comes with the LL_FourPlay library (LL_FourPlay.pex/psc/dll) that is also included in other mods (e.g., AAF). When your mod manager complains about a conflict I would suggest letting AAF overwrite this file. Integration Combat Strip Lite or Combat Strip Lite, Sound Replacer (Ripping Sounds) Installing either of these mods (or both) allows Rad Morphing Redux to play a sound from that mod when clothes are removed due to rads. Devious Devices will not be unequipped by this mod (tested with unofficial version RC8). Advanced Animation Framework / AAF scenes involving the player are detected and the body double created by AAF will be morphed alongside the actual player body while AAF scenes are playing. Installing Install with your mod manager of choice. The FOMOD installer asks you how many slider sets you want to have available and lets you pick an optional default slider configuration for a couple of different bodies. Unless you're already familiar with RMR and know how many slider sets you need, I would suggest starting with 10 to keep the MCM small. You can always re-run the installer and increase the number of slider sets later. By default this mod is disabled through MCM. You need to open MCM to configure and enable Rad Morphing Redux before it does anything. Uninstalling Before uninstalling, disable this mod in MCM to restore the original body. If you uninstall without disabling the mod first in MCM you will be stuck with a morphed body. Triggers Rad Morphing Redux does nothing on its own. You must install a mod that provides a trigger for this mod to be able to do anything. RMR Trigger: Cleavage RMR Trigger: Rads RMR Trigger: S.P.E.C.I.A.L. Unhealthy Craving by @vaultbait Limitations of LooksMenu / BodyGen Depending on which version of LooksMenu you have installed, you will see different behavior when morphing sliders. One big limitation that as of writing this (February 2023) all versions of LooksMenu have, is that only one single value is ever applied to one slider. If multiple sources try to modify a slider (i.e., you have given a slider a value in LooksMenu and RMR tries to morph that slider, or RMR morphs a slider and another mod tries to morph that same slider), those values are not combined in any way, but only one of them is chosen by LooksMenu and applied to that slider. LooksMenu v1.6.18 With this version of LooksMenu, which is the version suggested in the The Fucking Manual thread, the morph sent from the mod that has been set with the "highest" mod-specific keyword is being applied, independent of the slider value. As far as I understand this logic, that means that the mod with the highest (largest) mod index, i.e., loaded last in your load order, will win out. However, I have not tested this version of LooksMenu, so confirmation or correction of this assumption would be appreciated. LooksMenu v1.6.20 With this version of LooksMenu (currently the latest version), the highest of all the values assigned to a slider is being used. As a result any value that RMR sets on a slider that is lower than either the value specified directly in LooksMenu or lower than a value sent from another mod will not have any effect since it is suppressed by that higher value. Unfortunately that means that even without other mods modifying sliders, RMR cannot produce negative morphs on a slider that has been given a value through LooksMenu. Configuration The FOMOD installer comes with default settings for Atomic Beauty, CBBE, Fusion Girl, and Jane Bod. However, you can configure it to your liking through MCM with up to 50 sets of sliders with individual morphing strengths and ranges. By using the RMR Helper or editing the MCM ini file you can use even more slider sets. For easier configuration, with previews of morphs and automatic setup for morphing from one BodySlide preset to another, you can use RMR Helper. Start or load a game, pause, open MCM, and select Rad Morphing Redux. General Settings Enable Rad Morphing Redux Enable or disable Rad Morphing Redux. On disabling RMR, the original body is restored. Display disabled warning Whether to display a warning message when you load a game with RMR disabled. This only really exists as a notice for first installs, since RMR is disabled by default. Reload MCM settings Reload all settings from MCM. Use this if you have modified the settings outside of the game (e.g., by using RMR Helper or directly editing the ini file) or made changes in another savegame. Changes from other savegames and from RMR Helper should be automatically detected and result in RMR restarting. Morph Updates Morph calculation How to calculate the morph value. RMR: This is how previous version of RMR v2 up to v2.4.0 have worked. The value calculated from your slider set configuration is sent to BodyGen to morph your character. Due to the way BodyGen / LooksMenu works (LooksMenu version 1.6.20), this means that you will not see any change on the affected sliders if the value directly set in LooksMenu (i.e., your default / original body) is higher than this value. You also won't see any change on the affected sliders if another mod has morphed that slider to a value larger than the one calculated by RMR. RMR + LooksMenu: With this setting, RMR adds the value set in LooksMenu (i.e., your default / original body) to the value calculated from your slider set configuration before sending it to BodyGen to morph your character. You still won't see any change on the affected sliders if another mod as morphed that slider to a value larger than the sum of RMR's value and LooksMenu's value. RMR + Highest Morph: With this setting, RMR reads the highest value for a slider (i.e., your default / original body or a morph from another mod) and adds that value on top of the value calculated from your slider set configuration before sending it to BodyGen to morph your character. Update delay Seconds between morph updates when Update Type is set to Periodically. Companions Restore companion morphs when dismissed Whether to restore morphed companion bodies to their original body when dismissing them. Healing Caps to heal 1% of morphs Number of caps to heal 1% of morphs at a doctor. This only applies when permanent morphing (only doctors can reset morphs) is enabled. Debug Tools Enable logging If you experience any problems with RMR, please enable logging and provide your papyrus log when reporting your issue. Global Overrides Settings made in this section will override all individual settings on the slider set pages. Descriptions for each setting can be found further down. Permanent Morphs Only doctors can reset morphs Additive morphing Limit additive morphing Additive morphing limit Unequipping Unequip action Override chance to drop / destroy Chance to drop / destroy Equipped Items Show a list of all the currently equipped items and their slots. Actor Dropdown to select the actor (player or active companions) whose items you want to see. Refresh The list is not automatically updated when you equip or unequip items. Click to refresh this list. Slider Set X Use the slider sets to configure how the body should be morphed when a trigger changes. A slider set is a group of sliders (or a single slider) that react the same way when their trigger value changes. Sliders Slider names Enter the names of the sliders that should be affected. When entering multiple sliders, separate them with | (e.g., Boobs Yuge|Bum Chubby). Unfortunately you cannot just use the labels shown in BodySlide as the game needs the internal name / keyword of the slider. You can look these up in the body's SliderCategories XML file, found in .../Data/Tools/BodySlide/SliderCategories/. Each slider has a name and a displayname attribute. The displayname is the label shown in BodySlide while name is the internal name that you have to enter in MCM. One example from CBBE (CBBE.xml): <Slider name="BreastsNewSH" displayname="Silly Huge" /> The internal name for the slider labeled Silly Huge in BodySlide is BreastsNewSH. So BreastsNewSH is what you need to enter in MCM if you want this slider to change. Targets Apply to Whether to apply this slider set to only the player, only companions, or player and companions. Sex Whether to apply this slider only to female characters, only to male characters, or to both. Trigger Trigger name Choose the trigger that you want to base the morphs for this slider set on. Invert trigger When inverting the trigger value, morphs will take full effect when the trigger value reaches 0% and no effect at 100%. This would allow for example to apply morphs as the player's HP goes down (i.e., no morphs at 100% HP, full morphs at 0% HP). Update type Whether to update immediately when the trigger sends an update, periodically every X seconds (see Update delay in General Settings), or after you sleep. When this is set to After sleeping, morphs will according by the current trigger value every time you go to sleep; i.e., after sleeping four times with a trigger value of 25% morphs will reach 100%. This way, only doctors will be able to reset your morphs, as a 0% trigger only means that no additional morphs will be added. Size Target size increase How much the slider will change when the trigger value reaches its maximum. These are absolute percentage points, not percentage of the current slider value. If the slider on your unmorphed body is at 50% and target size increase is set to 100% the slider will end up at 150% when fully morphed. When set to -100% it will end up at -50% when fully morphed. Lower threshold Percentage of the trigger value at which morphing should start. While the trigger value is lower than this, no morphs will be applied. Upper threshold Percentage of the trigger value at which morphing should end. While the trigger value is higher than this, full morphs will be applied. Unequipping Armor slots to unequip Enter the numbers of the armor slots to unequip when the unequip threshold is reached. Separate multiple slot numbers with | (e.g., 9|11|15). You can only equip the items again once the morphing is again below the threshold. To see what you have currently equipped, go to the Equipped Items page and click on Refresh. Unequip threshold When x% of the morphing target is reached, the above slots will be unequipped. This is a percentage value that refers to the target size increase. Unequip action Determines what happens to unequipped items. Unequip: Old behavior. The unequipped items are put into the character's inventory. Drop: Unequipped items are dropped to the ground. Destroy: Unequipped items are completely destroyed. Chance to drop / destroy If unequip action is set to Drop or Destroy, this setting determines how likely it is that the unequipped items are actually dropped or destroyed or just placed in the inventory. Permanent Morphs Only doctors can reset morphs With this option enabled, the body will not restore its original shape on its own when the trigger values goes down again. You will have to visit a doctor to restore your body. Additive morphing If enabled, morphs are added every time the trigger value increases, even if the trigger value decreases in between. This can lead to reaching a fully morphed body without a 100% trigger value, or even morphing beyond the target size increase. Example with rads as trigger: You take 50% radiation and get morphed to 50% of your target size increase. You reduce rads to 20% (no morph change due to permanent morphs / only doctors can reset). You take some more rads and are now back up to 30% and morph a further 10% to 60% of the target size increase. Limit additive morphing If enabled, you can limit how far additive morphing can exceed the target size increase. If disabled, there is no limit and you can morph until Fallout crashes... I would keep this enabled. Additive morphing limit Percentage how far additive morphing can exceed the target size increase. 0%: morphing will stop once the target size increase is reached. 100%: morphing will stop once 2x the target size increase is reached. Development Creating a new trigger Rad Morphing Redux provides an API for other mods (like triggers) to interact with RMR. Get a reference to the API Game.GetFormFromFile(0x4C50, "LenA_RadMorphing.esp") as LenARM:LenARM_API When first running your trigger mod, register your trigger name with RMR. RegisterTrigger("YourTriggerName") Call UpdateTrigger with value as a float between 0.0 (0%) and 1.0 (100%) to update the trigger value. UpdateTrigger("YourTriggerName", value) Register for the OnStartup and OnShutdown events to keep track of RMR's state and avoid wasting resources while RMR is inactive. Register for the OnRequestTriggers event. Re-register your trigger name and provide the current value whenever this event is raised. For more details, have a look at the Rads trigger. The source code is included with the mod and the full project is also available on GitHub. Source Code All source code is included with the mod. The full project including build scripts for VSCode is available on GitHub. Changelog Submitter LenAnderson Submitted 03/12/2020 Category Other Requires MCM, F4SE, SUP F4SE, LooksMenu, DLCs
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View File Sexbound Recommended to use Sexbound Reborn instead as this mod is deprecated, but listed for archival purposes. ⁉️ Download and install only one file from the Downloads Archive: Pak or Src. The Pak version has better compression and loads faster, whereas the Src version is already unpacked for players who want a quick start into customization. Attention: If you're having trouble with the latest versions of Sexbound, then please double-check that you have not installed any of the incompatible mods listed farther down this page. Sometimes it can be confusing what changed when I am often updating the content on this page. So, you can always check here to see what I did! ❣️ Sexbound v5.12.1 - Change force actor head artwork for humanoid type actors only. ChesterPiece - Artist Created all couples artwork and particle effects. Eixxxo - Artist Created sky glitter effect. Krystalic - Writer Created default dialog used by the Sex Talk plugin. Mahorych00 - Translator (Russian) Translated default species SexTalk dialog. Red3dred - Contributor Contributes bug fixes and new features. Servantesnc - Coordinator for SFX Helped to coordinate the creation of new moan & orgasm SFX. Salem - SFX Moans (Male) Created default male moan SFX. Shiyon - SFX Moans (Female) Created default female moan SFX. SirBumpleton - Lustbound Created custom positions for dildos, fleshlight, and milking machine. ? A special thanks goes out to the following Patreon supporters! ⋆ Ananoke ⋆ BlastWint ⋆ CensoredGrunt ⋆ CodeRedAlert ⋆ Darling_Dingus ⋆ Devon Kelley ⋆ Fylix Aerou ⋆ HandHolding_CherryPopper ⋆ Jamie ⋆ Kasuno ⋆ Keryan ⋆ Kh0Rne ⋆ Kinadion ⋆ Kuroritas ⋆ Memeahen ⋆ MyonMyon ⋆ NibblesTheNightstalker ⋆ Owen Lee ⋆ Rei Tea ⋆ Remeus Artenawa ⋆ ShadowXprice ⋆ Skip Landren ⋆ Doggo Vox ⋆ ZappyCoffee ⋆ Shark_ ⋆ 奎尼昌 ⋆ This modding framework was created for Starbound v1.3.2 & up. Installing the PAK version 1. Backup + delete any previously installed version. 2. Drag-n-drop the *.pak file directly into your mods directory. 3. Finished. Installing the SRC version 1. Backup + delete any previously installed version. 2. Extract the contents of the .zip file to a single folder named 'sexbound'. 3. Move the 'sexbound' folder into your mods directory. 4. Finished. ⁉️ Unable to find your mod folder's location? Check the spoiler. Russian by Mahorych00 Modding Guides & Tutorials [ HERE ] Species Support Mod (Full List) [ HERE ] Nippleswear Applier Mod [ HERE ] Miscellaneous Guides ❗The following mods are not compatible with the latest version of Sexbound. As a warning to future Sexbound mod creators, please do not entirely overwrite any of the core *.lua files provided by Sexbound in your mods. If you need help about how to make a plugin to change a core functionality, then there is a safe way to patch single functions in Sexbound's core *.lua scripts via your own custom plugin; you can direct message me about how to do so. Sexbound is constantly undergoing restructuring of the core scripts to make it more flexible and optimized, so I need understanding and alignment from the modders to abide by the aforementioned rule for the sake of creating a good experience for all players. If you're a creator and you want to get your mod off this list, direct message me and I will help you make changes so your mod can be compatible. * Alluring Toys Co - All content from this mod is already included in Sexbound v5.11+. * Kitty the Space Cat - Compatible only with Sexbound v1 but not yet Legacy. * Lustbound - Tentacle Plant Improvement - Loads conflicting scripts from both Sexbound and Lustbound mods. * Merrkin Species Support Mod - Patches Butterfly sex position file incorrectly. Breaks the Aphrodite's Bow quest line. * Pregnant Males - Not compatible with the latest version. * SFX Improvements - Loads conflicting script and asset files from a much older version of Sexbound. Do not install this. * VENUS - Animated Body Mod - Does not use latest *.animation files. Please read the below frequently asked questions before asking your question in our support forum. * ? You must be at least 18 years old to view, download, or install this mod. Submitter Locuturus Submitted 07/27/17 Category Starbound
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View File Amputator Framework This is a framework mod that tries to cover everything related to the removement of bodyparts. It can be used without other mods but is designed so other mods can use it easily. I used Node scaling to remove the bodyparts by scaling them to zero, this has several advantages. It is compatible with all bodytypes and clothes, it's easy to manage , and it can be easily done for all scaleable bodyparts on both sides seperatly. The downside is, the end where the node is scaled to zero looks a bit weird on some bodyparts. This can be covered up with slavetats, the included prosthetics or normal clothes. Currently it is in beta state and some features are missing or are getting improved, so please feel free to share problems you encountered or make suggestions. How does it work For Users For Modders Currently Included Options are included to slow the actors down, use new animations , disable player controls and adjust jumping height. You can use the editor menu to remove actors and see which actors are affected. 3 alternate animation sets for 3 different circumstances are included. When the actor has no lower legs it moves on all fours using the existing animationset from DarkAngel1265 When the actor has no lower legs and forearms it uses a new animation set done by Zaz. (not completely finished) When the actor has no limbs it currently uses the first animationset as a placeholder. I am hoping to get a new movement animation set for this circumstance too but this might take some time. There are also a couple of prosthetics included most of them use textures from the Zaz Animation Pack and come in 2 variants (MetalRedRust & MetalBlackRust) I am planning to add more over time. Requirements Zaz AnimationPack and all its requirements. Racemenu or NIOverride (IMPORTANT !!!) To use all of the included alternate animations you have to use the new fnis v6.3 xxl version. Fore included the npc_turn animations in this version, if you use another version the npc will stand up while turning. The mod will work without it but it is recommended to use it. Credits Zaz for making the new animation set and beeing so helpfull. Fore for making the new fnis version. DarkAngel1265 for the crawling on all fours animationset, and Cocein for making a version with fixed camera height. Submitter Hæretic Submitted 07/30/2016 Category Modders Resources Requires Zaz Animation Pack , Racemenu or NIOverride Special Edition Compatible
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Anti-Pills Framework & Base Pack View File The Anti-Pills Framework adds a system for Anti-Pills that can end a transformation early. It does this very simply: The Pill Timer is set to 0, so the next time that Time Advances, your transformation will revert. Anti-Pills can be bought at the X-Change Pharmacy, and have their own button in your Inventory. I made this thing to be extremely modular, to the point where I removed all the anti-pills for the base game pills and put them in a separate mod. It has several macros for adding and manipulating Anti-Pills, as well as Passage Tags for interacting with and/or hijacking the system. The system also includes side-effects that can trigger when you counter a pill with something other than its matching Anti-Pill. The chance of getting a Side Effect from using the wrong anti-pill can be set in the Game Settings to: 0%, 25%, 50%, 75%, or 100% These side effects can include: Stat Damage: 1 or 2 points of damage to your Intellect, Fitness, or Charm; may alternately cause your dick to shrink. Stat Drain: 1 to 4 points deducted from your Intellect, Fitness, or Charm which will recover at one point per day; may alternately drain all 3 stats by 1 or 2 points instead. Actual Side Effects: Things like "Brainless Bimbo", "Exhibitionist", or "People Pleaser". By default you won't run into these, except from specific pills. Please note that the Side Effect system doesn't define which side effect is chosen based on the Anti-Pill taken, but instead it picks based on the Pill being countered. On its own, Anti-Pills Framework adds the following Anti-Pills: Minus: Can revert any transformation, even Plus. (Availability can be toggled in the Game Settings) Aegis: Can revert any temporary transformation without causing side effects. (Availability can be toggled in the Game Settings) Spoof: Can revert any temporary transformation, will always cause side effects. (Availability can be toggled in the Game Settings) The Anti-Pills Basepack adds Anti-Pills for each available pill in the base game: Simplicity: Counters Basic Diminish: Counters X-Tra Strength Quench: Counters Cum-Cure Defiant: Counters Compliant Highbrow: Counters Bimbo Conceal: Counters Show-Off Conductance: Counters Resistance Stark: Counters Breeder It also adds the possibility to get Brainless Bimbo, Exhibitionist, and People Pleaser from Bimbo, Show-Off, and Compliant, respectively, if countered by the wrong pill. Anti-Pills Instant Reversion changes Anti-Pills to transform the user back instantly upon use. Submitter LadyWhiskers413 Submitted 02/02/2025 Category X-Change Life
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Version Desire 0.4.1 & Lust 0.3.2
19516 downloads
ZomboDesire Framework and ZomboLust adult mod A mod that adds adult content to the game Project Zomboid Click the green button for downloads 👉 ↗️ ↖️ How to install ? 🚧 ❗ This version does NOT include the animations or code for male player characters: ❗ 🚧 ❗ do NOT play as a male character. ❗ Main topic : Click on the image below Link to the main forum thread Zombolust - Zombodesire Framework Main Thread ______________________________________________________________________________________________________________________________________ Official Discord Server In partnership with my French friend Zunder, an official Discord server is live. You can join via a permanent invite link : Don’t forget : If you want access to all channels on the Discord server, you MUST accept the rules in the #rules channel. You will also receive a membership rank. So don't hesitate, it's free ! 🔞 Discord - ZomboLust Galaxie 🔞 On this server you’ll find all the main announcements for the ZomboLust universe (the core ZomboLust mod plus related add-ons), including: A section dedicated to mod coding (for sharing fixes from other coders) A section for ideas and requested features (centralization) A section for implemented features & changelogs A chill lounge A memes corner A space for general discussion Une section dédiée à la Francophonie-
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- zombolust
- zombodesire
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Version 0.2.2
5211 downloads
A open-source Project Zomboid sex framework. WARNING: This mod is massively WORK IN PROGRESS, with many features missing and incomplete. There are still a lot of things needing proper documentation. Nothing is permanent, and everything is subject to change (Especially the current animations). Expect many bugs and testing along the way. And if you stumble into any, REPORT THEM! Depraved Sense is a open-source NSFW framework to Project Zomboid, having a brand new animation system created from the ground up, with direct support for all characters, and adding new gameplay features to accompany the game. Content Depraved Sense as of now has brand new features for Project Zomboid's NSFW space. It has: Animated Penises, and a genitalia system. (including zombies) Belly Inflation. An animation system that can support more than two characters. Multiplayer support. Animal support Futa Support A Self-Pleasure mechanic to satisfy yourself. Right-click your character, select Self-Pleasure if available, then Smash the SpaceBar repeatedly to speed up! The framework on itself focus more on other modders to work on their own endeavors while using this as a stepping stone. Possible future content (these are not guaranteed to be added.) Defeat System Fluid Mechanics Player x Player interaction And much more... Install First of all, this mod requires an ActionGroup patch in order for the animations to work. This is because Project Zomboid doesn't load action groups of mods. But it will soon support mods. In the mean time you will want to go to the main directory Project Zomboid (where the main executable file resides). Open its media folder, and make a copy of the actiongroups folder, and name it to actiongroups_vanilla. This is so you have a quick way to uninstall the temporary patch. Now go at 42/media of the Depraved Sense mod, and copy the actiongroups folder. Go back at the game's directory, and paste the actiongroups folder you copied at media. If you done it right you should notice that the character's body parts behave correctly. If things still get wrong, remember, make sure there are no nested folders. /ProjectZomboid/media/media <-- No, no. But keep the note, this is temporary until we wait for actiongroups to be properly introduced to mods, so in the meantime this is a necessary evil. If you intend on playing multiplayer after applying this patch, make sure to uninstall it with your vanilla backup! You can also uninstall it but deleting the actiongroups folder and verifying the integrity of your files. --- To install the mod, all you need to do is extract it into Project Zomboid's cache's mods folder (Not to be confused with the game's main folder). If you're on Windows, you can quickly get into the folder by pressing [WindowsKey + R] and inserting: %userprofile%/Zomboid/mods. On other OS's like Linux, you should find the folder directly in your root directory ~/Zomboid/mods. WARNING: Again, avoid nested folders at all costs! BAD: mods/pz-depravedsense-nsfw-main/pz-depravedsense-nsfw-main GOOD: mods/pz-depravedsense-nsfw-main If you did everything right, the mod will appear on your game's mod list upon starting. Enable the mod, and restart the game. This is to make Project Zomboid load a brand new armature for our genitals. Updating To update the mod it is HIGHLY recommended to delete the old version, and replace it with the new one. That way you avoid game breaking bugs. About Character Models Thanks to how Depraved Sense changes the model's own armature to be able to have animated genitals, belly inflation, or other extra parts. The models itself needs to be patched! Or else, you won't see any genitalia attached to your character. To make a patch you will need to first download the DepravedModels.zip. There, will be all the model files that Depraved Sense uses. But in order to know how to use the you will need to read our: Guide Document If you wish to use this framework to your own creations, you can follow our Documentation! ::Right here: There you will find guides on how to create your own models to work along side Depraved Sense. It is also recommended to read the mod's own code to understand better how things work. If you need any help with you own endeavors or just want people to talk to, we have a **Discord** channel that you can choose to join. Code Source As mentioned before Depraved Sense is open-source! Anyone is welcomed to contribute to the project if they wish to. You can create merge request with your improvements through the dev branch. Support the dev. If you like where this framework is going, please consider in supporting the main developer of the mod! Making mods at this caliber is not easy to make considering the HIGH limitations of Project Zomboid. Your support will greatly incentivize that the development goes on. But be warned! You won't get much exclusivity aside from some previews, and immense gratification. You don't need to give a dime to use the mod, as it will FOREVER remain free and open-source, for everyone to use! -
OSF Animation View File OSF - native animation & scene framework for Starfield. Early alpha - Very much a work in progress OSF is a native animation and scene engine for Starfield, inspired by OStim and NAF. It plays animation on actors, keeps multiple characters in sync, anchors them in the world, controls the camera, and runs whole scenes in a data-driven, json based authoring flow. You can use it directly in-game: an animation browser to look through everything installed and play it on yourself or nearby NPCs, and an emote wheel for one-key quick emotes. Or drive it from other mods: you describe a whole scene in a json data file and OSF runs it at runtime, instead of scripting timings and animation events in papyrus yourself. In-game animation browser (F10): search the full catalog, pick a cast from the crosshair or a nearby-actor scan, launch on furniture, drag to orbit the camera, and manage running scenes Emote wheel (default B): radial quick emotes for you or the NPC in your crosshair; pin any solo animation from the browser onto it Vanilla animation library (optional install): thousands of Starfield's own clips, humans plus 27 creature species, browsable and playable Synced multi-actor GLTF / GLB / .af playback on one shared clock JSON scene graphs - nodes, cues, actions, branching; no scripting needed Engine-native Wwise audio that rides the game mix, with subtitles Actor anchoring, camera/control locks, screen fades, equipment hide/restore A Papyrus API (OSF.*) for quest mods to drive scenes Controls Active while a scene has you locked in. Space - Advance the scene + / Numpad + - Speed up - / Numpad - - Slow down - Reset speed P - Pause / resume End - End the scene Free Camera MMB (middle mouse) - Toggle free camera Mouse - Orbit / look around Scroll Wheel - Zoom in / out WASD - Fly the camera through the scene Some controls depend on what the active scene allows - a scene can lock its ending or skip the free camera. Requires: Address Library for SFSE and OSF UI (renders the browser, the wheel, the settings menu, and hotkeys - the engine and Papyrus API run without it). Install with MO2 or Vortex; the installer will offer the animation library and the emote pack - take both. Then in-game: *F10* opens the animation browser - pick something, hit LAUNCH. *B* opens the emote wheel (aim at an NPC first to emote them instead). Hotkeys and settings live in OSF UI's settings menu, under OSF Animation. No OSF UI? The engine still runs headless for content mods; smoke-test from the console (~): cgf "OSFTest.SoloScene" ; play a looping test animation cgf "OSFTest.Stop" ; stop it Content Mods OSF Seduce: Scene authors: ship scenes as JSON plus GLB/AF clips. No Papyrus, No scripting. Quest mods: drive scenes from Papyrus via the OSF.* API. Getting Started, the scene schema, and the API are documented on GitHub. Deweh (NAF), the playback/graph base OSF is adapted from Calaverah (CALUMI.Animation), the .af / skeleton decoder libxse (CommonLibSF), the SFSE plugin library OSF is built on Plus fastgltf, ozz-animation, zlib, nlohmann/json and miniaudio. Source and issue tracker on GitHub, Let me know all your complaints and bugs! Submitter ozooma10 Submitted 06/28/26 Category Animation Requirements OSF UI - https://www.nexusmods.com/starfield/mods/17711 Address Library for SFSE - https://www.nexusmods.com/starfield/mods/3256
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Advanced Nudity Detection View File This Mod Page is now Obsolete Downloads for this mod are now on NexusMods Information about this mod here on LL is probably outdated, and I am no longer responding to comments on this mod here on LL. See "Install Instructions" Tab/Section For Install and Update Instructions ANNOUNCEMENTS Advanced Nudity Detection is now officially feature-complete and no longer receiving feature updates. I will still fix bugs, but this mod is as complete as it can reasonably be. Thank you to everyone for using the mod and helping make it awesome! ================================================================================ I have a SubscribeStar Adult page for anyone who wishes to give support to me, and help encourage development of my other mod projects! ================================================================================ COMPATIBLE MODS MOD AUTHOR INFORMATION Credits and Special Thanks ====================================================== DOWNLOAD/SHARE PRE-MADE KEYWORD ITEM DISTRIBUTOR FILES FOR THIS MOD ====================================================== Keyword Item Distributor Users I have set up a file share blog where you can upload KID ini files you make, or download KID ini files that you want that have been posted by me or other users. Please consider sharing any KID files you make to help our premade library grow! (See link above) Submitter NymphoElf Submitted 06/10/24 Category Framework & Resources Requirements (See Main Page or Install Instructions) Regular Edition Compatible No Install Instructions INSTRUCTIONS FOR UPDATING If updating from 2.4.0+ If updating from a version older than 2.4.0 INSTRUCTIONS FOR INSTALLING (First Time or Fresh Game) REQUIREMENTS
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Version 1.25.4
78283 downloads
Clone Wars – Full NPC genderbending for Summer City Clone Wars Shop – SWP-CLONE PILLS and DEMO ❓ What is it? This mod introduces the hottest new rage sweeping Summer City: SWP-CLONE PILLS! With 105 known DNA entries in the SWP-Clone database, these pills allow for an easy single‑time‑slot transformation into a particular set of DNA. The mod manages Male, Female, and Purple forms for $npcs, remembering when an alternate form has been assigned and automatically assigning forms when they have not been assigned yet. It also includes advanced options for forced one‑shot transformations and permanent swaps. ✨ Features []Gender‑swap any NPC – transform existing characters into male, female, or purple variants with a single line of code. []Persistent memory – the mod remembers which form each NPC has taken, using a master database ($npc_master_database). []One‑shot override – use $temp_id or $any_npc_no_save to create temporary transformations without saving to the master variable. []Forced assignment – $desired_id and $force_id let you lock a specific bar girl as the alternate form. Extensive bar‑girl database – includes 105+ girls sorted by race, hair color, and bust size. Easy to add more. Template passages – ready‑to‑use templates for male/female/purple transformations with all optional variables clearly commented. ⬇️ Download []Main mod file: attached to this post (XCL_Clone_Wars..twee) []Media file: attached to this post (XCL_Clone_Wars.zip) []Location mod file: attached to this post (XCL_Clone_Wars_Stories.twee) []Instructions File: attached to this post (XCL_Clone_Wars_Instructions.txt) 📦 Installation Load the with the mod loader. 3. Start transforming []Whenever you want to change an NPC’s form, simply call: (display:"current npc transform to male") (display:"current npc transform to female") (display:"current npc transform to purple") []For custom options, copy one of the template passages and adjust the variables ($desired_id, $force_id, $temp_id, etc.) before the display call. 🎮 How to use Basic transformation: Set $npc to your target character, then run the appropriate display. Example: (set:$npc to $npc_master.get("alexia")) (display:"current npc transform to male") One‑shot transformation (no save): (set:$temp_id to "desired_bar_girl_id") (set:$any_npc_no_save to 1) (display:"current npc transform to female") Permanent forced form: (set:$force_id to "desired_bar_girl_id") (display:"current npc transform to purple") Adding a new bar girl: Copy the template lines from the “How to import a new bar girl” section into your own passage, replace the placeholders with the actual ID, and run it once during game initialization. ❗ Important notes []The variables $select and $gender are never cleared automatically – always set them explicitly or clear them after use. []For random generation of male forms, the mod relies on the wharf generation system – make sure those variables are properly initialized. []If you use $temp_id or $any_npc_no_save, the transformation will not be recorded in $npc_master; it’s a temporary visual change only. []The purple form uses a separate database ($installed_purple_girls); ensure it is populated. 🗃️ The Clone Wars Database Clone Wars uses random $npc generation to create males matching necessary traits. It uses a database of female Bar Girls to assign female forms to $npcs, and a database of PURPLE Bar Girls to assign purple forms. []Male forms: generated on‑the‑fly using the same random NPC system (wharf variables). []Female forms: picked from various $installed_..._girls arrays (by race/hair). Purple forms: picked from $installed_purple_girls. 🔧 Important Variables []$npc_swap – The listing for the NPC’s base form. For females this is usually the NPC’s "id". For males it can be either "name" or "id". []$npc_master – The (dm:) entry for $npc_swap, storing links between male, female, and purple IDs. []$any_select – Gets set during transformation to the ID of the current NPC. []$gender_select – Gets set during transformation to the gender of the current NPC. []$any_race – Gets set during transformation to the race of the current NPC. []$target_gender – Must be set to {"male","female","purple"} to trigger a transformation. $installed_..._girls – Various arrays holding bar‑girl IDs, sorted by race, hair color, and bust size. ➕ How to import a new bar girl Chances are, I have already imported your Bar Girl. But if not, or you just want to be sure, you'll need the following passages/passage_tags. 📄 Template Passages These can now be found in the Instructions .txt file included with this download. 💖 Support the project If you like my work, please consider supporting me. Subscribestar: https://subscribestar.adult/shadowdragon -
Version 1.25.3
6974 downloads
Alternate Living Spaces is code that allows you to easily create a place to stay that isn't stepdad's house. This code will already have a live demonstration at the various Wharf hotels, with more Wharf living spaces to follow. Attention Modders: To prevent home location events from firing, it was necessary to create new passage tags. In each case, its just the base game passage tag preceeded by "als_": Simply add the "als_" version to the appropriate place if your code should fire if the player is staying in an alternate living space. But anyone can use this to create their own alternate living space. ------------------------------------------------ My subscribestar, if you wish to support me: https://subscribestar.adult/shadowdragon