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Found 24 results

  1. 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
  2. View File Fallout 4 : Slavery System v0.9b (alpha) Download - Thread - Blog Disclaimer: This mod is supposed to add what the Fallout universe always had - slavery. I do not condone slavery in the real world in any way. Human trafficking is one of the most evil and disturbing things out there. Never forget - this is a game - not the real world. I have implemented simple checks to prevent the enslavement of children. Modifying this mod in any way without my explicit (!) permission is strictly prohibited. Redistribution of this mod or making any patches for this mod without permission is strictly prohibited. If you want to make a patch for this mod, PM me first. That will not ever change for any reason. Also, this mod is in Alpha. It may try to kill you. I. Introduction II. Requirements & Installation III. Content IV. Troubleshooting V. Incompatibilities VI. Credits I. Introduction The Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it. I'm using DeviousDevices by Kimy and TortureDevices by Vader666 to add some spice. Keep in mind that I have a very dynamic workload in real-life and thus updates may be released every day or not for months. II. Requirements & Installation You require a copy of Fallout 4 as well as all DLCs and have Fallout 4 Script Extender installed. Fallout 4 Base Game + All DLCs Fallout 4 Script Extender (F4SE) Devious Devices 2.0+ BETA TortureDevices 1.8+ Make sure that F4SS is after the requirements in the load order. Using a clean save is advised whenever you update to a newer version of the mod. At this time in development I am not paying attention to backwards compatibility. Once you have installed the mod, you're ready to get started in your new life as slaver. When first starting the game with F4:SS enabled, you'll see notifications telling you that the mod has been installed. To get going you need to build a slaver's safe in one of your settlements. When you build your first slaver's safe, all necessary perks will be added to your character. You can then start enslaving people. III. Content F4:SS offers a great number of features to the Commonwealth Slaver. If you have any questions concerning specific mechanics, please just ask in the thread below and either myself or a more experienced user will answer. All the mechanics would warrant a Wiki, but I really cannot be bothered, so here's an overview. Enslave! Using F4:SS you can enslave your foes (and friends) instead of killing them! The mod supports an infinite number of slaves - you can capture everyone and anyone. There are a couple methods of enslaving people... Stun them: a new round for your trusty Syringer Rifle is available for crafting at any Chemistry Station: the tazer round. It will send anyone it hits (including the player!) into a 15 second stun, during which time you can enslave them. Beat them: your human enemies value their life, so there is a good chance that they'll surrender to you when reaching 20% health. But beware: the more feared you are throughout the Commonwealth, the less likely people will surrender to you. Some will prefer death over life under a cruel master. Intimidate them: so, you're a talkative person, hmm? No worries, with Intimidation Level 3 you can capture people without spilling blood! This ties into the vanilla hold-up mechanic. Control! So you just enslaved everyone in sight? Good. Now you can worry about keeping them and getting some enjoyment out of them. Command them: issue orders to your slaves, have them follow or stay. Select them for processing or change their clothes. Clothes? ... who am I kidding, they won't have clothes, will they? (But if you wanted to, you could give them clothes!) Restrain them: this mod is fully integrated with Devious Devices and devices will suppress your slaves wish for freedom. But be wary, if left to themselves, they will surely free themselves of their restraints! Punish them: Sometimes your slaves will misbehave and then you have to show them who's boss! Make sure that misbehaving slaves get what they deserve, or else they may incite others to follow their lead. Things can spiral out of control if you don't manage your slaves. Profit! Slaves are a lucrative business, both in monetary aspects as well as providing endless fun. (Unless you're actually a nice person and don't enslave people, then you might not be so amused.) Train them: good slaves need training. Break them in, show them the ropes and watch their value rise. Sell them: build auction posts in your settlements and sell your slaves for a nice profit! Enjoy them: feed them to your arena animals or do whatever you want to with them. They are your slaves, afterall. F4:SS is always expanding. I'm planning on adding tons of features, detailed slave AI, lots of training programs and more. Keep in mind that F4:SS is a project in development, bugs can and will appear and ruin your immersion. The entire system is running fairly smooth on my machine and I spent plenty of time testing it - but your mileage may vary! Also, starting with Version 1.0, the mod is going to be .esm'ified and can serve as framework for your own creations. I had that in mind from the very beginning and the entire engine is built around having simple hooks for other mods. Check the documentation in the next post if you are interested in how to make mods using F4:SS. If you're interested in adding some slave traders to your mod, don't hesitate to pitch me a PM - I'll try to make sure you get what you need to make the Commonwealth evil again. IV. Troubleshooting There are a couple thousand lines of code in this mod - things can and inevitably will go wrong. In most cases it's an unlucky coincidence, but you should tell me about it anyway. Most things will be easy to fix - but if the problem seems serious, or your game informs you that a critical error has occured, here's what you need to do Reload a save from before the issue occured. Open the console and type 'set F4SSglobalDebug to 5' and confirm. Try to reproduce the error and when it occurs again... Make a detailed post in this thread, attach your Papyrus log file as well as your load order. ​F4SS has a lot of working parts and all of them have extensive debugging capabilities. You should only enable debugging mod when you're actively hunting for a specific glitch, because debugging mode will seriously spam your Papyrus log. You really don't want that unless it's for the greater good. It is generally advised to use a clean save for each new version until the mod is declared stable. Check the thread for each versions changelog to see if a clean save is recommended or required. V. Incompatibilities Due to the fact that F4:SS is a very complicated mod that changes some of the vanilla game-mechanics, as well as adds some new mechanics, there are some mod incompatibilities present. Once the mod is pretty much finished, I'll spend some time getting rid of as many incompatibilities as possible, until then you'll have to manage your mods carefully. The mods that are currently incompatible with F4:SS are: Abduction Just Business Non-lethal or lethal resolution I'm going to keep adding to this list as things come up. VI. Credits Bethesda for Fallout 4 RuthlessPeasant for the logo LoversLab for what it is If you enjoy the mod - leave a like or follow the file to give me some extra motivation! Submitter ag12 Submitted 05/05/2016 Category WIP / Beta Requires TortureDevices 1.8+, Devious Devices 2.0+
  3. View File SexLab Framework en Español Ésta es la traducción de SexLab Framework en Español Requiere el mod original ya que solo es el archivo ESM y el MCM Translation file, podés descargarlo de Aquí La versión es la 1.62 No incluye los scripts traducidos todavía pero se agregarán en un futuro próximo Submitter jajaman Submitted 04/02/2017 Category Sexual Content Requires SexLab Framework V1.62 Original Special Edition Compatible  
  4. View File Note: This mod should be considered Beta. While it has been getting a decent amount of testing from the community issues are still being found. For the most part these issues do not make the mod unplayable but there are a number of issues that can make game play difficult in some situations. Notes on 2.06: Remember: If you are upgrading from < 2.00 a clean save is required. Version 2.05 had a problem which caused the mod to fail to install, making it impossible to play for some users. A lot of clean up has been done to the mod initialization and this should be fixed whether installing fresh on a saved game, starting a new game, or upgrading from a previous version. In particular the following changes were made: General cleanup; Fixed a deadlock situation where two scripts were trying to access each other; Prevented initialization from occurring multiple times; and Removed uses of the MilkMod quest variable which wasn't really used. In addition to this several other changes have been added to this release: I added a new API/feature that allows NPCs to be moved near the player while still not visible. The support mod only uses this feature when the player is locked in furniture, the slaver is returning, and the slaver is not nearby. For example if the slaver has left to the next town over the game can't track the slaver walking back so he will be teleported nearby while still being out of sight before he begins walking to the player he left locked in the furniture. The reason I mention this is it has only been tested in a few scenarios. It would not surprise me if this feature caused bugs or strange behaviour. If you find any strange behaviour in this situation or if the slaver leaves you locked in furniture and walks away, never to return, please let me know. The player may now be punished if a slaver locks her in furniture and returns to find her wearing fewer restraints than when he left. The MCM menus have been cleaned up and re-organized a little. The ability for the player to escape and the chance of detection are now somewhat more configurable in the MCM. I added a little bit of compatibility with drlove33's Slave Den and Eastern Holding Cell mods. I don't expect the interaction of these to be great as they are a bit of a ways from town and rather unpopulated. They should be usable though and it is something to build off of. Also note that these mods require Dragonborn and Dawnguard even though they don't use them. I'll be sending a message to drlove33 to see about getting a version where Dragonborn and Dawnguard are not required (and see about getting some pathing issues fixed). A few improvements have been added to the save game control features. Reminder: I still do not recommend using the save game control features as there is a very real possibility of loosing your game. Some improvements have been made to furniture scenes and their dialogue. In particular more dialogue and scenes will occur when the player is locked in furniture as leash game punishment. A new debug option has been created allowing you to "teleport" to any city. I have found with console access disabled (a new feature of the save game control) I can get into situations where my game is about to crash if the scene continues to move (or stays) in a particular town. Using this to move to a different town can be used to bypass this inevitable crash. I don't expect this feature to be 100% reliable. It is a possible debug tool only. Use at your own risk. Using this feature while the leash game is active incurs a punishment to dissuade people from using it as a possible escape. The intent is that eventually punishments will be added any time it is used. I added a debug option to shut down the mod. This is intended to be used before performing a clean save. This feature is may not be needed at all and may not work entirely well. I don't expect it to make things worse but I'm not convinced it is beneficial. Please let me know if it helps you solve a problem. The Devious Framework MCM Vulnerability page now indicates (with an *) which vulnerabilities are in effect. Several minor (and a couple of mildly significant) bug fixes (see the change log). Previous Release Notes: Mod Intro (For Users): While this mod is designed to be a set of resource for modders to use in their own mods, it does come with a number of features users may also want to add to their game. In particular there is a companion support mod I created to test and verify the resources of the framework mod which has a number of features. Have you installed Slave Girls by hydragorgon? Have you seen the slaves being led around Skyrim by their owners or various slavers? Have you ever wondered what it would be like to be captured like those slaves? To test the leash feature of the framework mod the support mod gives a "mystical rope" to various slavers around Skyrim which they can use to capture you as they carry on their way. It can be quite difficult to fight with such a rope around your neck and the slavers will use this advantage to subdue you should you try to resist. Have you seen the various BDSM furniture around Skyrim and found them to be a little too safe? The support mod can make such furniture "auto lock" for a configurable amount of time. As well, if you are sitting in such furniture nearby NPCs may just decide to lock it on you, not letting you out for a while. Do you find it too easy to dress in Skyrim? You've just been stripped by an attacker? No problem. You just press a button and you are fully clothed again. You're wearing an arm binder? No problem. You can still dress yourself with the press of a button. This mod adds some restrictions on when you can dress, such as blocking leg wear and body armour when wearing a hobble. Mod Intro (For Modders): This mod was developed with two primary goals in mind: 1. Reduce the number of mods that check the state of the player. The user could have several mods installed which all periodically check: the vulnerability of the player and whether they are available for, sex, enslavement, etc. Rather than having each mod check all of these things individually, this mod tries to keep track of such information and make it available to other mods in an easy to use interface. 2. Encourage co-operation between other mods. I saw a thread in one of the mods the other day that two mods were conflicting. One author suggested that the other mod "check certain variables" to see if his mod was in the middle of a scene to avoid such conflicts. Under this process, for example, before beginning a scene mod X would need to check some variables to see if Deviously Helpless has a scene running, or Sanguine Debauchery (SD+), or Deviously Cursed Loot, or Captured Dreams. Mod Y would also have to make the same checks each time it wanted to start a scene. When a new mod (mod Z) is created mod X and mod Y would both need to be updated to now also check if mod Z is in a scene. Mod co-operation would be much smoother if this information were in a common place. Warning: My mod will only effectively achieve these goals if other mod authors use my mod's API to check statuses and to update statuses as their mod does things. So far I have not received a lot of initial interest from the modding community so my mod may not provide very much benefit. On the other hand, however, the mod is pretty light-weight and can most likely be installed/uninstalled without much of an effect on the game. The full API for modders can be found on the Git Hub page for this mod (a little out of date as of 2.06): https://github.com/DeviousFramework/SkyrimDeviousFramework If you need sample code for using this mod (or sample code used in this mod) that is not available from the Git Hub Wiki send me a message of what you are trying to do and I'll see what I can do. Requirements: Version numbers listed here were tested with version 2.06 of this mod: SexLab 1.62 SexLab Aroused Redux 28b Zaz Animation Pack 6.11 Devious Devices - Assets 3.0 Devious Devices - Integration 3.3 Devious Devices - Expansion 2.0 The following mods are also recommended: Provides slavers that work with the leash game: Slave Girls by hydragorgon 827 Provides a possible outcome to end the leash game: Simple Slavery 4.72 (with optional Extended version 1.0) Provides "seductive" clothing and armour options: (Note: Any armour can be flagged seductive. These are just recommendations for a few mods to use if you don't have favourites already.) Selene by Neo Slave Leia Renewal UNP Leather Clothes UNP or UNPetite - Academy Dropout Other UNP outfits by Nightasy Adds the option of using the Devious Framework leash with SD+ (Warning: This feature still needs improvements!) Sanguine Debauchery Enhanced 3.5.5 Installation: Most likely you will want to install both mod files (DeviousFramework_..._.7z, and DfwSupport_..._.7z). Don't forget to save and reload the game after the mod is installed and initialized (once the MCM menus show up). Please use a mod manager. Only personally tested with Nexus Mod Manager. Or Unpack the 7-Zip files to your Data directory. The Framework mod (DeviousFramework_1_00_160810.7z) is the main resource framework for modders. Because it may become a dependency for other mods It is intended to be as light weight as possible and only contain features to be used by other mods. From the user's perspective it won't do very much on it's own. The support mod (DfwSupport_1_00_160810.7z) is where I am "playing" with the features available from the framework mod. These features tend to be a little bit heavier on the papyrus and are not required for the framework features to work. The support mod contains: 1 features I would like to see in the game, and 2 features that test, verify, and validate the framework mod. SlaveGirls by hydragorgon Patch: A few users of the Devious Framework mod reported a problem with the SlaveGirls by hydragorgon mod related to overly talkative NPCs and a more serious issue of it overwhelming the story manager causing quests from other mods to fail. I looked into the SlaveGirls by hydragorgon mod and I believe I fixed some issues in the creation kit that were done incorrectly. Since the author of the mod has been unavailable for comments for some time now I'll be creating a post on the DFW support thread with these issues fixed. As that thread may be a little difficult to locate I will keep a copy of the patch in the download section for the Devious framework mod as well. Instructions: Install version 827 of the Slave Girls by hydragorgon mod. Install the SlaveGirls_Hydragorgon_827_Patch.7z from the Devious Framework download page using your favourite mod manager Or copy the file by hand into your data directory. This patch only contains the hydra_slavegirls.esp file so choose to overwrite it when prompted. Upgrading: Upgrading from before release 2.00 to after 2.00 requires a clean save! For information on cleaning a save see here: https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#making-a-clean-save For the most part it is safe to simply uninstall the previous version and re-install the new version. A clean save is not needed. If you are upgrading due to having trouble with a previous mod you might want to try a clean slave; however, there are no situations where this is known to help. All scripts begin with "dfw..." (or "dfws..."). A Reminder: This mod contains much subject matter related to BDSM and player slavery. I want to remind everyone that while these subjects are great for fantasy, care must be taken to ensure they do not encroach into our everyday lives. Always remember that women deserve respect, recognition, and consideration as much as everyone else. Known Bugs: 1. After starting the game for the first time I've found you need to save and reload before some features will work. Not sure why. Many alias related features (slaver dialogues and player equipment changes) will not work until this has been done. 2. When the player is freed from her SD+ owner this mod does not properly detect that and clear the master from the framework or release the leash. It is not recommended to turn on this feature other than for experimentation with the leash. Improved in 1.04 and may be working. Made much safer with SD+ leash setting changes in 1.07 3. In some games I've found moving while the player's leash is being jerked causes the game to crash. If you find the game crashing a lot try not moving until the player is beginning to stand up. Note: As for 2.04 I haven't seen this issue in a long time. 4. Similar to item 3 if the game crashes during BDSM furniture scenes try not moving during the scene. (it is not like you would be able to get away anyway). Improved in 2.01 and may not be an issue. 5. The player gets locked into alchemy tables with the autolock feature as if they were BDSM devices. Fixed in 1.01 6. Sometimes MCM menus do not function properly after installing. Trying to open them will cause all MCM menus to show nothing. I have seen this problem caused by the MCM initialization code failing to run all of the way through. This leaves the Devious Framework script in a broken state and makes the game more or less unusable. Reloading a game that was saved prior to installing the Devious Framework mods can sometimes resolve this issue. I have seen the issue twice. One time I needed to re-load the game once. The other time I needed to reload the game three times. Unfortunately I have no ideas how this issue can be fixed as the papyrus engine simply stops running the code in the MCM script. Improved in 1.06 and 2.00 and may not be an issue. 8. The Support mod's MCM menu will often say the poll has stopped. This is almost always incorrect. If you are concerned the poll has stopped, closed the menu completely back to your game, wait for at least the expected poll interval, open the MCM menu and navigate to the Support mod's MCM menu quickly. The warning should no longer be there. If the warning is there but the "Seconds Since Update" is lower than it previously was that also indicates the poll is working. 10. If you end up in combat with someone controlling the leash, town guards will almost always take your side. I'm really not familiar enough with the combat system to figure out why this is or how to fix it. 11. Some slavers and slave owners do not play the leash game. I have seen at least one slave owner from Slave Girls by hydragorgon that is not in any factions to identify him as a slave owner. There is nothing I can do about this. There are also some "slaver" factions in Slave Girls by hydragorgon that my mod is not accounting for. I have not encountered any slavers that fit these categories but they could exist. if you find a slaver who is not playing the leash game you can stand next to the slaver, open the DFW MCM status page, deselect "Use Player for Info" and look at the slaver's factions. If he is in a slaver faction but "Show Nearby Actors" is not reporting him as a slaver please let me know. Improved in 1.08. Future Plans: (If I am missing something that you think should be on one of these lists let me know). Near Future: • Look into the "Go Away.. I have too many slaves" issue • Make sure clothing stripped by DFW does not strip arm binders • Look into the issue of the arm binder being counted as clothes • Change "Arm Locking" to only detect a subset of arm restraints (mainly no cuffs) • Look into Soulgem Oven compatibility • Look into Maria Eden compatibility • Make post-conversation actions much more responsive, occurring as soon as the conversation ends. Implemented in 2.04. • Look into MilkMod Economy compatibility. Implemented in 2.04. • Fix the mod's API allowing for scenes to be started and subsequently "extended" (they can only be started right now), allowing for a more robust, reliable, and consistent complete scene. Implemented in 2.04. Possible Next Steps: • Look into the issue of the slaver controlling the player from a sitting position • Look into the issue of BDSM furniture in Breezehome • Add line of sight (LOS) detection to the yanking the leash feature • Incorporate SexLab Sexual Fame features • Create a more robust mechanism for "taken" items to be recovered (most likely this will involve purchasing them back from Froki) • Xax Prison Overhaul leash compatibility • Look into compatibility with Deviously Cursed Loot gag dialogue • Create options for adding BDSM furniture to the world • Allow wandering Thalmor, Imperial, Stormcloak patrols to take on the role of the slaver for the purpose of the leash game • Fix the issue of transferring to Sanguine Debauchery+ when locked in BDSM furniture Eventually Would Like: • Figure out why the order of the Devious Framework mod and the Campfire mod causes trouble • Start the leash game on failed pickpockets. • Add favourite cages to fill a role very similar to favourite BDSM furniture • Add compatibility with Devious Stats and/or Devious Attributes • Assign "themes" to furniture/cages. For example in a shop on display for sale, in a public location available for public use, in a secluded location available for private use • Create scenes to work with each of these "themed" furniture • Create scenes to sell the player from one leash game slaver to a passing slaver • Add work furniture and forced labor, for example weapon crafting at a blacksmith station or potion making at an alchemy table • Support Zaz Animation Pack restraints in addition to Devious Devices • Prefer themed restraints over random ones • Create a pose wheel, similar to Maria Eden allowing the player to voluntarily kneel or crawl and have the leash game slaver expect that of the player • Create a separate mod that adds furniture throughout the realm, similar to Sabguine Debauchery+ Cages Change Log: Happy Gaming. Submitter legume Submitted 08/10/2016 Category WIP / Beta Requires SexLab, SexLab Aroused, Zaz Animation Pack, Devious Devices - Assets, Devious Devices - Integration, Devious Devices - Expansion Special Edition Compatible
  5. Version 1.1.7b

    7,148 downloads

    Description The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing. The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough. Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu. Installation Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well. The framework requires you to have PapyrusUtil and SkyUI installed. Modules Info Manager For modders: This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them. For players: For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking. You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly. Init/Uninstall Manager For modders: If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu. Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order. The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it. You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod. For players: You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized. Relationship module For modders: This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other. Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1. You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting. For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value. You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank. All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod. Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B. ---- You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers. You also can ask the framework for how many relationship points are needed for the next or previous rank. Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings. For players: You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order. Documentation The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/ Permissions - You are not allowed to upload this file to other sites under any circumstances - You can convert this file to work with other games as long as you credit us as the creator of the file - You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator - You are allowed to use the assets in this file without permission as long as you credit us - You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  6. Version 0.3

    27,511 downloads

    SexCrimev0.3 SexLab Crime System Framework IMPORTANT: Version 0.3 requires a fresh savefile (that never used version 0.1 or 0.2). Due to my inexperience as a modder, I made the mistake of attaching some of my scripts directly to the player instead of with an alias in versions 0.1 and 0.2. If you don't know what this means, that's fine: It's fixed now, which should resolve a whole bunch of potential mod conflicts and bugs. Unfortunately the only way to truly fix this is to revert to a savefile that never had one of these versions of SexCrime installed before installing the latest version. I apologise for my incompetence, and assure you that it won't happen again. ----- Abstract SexCrime is modder’s framework for adding an immersive sense of criminality to many SexLab based interactions. Different players expect different prejudices in Tamriel: some are happy to imagine that it is a place of supreme tolerance and open-mindedness, others feel like its citizens should be die-hard puritans, and many expect some sort of a middleground. With this framework, players will be able to decide for themselves what constitutes sexually criminal behaviour, allowing any dependent mods to effortlessly adjust their content to fit the user’s tastes, and enhancing the overall roleplaying experience. ----- Notes SexCrime is currently in a very early development stage, and this is my first ever mod release, so bear with me. Take the usual precautions with unproven mods, and don’t blame me if your save file gets corrupted. The mod is woefully undertested. Everything in the current release works as far as I’m aware, but I haven’t tried my hardest to break it. Feel free to make any suggestions for future additions and changes to the framework. If you’re making a mod and would like to see some additional functionality in this framework to make your life easier, just send me a private message! ----- Implemented Features Automatic detection of public nudity Automatic detection of public masturbation Automatic detection of public sex Automatic detection of rape (player as aggressor) Automatic detection of homosexual sex Automatic detection of bestiality A 4-tier crime categorization system. The player can individually define each of the above to be perfectly legal, misdemeanours, serious offenses, and heinous crimes. Basic (temporary) definition of 'public area'. There's no such thing as a sex crime in an interior cell. APIs to pause/unpause any individual crime scanner, or all at once. APIs to set characters that won't report the player for any crime. APIs to convince the rape scanner that the seemingly innocent animation is actually rape. Followers won't report the player. This will probably become optional in later releases. ----- Plans For The Near Future Make witnesses actually respond to sex crimes in an immersive way (including dialog, complaining, etc), rather than just continuing on with their business. Make killing all witnesses fast enough remove the bounty (this is standard for all vanilla crimes). ----- Long-Term Plans Make framework aware of how public an area is (and provide APIs to adjust this), so that the player can feel safe about nudity, masturbation, and sex in less-travelled areas. Don't force witnesses to report every crime. Decide whether they should report the crime based on their attitudes, disposition, arousal, or possibly other factors. Make friendly, non-cowardly NPCs likely to come to the aid of the player if they witness them being raped. Make NPCs subject to the same sex-crime rules as the player. ----- API Documentation Since the source code is provided, it won't take a genius to find more ways to interact with the framework than I have listed here. Try to only use APIs listed here. Messing with other options could break the framework. If I do not list a property or function here then I make no commitment that it will remain usable in future versions. ----- Installation, Upgrade, and Removal To install, simply extract the archive over your Skyrim's data folder. Or use a mod manager, I use Nexus Mod Manager and it seems to work fine. To upgrade, simple extract the archive over an existing installation. The framework doesn't leave any particularly troublesome traces that I'm aware of. Standard mod removal practices should work. ----- Changelog v0.1 (07/07/2014):Initial release v0.2 (09/07/2014): APIs to toggle various crime scanners. APIs to add characters to a 'safelist' of characters who can't report the player. Added very basic public area detection. Any interior cell is now considered private. v0.3 (11/07/2014): Fixed a bunch of potential mod conflicts. Fixed a bug in the Safelist API. Stopped followers from reporting the player. Enhanced reporting algorithm to reduce the number of situations where the player could be reported to [blank]. NPCs that are hostile on-sight will no longer report the player. ----- Permissions This mod is open source and you’re free to make any changes you want. For the sake of user simplicity I ask that you collaborate with me in order to include useful and sensible features into the main release, rather than splintering the userbase. If I ever decide that your idea is not suitable for the main distribution, or if I drop off the face of the planet, you will always be welcome to create your own adjustments and do whatever you wish with them. ----- Contacting Me I will provide direct support to you via private message ONLY if you are a modder trying to incorporate the framework into your own mod. For any other general comments, suggestions, questions, or support, feel free to post in this thread and I will do my best to help you out.
  7. Version v20140124

    591,733 downloads

    NOTICE: CURRENTLY ABANDONED It is no longer recommended that you use this mod and instead use it's more up to date version that continues to the work started by the original author, redneck2x. The updated version of this mod that is suggested for continued use, is known as "SexLab Aroused Redux" and is available by clicking here. -------------------------------------------------------------------------------------- The mod is sub-framework for SexLab that adds simple model of sexual needs to Skyrim. Features Sexual Arousal - for ALL Skyrim residents. It is based on how much time passed from sex and on exposure to adult content. Lover's Desire - player will find it difficult to focus if aroused. SOS support - sclongs will come to life as response to arousal, hands free. Custom Naked Clothes - in MCM menu you can select clothes that will be considered as naked by the mod while wearing them. Planned Features NO DIALOGUES and/or ACTIONS in/by the mod, it is utility/framework mod More sexual preferences More variety in NPC stats based on NPC parameters I welcome ideas, requests and feedback Requirments SKSE SkyUI FNIS SexLab Recommended mods Brawl Bugs Patch - strongly recommended, otherwise brawls might turn into real fights. The patch is already included in SkyRe SOS - Schlongs of Skyrim - 2.03.012+, I use light version Some mods that use the framework Lover's Comfort by @redneck2x Lover's Victim by @redneck2x A prostitution and player slavery mod by @Heromaster Devious Devices - Integration. Now with quests! by @Min Spectator Crowds and Guards by @mainfct SexLab TDF Prostitution and Pimping by @TheDriedFinger Immersive Arousal Patch by @luffyboy SexLab Hormones by @skyrimll Instalation Copy files from ZIP file to /Skyrim/Data/ folder. Place SexLabAroused.esm after SexLab.esm Uninstall Delete: SexLabAroused.esm SexLabAroused.bsa SexLabAroused.txt FAQ Brawls turn into real fights? You might need Brawl Bugs Patch - Plugins, the patch is already included in SkyRe. You can also temporary disable cloak effect from MCM menu. Documentation Arousal Arousal = TimeRate * (DaysSinceLastOrgasm) + Sum(SingleExposure * ExposureRate) Arousal min value is 0 and max value 100, but some times -2 is returned for invalid/blocked actors ExposureRate can be set from MCM menu or by modders, values are 0-10 TimeRate decays overtime, having sex increases TmeRate, values are 0-100 SexLab Each stage of foreplay animation adds +1 exposure Orgasm reduces exposure by "actual animation duration" / "default animation duration" * 20. Tip: extending sex duration would reduce more exposure after orgasm Orgasm time is stored to each actor Rape reduces exposure by additional 10 points to victim Females can only have orgasm (arousal goes down) only if animation is tagged as Anal/Vaginal/Masturbation/Fisting Naked PC arousal increases if one sees naked NPC and visa versa If NPC sees naked PC, and PC set as Exhibitionist in MCM menu, then PCs exposure is increased NPC<->NPC naked arousal is not reliable Lover's Desire Satisfied - Arousal 0-20 : skills improve 5% faster Arousal 20-49 does nothing Distracted - Arousal : 40-69 skills improve 5% slower Aroused - Arousal : 70-89 skills improve 10% slower Need Sex - Arousal : 90+ skills improve 20% slower Losing Control - Arousal 90+ and Time Rate 70-89 : skills improve 40% slower Addicted - Arousal 90+ and Time rate 90+ : skills improve 80% slower SOS Arousal level of NPC effects SOS "bending". For Modders See attached demo pulgin - outdated, scripts will not compile but you can get general idea from it. sla_Arousal - is faction that can be used to GET PC/NPC arousal, values are 0-100. It is simplest interface to the mod and all you need to set up dialogues and/or effects. It is useless to SET faction rank since it is constantly being over-written by the mod. slaFrameworkScr - use the script to get/set/update arousal, functions names are self explanatory, if not PM me. Version History v20140123, requires SexLab 1.32+ - Some fixes arousal notifications - Fixed time rate faction updated in real time and not only after orgasm - More improvements to reset spell - Exposure now decays overtime just like Time Rate - Females can only have orgasm (arousal goes down) only if animation is tagged as Anal/Vaginal/Masturbation/Fisting - Added soft check if actor is wearing item with zad_DeviousBelt keyword, if true then actor can not have orgasm - Added slaFrameworkScr.GetMostArousedActorInLocation() returns last most aroused actor in current location, can not be player, still need to verify cell/location/none before doing something with actor - No longer checking GetVoiceType() on OnCrosshairRefChange, if referees to ash piles then script halts, maybe Skyrim bug. Many thanks to @rizof Credits Ashal for creating SexLab framework ​All modding community for creating utilities, tools, documentation - non would be possible without your support. Permissions Do what ever you want with the mod.
  8. Version 1.0.0.1

    7,798 downloads

    Honored members of the LoversLab forums, without further ado I present to you The C.A.N.S. Framework (Cooperative Algebraic Node Sizing) By Feliks, Conceptual Design by @IronRose 1.0.0.0 IS OUT Overview What does it do? The C.A.N.S. Framework was developed to solve the conflicts that arise when multiple mods attempt to change the sizes of a single node. Most frequently this occurs in mods related to pregnancy, in which the belly and breast nodes are expanded. Historically, when more than one mod attempted to change the scale they would fight over said scale and it would fluctuate between the two sizes set by separate mods as they demanded a size or one of the two would simply be ignored. But no longer. But what does it actually do? Simply put C.A.N.S. should handle calls to change node scales, take all the requested sizes, find the size the node should be set to in a variety of ways (configurable by the user, defaults to highest value only) Now at the moment it requires compatibility patches for each mod changing node scales but the beauty of the C.A.N.S. design is that there won't need to be serious revisions, just modified code files with updates. Feliks is currently at work creating patches for several of the more popular mods. For the moment, the framework does nothing, and will do nothing by itself. Requirements: An updated copy of Skyrim. Probably the XP32 Maximum Skeleton Extended by Groovtama. (Theoretically if you're running these mods with another skeleton it would work, but beware). IF YOU'RE HAVING BUGS BE SURE TO TEST WITH THE LATEST XPMSE RaceMenu (or NiOverride) SkyUI (Built with v5, not tested with older versions) SKSE (Latest version, for SkyUI) Bugs: MCM May not display immediately, saving and reloading fixes it in every test so far, cause unknown. Errors from MCM script in papyrus log, seem to be related to retrieving data from NiOverride, do not affect functionality, unsure of cause. Disclaimers: This will do nothing without patches other than add the effect to the player. This will do nothing without patches other than add the effect to the player The Framework is in beta for the time being. See plans for more info. DEVELOPMENT PLANS ModEvent implementation of a basic feature for easy soft dependency Possible expansion of which nodes are supported Implementation (for modders and scripters) or "how you learned to stop worrying and write the code" Changes in latest version: Version 1.0 is rewritten from scratch (again) except for the MCM. Everything should work now, and provided there are no crippling bugs as I test to see if mods will actually work with it now, this will be the final major release. 1.0.0.1 is an update only needed for modders who actually take the advice I wrote in the API post, it corrects a missing return function on the registration function. Currently making sure I didn't forget any others. Expect 1.0.0.2 soon if I prove that I am terrible at this.
  9. Version Beta v0.7

    96,764 downloads

    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.
  10. Version v0.9b

    104,991 downloads

    Fallout 4 : Slavery System v0.9b (alpha) Download - Thread - Blog Disclaimer: This mod is supposed to add what the Fallout universe always had - slavery. I do not condone slavery in the real world in any way. Human trafficking is one of the most evil and disturbing things out there. Never forget - this is a game - not the real world. I have implemented simple checks to prevent the enslavement of children. Modifying this mod in any way without my explicit (!) permission is strictly prohibited. Redistribution of this mod or making any patches for this mod without permission is strictly prohibited. If you want to make a patch for this mod, PM me first. That will not ever change for any reason. Also, this mod is in Alpha. It may try to kill you. I. Introduction II. Requirements & Installation III. Content IV. Troubleshooting V. Incompatibilities VI. Credits I. Introduction The Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it. I'm using DeviousDevices by Kimy and TortureDevices by Vader666 to add some spice. Keep in mind that I have a very dynamic workload in real-life and thus updates may be released every day or not for months. II. Requirements & Installation You require a copy of Fallout 4 as well as all DLCs and have Fallout 4 Script Extender installed. Fallout 4 Base Game + All DLCs Fallout 4 Script Extender (F4SE) Devious Devices 2.0+ BETA TortureDevices 1.8+ Make sure that F4SS is after the requirements in the load order. Using a clean save is advised whenever you update to a newer version of the mod. At this time in development I am not paying attention to backwards compatibility. Once you have installed the mod, you're ready to get started in your new life as slaver. When first starting the game with F4:SS enabled, you'll see notifications telling you that the mod has been installed. To get going you need to build a slaver's safe in one of your settlements. When you build your first slaver's safe, all necessary perks will be added to your character. You can then start enslaving people. III. Content F4:SS offers a great number of features to the Commonwealth Slaver. If you have any questions concerning specific mechanics, please just ask in the thread below and either myself or a more experienced user will answer. All the mechanics would warrant a Wiki, but I really cannot be bothered, so here's an overview. Enslave! Using F4:SS you can enslave your foes (and friends) instead of killing them! The mod supports an infinite number of slaves - you can capture everyone and anyone. There are a couple methods of enslaving people... Stun them: a new round for your trusty Syringer Rifle is available for crafting at any Chemistry Station: the tazer round. It will send anyone it hits (including the player!) into a 15 second stun, during which time you can enslave them. Beat them: your human enemies value their life, so there is a good chance that they'll surrender to you when reaching 20% health. But beware: the more feared you are throughout the Commonwealth, the less likely people will surrender to you. Some will prefer death over life under a cruel master. Intimidate them: so, you're a talkative person, hmm? No worries, with Intimidation Level 3 you can capture people without spilling blood! This ties into the vanilla hold-up mechanic. Control! So you just enslaved everyone in sight? Good. Now you can worry about keeping them and getting some enjoyment out of them. Command them: issue orders to your slaves, have them follow or stay. Select them for processing or change their clothes. Clothes? ... who am I kidding, they won't have clothes, will they? (But if you wanted to, you could give them clothes!) Restrain them: this mod is fully integrated with Devious Devices and devices will suppress your slaves wish for freedom. But be wary, if left to themselves, they will surely free themselves of their restraints! Punish them: Sometimes your slaves will misbehave and then you have to show them who's boss! Make sure that misbehaving slaves get what they deserve, or else they may incite others to follow their lead. Things can spiral out of control if you don't manage your slaves. Profit! Slaves are a lucrative business, both in monetary aspects as well as providing endless fun. (Unless you're actually a nice person and don't enslave people, then you might not be so amused.) Train them: good slaves need training. Break them in, show them the ropes and watch their value rise. Sell them: build auction posts in your settlements and sell your slaves for a nice profit! Enjoy them: feed them to your arena animals or do whatever you want to with them. They are your slaves, afterall. F4:SS is always expanding. I'm planning on adding tons of features, detailed slave AI, lots of training programs and more. Keep in mind that F4:SS is a project in development, bugs can and will appear and ruin your immersion. The entire system is running fairly smooth on my machine and I spent plenty of time testing it - but your mileage may vary! Also, starting with Version 1.0, the mod is going to be .esm'ified and can serve as framework for your own creations. I had that in mind from the very beginning and the entire engine is built around having simple hooks for other mods. Check the documentation in the next post if you are interested in how to make mods using F4:SS. If you're interested in adding some slave traders to your mod, don't hesitate to pitch me a PM - I'll try to make sure you get what you need to make the Commonwealth evil again. IV. Troubleshooting There are a couple thousand lines of code in this mod - things can and inevitably will go wrong. In most cases it's an unlucky coincidence, but you should tell me about it anyway. Most things will be easy to fix - but if the problem seems serious, or your game informs you that a critical error has occured, here's what you need to do Reload a save from before the issue occured. Open the console and type 'set F4SSglobalDebug to 5' and confirm. Try to reproduce the error and when it occurs again... Make a detailed post in this thread, attach your Papyrus log file as well as your load order. ​F4SS has a lot of working parts and all of them have extensive debugging capabilities. You should only enable debugging mod when you're actively hunting for a specific glitch, because debugging mode will seriously spam your Papyrus log. You really don't want that unless it's for the greater good. It is generally advised to use a clean save for each new version until the mod is declared stable. Check the thread for each versions changelog to see if a clean save is recommended or required. V. Incompatibilities Due to the fact that F4:SS is a very complicated mod that changes some of the vanilla game-mechanics, as well as adds some new mechanics, there are some mod incompatibilities present. Once the mod is pretty much finished, I'll spend some time getting rid of as many incompatibilities as possible, until then you'll have to manage your mods carefully. The mods that are currently incompatible with F4:SS are: Abduction Just Business Non-lethal or lethal resolution I'm going to keep adding to this list as things come up. VI. Credits Bethesda for Fallout 4 RuthlessPeasant for the logo LoversLab for what it is If you enjoy the mod - leave a like or follow the file to give me some extra motivation!
  11. Version 1.42

    12,013 downloads

    I tweaked the XPMSE skeleton to have a more flimsy ragdolling affect (bodies now lay flat on the ground as they are intended to do), similar to that of the (for some reason obsolete now) CUTE ragoll mod. I will be keeping this up-to-date with Groovtamas rig This ragdoll mod will be included within my HDT preset and Belly Bulge WIP post so go follow that post to keep up with updates to the skeleton that will be worked along with this project (ragdoll movements will remain the same for the most part)>>>> http://www.loverslab.com/topic/70173-ooh-lala-a-not-so-but-jiggly-hdt-preset/ If you see anything that needs to be tweaked, just say so. Requires original XPMSE (and it's requirements) just overwrite with this file http://www.loverslab...extended-xpmse/ Optional Version contains skeleton with lowered HDT Belly Node for earlier schlong detection for those who like to see a belly bulge just as schlongs pass the pelvic area (and not when its up by the ribs ) and a raised Butt Node for those who want a perkier butt that also rids of the bottom buttcheek crumple when walking. for females and female beasts only Animators - Do Not Use Optional Node Placement This modification is safe to install whenever, where ever - as it is script free- however, like all other modders, i will give the pretext caution of creating a 'backup" save even though that is absolutely unnecessary, as a skeleton.nif loads in priortiy ,and you could just install the 'vanilla' XPMSE skeleton if this dissatisfies you even after a save. Its compatible with EVERYTHING Groov's XPMSE is compatible with, and incompatible with EVERYHING Groov's XPMSE is incompatible with. All credits go to Groovtama, XP32 and SKulltyrant and their testers/collaborators.
  12. Version Version 2

    28,288 downloads

    PLEASE NOTE: This version of LPK is now outdated and no longer recommended. The new system which has reworked animations and a new animated tackle. It can be found here: http://www.loverslab.com/files/file/354-lapf/ ------------------------------------------------------------------ LOVERS RESOURCE PACK version 2 THIS FILE IS REQUIRED FOR NEW INSTALLATIONS OF LOVERS WITH PK To unpack this archive, you need a program such as 7-Zip This pack contains all the most recent Meshes, Textures, & Sounds you need to get started with Lovers with PK. On it's own, this pack will do nothing, you must also download the latest version of the esp file, which you can find in the Lovers Base Pack. Special Thanks: Ashal, Donkey, Vorpal, HanPL & WappyOne. Version 2 for use with Lovers with PK revisions 91 through 94 Q) Help! Why don't my animations line up? A) If you are on uneven ground, too close to another object (walls, stairs, chair and so on) it can screw up the alignment. If none of those are the issue then just hit the 1-4 or 9, 0 keys at the top of your keyboard to adjust the alignment while your PC is having sex. Any changes you make will be saved in your saved game. If you start a new game however, those changes are lost and you will have to adjust them again. NOTE: You can only have one adjustment per animation. If you play with races that are taller or shorter than the default imperial race then animations could be off a bit. There is no way to have the animation have multiple alignments for each race.
  13. Version 0.1

    1,235 downloads

    STARBOUND ANIMATION FRAMEWORK DESCRIPTION: My first mod ever! This mod is [eventually going to be] a modder's resource to handle animation of the player and NPCs in Starbound using their active visual assets. No cloning, no fakes, and no 'invisible' replacements - this framework aims to use the actual characters as they exist and animate them. This mod does nothing on its own, but enables players to create and include .sequence files that the framework uses to animate the characters. Important notes: - THIS MOD IS PRE-ALPHA AND SHOULD NOT BE USED ON SAVES WITH LONG HOURS. YOU HAVE BEEN WARNED. - This is, at this point, an in-progress proof of concept. It is quite incomplete, though a lot of work into trying to make it as bug-free as possible has been done. This is more meant for modders to be able to poke around and see how I intend to implement this once current showstopper problems are fixed or worked around. - It is currently in a heavy debugging state - it WILL flood your starbound.log with stuff that I use/need to see that things are progressing, though I have turned off some of the more spammy ones. Installation: Just extract the animFramework_pre_alpha.zip and place the extracted animFramework folder into your /gamepath/Starbound/mods folder. That's it. How to make it work: When you first get this mod in your Starbound, it won't do anything. You will have to manually start the invisible quest that runs everything by going into admin mode (type in: /admin) and entering in the following command: /startquest "'animFramework'" (single quotes INSIDE double quotes - this is necessary or you'll just get an error). Once the mod is running on a save file, you shouldn't need to do this again. I intend to automate this in the future. After the quest is running, you'll need a way to start the animation. I have included an activeitem that takes the place of some other script starting the animation process. Use the command /spawnitem animControlActivator to give it to yourself. Since the current default setup of the animFramework is to display setting up both the player AND an NPC, it will spawn a generic, naked human villager NPC to be used when you pick up the animControlActivator item. If there already is a usable NPC nearby (close to your character), it'll just use them instead of spawning another. When you use the animControlActivator, you will see a big green plus appear. This is just a placeholder to show that the animation framework vehicle has spawned properly and its scripts are working (if you don't see a green plus, something went wrong somewhere). The animation framework will then take over control of the NPC and your character and animate according to whatever .sequence file has been selected and the plus will vanish and return control to both the player and the NPC when the sequence is finished. .sequence files - how do they work? The .sequence files are the bread and butter of the animation framework. (Check the resources below) I have also included three sample .sequence files for people to poke at/look into, called "testOne.sequence", "testTwo.sequence", and "testThree.sequence". Just know for now that the default one called for the example is testTwo.sequence. Known issues: Due to this being pre-alpha there are a lot. I will focus on the primary ones: Not tested for multiplayer compatibility NPCs do not animate (they just stand there, though their emotes do change) - Currently a showstopper, might be a hard engine limitation Participants currently do not change their facing direction as they should in accordance with the sequence Resources (helpful for understanding how to build assets for and use this framework): Breakdown of the .sequence file Expanding the Spritesheets to increase animation possibilities (Part I) (Part II)
  14. Version 2.2

    2,536 downloads

    I'm sorry for a mess with naming this mod, because already exists "SexLife" by Dooge. But too many things in my mod were already named by 'SexLife' and change again entirely... Sorry. Let it be 'vlkSexLife' Initially it was addon for another my mod, but I decided don't make 'patches' to another mods for compatibility with SLAR reasons, but use SLAR's factions etc. as stub. What is it? Alternative for 'SexLab Aroused (Redux)'. Yes, it's SLAR, but remade for my own tastes. Especially if I prefer not slot32 gameplay but multislotted armor sets, but most of mods has lack of handling Nudity. With switchng from SLAR install ONLY on NEW game. DO NOT switch mid-game. Same to backward. MAJOR NOTES: 1. Do not mess/install with SLAR in any way. Or use my mod with SLAR's stub or original SLAR!!! 2. As sceleton of code had been taken SLAR v27a - I do not see a reason to invent a BISYCLE. But after changes that was made it's not original SLAR - unnecessary scripts was removed, over 80% of code rewrote, etc. Aroused module features and major differences from SexLab Aroused Redux (SLAR afterwards): 1. All values are interpreted as float instead int as in original. So you may with event transfer any values. Quote from original slamainscr.psc: ;Called by external programs using a modevent like ;int eid = ModEvent.Create("eventname") ;ModEvent.PushForm(eid, actor) ;ModEvent.PushFloat(eid, 3.5) ;ModEvent.Send(eid) but in real actions SLAR will omit decimal part and perform actions with 3.0 only. 2. Exposure increases have differences when seeing Naked or Sex Action and prticipating in sex has difference too. You may disagree with me but to see naked person or sex act has difference. 3. Naked arousal performed only if NPC is seeing gender preffered person. For me if NORMAL (hetero) male is seeing naked male he does not feel something related to arousal. Same for females. 'Preferrability' is floating and based on SexLab's data. Really in SexLab it's not only descreete "hetero-homo-bi", but something between this values. Let's say value 56 means that 56%-hetero and other 44%-homo. Same suggestions implemented in this mod. 4. If NPC is having around not only one naked NPC, it catch ONLY ONE fully calculated Exposure increase, other naked persons affects three times less. 5. Internally simulated sex activity of NPCs (does not affect on PC and can be switched off on any NPC, for example on followers). In SLAR if NPCs will not participate in SexLab animations too long time they Arousal will become always 100, but timerate 0. 5a. SLAR's TimeRate deleted. Instead is used "DaysToRelief" - like in real life we all have own temperament: somebody wants to fuck every hour, for another 1 act in week more than enough. It's natural. So in my mod absent absurd 'timerate' post-orgasm increasing that leads fuck-fuck-fuck to find relief with dead loop. All we have it's our temperament. 6. After orgasm arousal and exposure does not reduced by N points instead they are reset to zero. 7. After performed orgasm arousal will not grow some time as usually to simulate real-life decay. Also if NPCs were raped they arousal will not grow at all some time - simulate anticipation to sex after being raped. 8. For Nudity scanning may be used 2 variants - for PC always performed multislot scanning in all variants: 8a Vanilla - only slot32 armor check. Fast. Armors that must be considered as "Naked" or "Erotic" may be set via MCM. 8b Slot mode only for selected NPCs (followers for example). Slower then vanilla, but work correct for multislot armors (SLAR has a bug with "EroticArmor" keyword and sla_NakedArmorList, if NPC has multislot armor and at least ONE part is in list or has EroticArmor then regardless other pieces of worn items NPC is considered as Naked). 9. Exposure not constantly grows, but decays with time in proportion with OrgasmDecayRate multiplied by 3. For example, if from last exposure passed 2 hours and OrgasmDecayRate is equal 0.3 days, then resulting exposure will be multiplied by (1 - 2/(0.3 * 24)) = 0.72(2) 10. Something else I forgot. For MODDERS: Please, use common vlkSL_Interface. Use this functions for comunicating and don't jump into other scripts or great mess can happened as with SLAR: some mods uses slaInternalScr, some slaUtilScr, some slaFrameworkScr - but at the end it just slaFrameworkScr. By your wish I'll add new interface functions ASAP. COMPATIBILITY. Most of Arousal-based mods will not notice any difference. Except those mods that alters/relies on SLAR's 'timerate'. Even for those situations I tried to manipulate "DaysToRelief" values. I didn't dig in SLEN too deep but it has own 'simulating' sex life feature, so may be incompatible in meaning of messing calculations of arousal and exposure. So turn off this feature in SLEN, but no guarantee. Please, report about issues. Features: 1. Own orgasm handling, not based on SexLab's event. Recommended to turn OFF in SexLab all related to orgasm except applying cum. 2. Speeding up animation at orgasm by AnimSpeedPlugin 3. Added keys for manipulating 'Hold Orgasm' and 'Sequenced Fuck' status for actors with player involved animations: - Hold Orgasm will prevent actors in male positions to cum. - Sequenced Fuck is useful if sequence of animations (with PC) is one complex scene. When ON (true) then actor's arousal is not reset to 0 after orgasm, that allow to simulate multiply orgasms. Must be turned OFF before last in sequence animation recives OnAnimationEnd event. But main purpose don't let PC to get great amount of W&T vaginal damage. Not related to victims. But planned to add perversion/masochism stats 4. Wear&Tear module: 1. Separately track oral, vaginal and anal damage caused by sex actions. 2. Aggressive animations and especially if player is victim perform more damage. Also fisting tracked as too powerfool 3. Sex with creatures also performs more damage especially if creature has bigger size (calculated by Bounding Box) than PC. 4. I do not reduce common values of Health, Stamina. Instead effect affects at health and stamina rate regeneration. Also on prices (for oral), attack damage modifier (vaginal) and power attack damage for anal 5. Arousal affects on taked vaginal damage. If animation starts with low arousal PC takes more vaginal damage. 6. Lubricants can be bought from food or alchemy sellers. After consuming they duration is 2 game hours. 7. With damage over 50 SexLab animation may be interrupted due pain. With more damage probability of interruption grows. Consuming Ale, Black-Briar Mead, Nord Mead, Alto Wine, Wine, Skooma will prevent sex interruption for 2 hours during sex if PC's orifices are damaged. If PC is Victim interruption can't be happened anyway. Almost all settings are configurable via MCM. Requirements: SexLab, SKSE, PapyrusUtil, JContainers, 'SexLab Animation Speed Control 3' http://www.loverslab.com/files/file/2062-sexlab-animation-speed-control/ (only AnimSpeedPlugin part without AnimSpeedSexLab) Recommended to use SexLab 1.62 fixes from folder 'Patches' provided with this mod NOTICES about correct animations tagging. W&T works fine for those who can and do own animation assemblies, not blindly use SLAL packs. For proper functionality of W&T in animations Cum Sources and Tags must match. For example, animation contains both oral and vaginal stages. While registering animation used: AddPosition(Female, VaginalOral), but while tagging "Oral" is omited. As result PC does not receive oral damage. And contrary with AddPosition(Female, Vaginal) used, but with tags "Oral, Vaginal", only Vaginal damage will be applied. For better calculations best solution is to use SetStageCumID() function. Update: All updates are just overwrite, if they have no additional notes in Version History section. So, please, read this section for every update. Planned: 1. Fix bugs. Even if I do not see them now, that does not mean that they absent, especially with releasing as separate mod 2. For Aroused add new stats features and use own more complex orgasm system. Licence note: All sources and mod itself are free for everyone - do what you want, even not asking me. Anyway I can't restrict you from asking money in any way (paid mods, donations, special downloads on another sites... etc.). So it's all on your conscience. Credits: Ashal, Fishburger67, and every modder that created stuff from Requirements part Thank You! Version: 08 June 2017 Fix. Huge bug related to orgasm in animations. Stupid me, StorageUtil.UnSetIntValue(none, "vlkAR_LeadIn" + tid) and StorageUtil.UnSetFloatValue(none, "vlkAR_LeadIn" + tid) are completely different, but I'd missed 'type' difference. With more in-game time passed then more error. Please, download this update ASAP. Kind Regards.
  15. Version 1.62

    4,679 downloads

    SexLab Framework en Español Ésta es la traducción de SexLab Framework en Español Requiere el mod original ya que solo es el archivo ESM y el MCM Translation file, podés descargarlo de Aquí La versión es la 1.62 No incluye los scripts traducidos todavía pero se agregarán en un futuro próximo
  16. After writing a background story to some NPC's we came across a problem. The way relationships are working in the vanilla game. It is rather useless to simulate a way of becoming friends or enemies. So we are working on a system which will be set on top of what the Skyrim provides. The plan is to provide a layer over the existing vanilla relationships. Why? Well, why would we need such a layer? Isn't the vanila relationship system sufficient enough? Short answer: No, it isn't. Long answer: No, it isn't good enough for deeper relationships. The problem is, it is all or nothing. After a positive thing happened, you suddenly are befriended with a NPC. Same applies to the opposite. It just isn't subtle enough to build a long-term relationship. That's where the relationship layer kicks in. What it does? Before we talk about what it does, let me explain how the built-in relationships work. It uses an integer value with a range from -4 to 4. You are usually neutral to every NPC which is represented by the value of 0. Usually you can only use the range from -2 to 2 to represent a relationship. If the value is lesser than -2 you will probably get attacked by this NPC. If the value is 3 then they can follow you and 4 is usually used for marryable NPC's. There is no way to put a value in the middle between two relationship ranks to slower down the process of becoming a friend or an enemy to a NPC. Now the relationship layer will allow you to do it. Simple put it stretches the value from one relationship rank to another by 100 (Lets call this value Relationship Points or short RP). It will be synchronized with the real relationship. So if you have reached 100+ RP the relationship rank will be synchronized and goes up by 1 and RP will be reset to 0. It can also go to -100 RP and that would mean, the relationship rank will be lowered. A multiplier will be applied that will make it harder to reach the next rank in either direction. An example to illustrate it Let's say the way beggars are working should be changed. The initial situation is, that if you give a beggar a coin you are suddenly befriended with him and on top of that you get a speechcraft buff. Wut??? Ok, we change it. Lets say the action giving him a coin will be worth 20 RP. The multiplier for going up from neutral to friend is 1.0. That means to befriend him you have to give him 5 septims overtime. Now the multiplier from friend to best friend is 0.5. The action is of giving him septims is still worth 20 RP but it is a relative value and the absolute value for reaching the next rank is 10. Conclusion to make him a friend it would need now 5 times as long as in the vanilla game. And to make him a best friend it would need another 10 times handing him out a coin (Apart from the fact, in vanilla you only can befriend him). Framework functions Keep in mind, this is framework is in an early development stage and therefore any functions which are planned to provide are subject to change. Bool RegisterMod(String asModName) Registers a mod. This is needed to resolve conflicts in the grand scheme. Most setting functions requires you deliver your mod name as an argument to change a setting. Without registering it is impossible to resolve conflicts. What it does is to help identify a conflict and let the user have the control to resolve it through the MCM menu. Bool UnregisterMod(String asModName) If you have registered a mod, you can unregister this mod if you provide an uninstall routine. The user also will have the option in the MCM menu to unregister your mod. This is a game wide setting. Once done, it is registered for all savegames. Int GetGlobalSyncMode() Returns the global synchronization mode between vanilla relationship framework and APPS. This affects all unique actors when no local setting could be found. This is a game wide setting. Once done, your mod is unregistered for all savegames. 0 - No synchronization is done 1 - Only sync values towards vanilla 2 - Only sync values from vanilla 3 - Sync in both ways Bool SetGlobalSyncMode(Int aiSyncMode, String asModName) Sets the synchronization mode for all unique actors. This requires your mod to be already registered beforehand. Int GetSyncMode(Actor akNPC) Returns the synchronization mode for this specific actor. Returns -1 if no local sync mode is set. Bool SetSyncMode(Actor akNPC, String asModName, Int aiSyncMode = 1) Sets the synchronization mode for this specific actor. This requires your mod to be already registered beforehand. Float GetRelationshipPoints(Actor akNPC) Returns the actual relationship points. The range is from -499 to 499. Use Math.Ceiling(ReturnValue / 100) to get the corresponding relationship rank (You would need it if you do not want to synchronize RP with relationship ranks). Float ModRelationship(Actor akNPC, Int auiRelationshipPoints, Bool abIsSurplusCarryingOver = True) Modifies the relationship points and returns the its new value. By default if the value is more than enough to increase the next rank, it will be calculated too. Otherwise the surplus will be cut. Float SetRelationship(Actor akNPC, Int auiRelationshipPoints, String asModName) Sets the absolute value of relationship points. The value can be in the range from -499 to 499. This requires your mod to be already registered beforehand. Float GetGlobalRelationshipMulti(Int auiFromRelationshipRank, Int auiToRelationshipRank) Returns the actual multiplier for transition from one rank to another. This value affects all unique actors when no local multiplier is set. Float SetGlobalRelationshipMulti(Int auiFromRelationshipRank, Int auiToRelationshipRank, Int aiMultiplierValue, String asModName) Sets the multiplier for this specified transition stage and returns its new value. This requires your mod to be already registered beforehand. Float GetRelationshipMulti(Actor akNPC, Int auiFromRelationshipRank, Int auiToRelationshipRank) Returns the actual modifier for this actor. Returns -1 if no local multiplier is set. Float SetRelationshipMulti(Actor akNPC, Int auiFromRelationshipRank, Int auiToRelationshipRank, Int aiMultiplierValue, String asModName) Sets the multiplier for this specified transition stage for the actor and returns its new value. This requires your mod to be already registered beforehand. SetRelationshipRankCap(Actor akNPC, Int aiMaxRelationshipRank, Int auiMinRelationshipRank, String as ModName) Sets the min and max rank a relationship for an actor can be reached. By default, all actors will be restricted to -2 and 2 and will be automatically changed if the vanilla game changes the relationship rank itself (For example, doing the Dragon Rising main quest will raise the rank towards Jarl Baalgruuf to 3. If that happens, APPS will change and save the new cap itself). This requires your mod to be already registered beforehand. ------------------------------------------- That's it. I'm working now on implementing the logic and will provide an little mod where you can play with this framework and see it results. It needs some extensive testing before releasing it as a full version.
  17. View File I'm sorry for a mess with naming this mod, because already exists "SexLife" by Dooge. But too many things in my mod were already named by 'SexLife' and change again entirely... Sorry. Let it be 'vlkSexLife' Initially it was addon for another my mod, but I decided don't make 'patches' to another mods for compatibility with SLAR reasons, but use SLAR's factions etc. as stub. What is it? Alternative for 'SexLab Aroused (Redux)'. Yes, it's SLAR, but remade for my own tastes. Especially if I prefer not slot32 gameplay but multislotted armor sets, but most of mods has lack of handling Nudity. With switchng from SLAR install ONLY on NEW game. DO NOT switch mid-game. Same to backward. MAJOR NOTES: 1. Do not mess/install with SLAR in any way. Or use my mod with SLAR's stub or original SLAR!!! 2. As sceleton of code had been taken SLAR v27a - I do not see a reason to invent a BISYCLE. But after changes that was made it's not original SLAR - unnecessary scripts was removed, over 80% of code rewrote, etc. Aroused module features and major differences from SexLab Aroused Redux (SLAR afterwards): 1. All values are interpreted as float instead int as in original. So you may with event transfer any values. Quote from original slamainscr.psc: ;Called by external programs using a modevent like ;int eid = ModEvent.Create("eventname") ;ModEvent.PushForm(eid, actor) ;ModEvent.PushFloat(eid, 3.5) ;ModEvent.Send(eid) but in real actions SLAR will omit decimal part and perform actions with 3.0 only. 2. Exposure increases have differences when seeing Naked or Sex Action and prticipating in sex has difference too. You may disagree with me but to see naked person or sex act has difference. 3. Naked arousal performed only if NPC is seeing gender preffered person. For me if NORMAL (hetero) male is seeing naked male he does not feel something related to arousal. Same for females. 'Preferrability' is floating and based on SexLab's data. Really in SexLab it's not only descreete "hetero-homo-bi", but something between this values. Let's say value 56 means that 56%-hetero and other 44%-homo. Same suggestions implemented in this mod. 4. If NPC is having around not only one naked NPC, it catch ONLY ONE fully calculated Exposure increase, other naked persons affects three times less. 5. Internally simulated sex activity of NPCs (does not affect on PC and can be switched off on any NPC, for example on followers). In SLAR if NPCs will not participate in SexLab animations too long time they Arousal will become always 100, but timerate 0. 5a. SLAR's TimeRate deleted. Instead is used "DaysToRelief" - like in real life we all have own temperament: somebody wants to fuck every hour, for another 1 act in week more than enough. It's natural. So in my mod absent absurd 'timerate' post-orgasm increasing that leads fuck-fuck-fuck to find relief with dead loop. All we have it's our temperament. 6. After orgasm arousal and exposure does not reduced by N points instead they are reset to zero. 7. After performed orgasm arousal will not grow some time as usually to simulate real-life decay. Also if NPCs were raped they arousal will not grow at all some time - simulate anticipation to sex after being raped. 8. For Nudity scanning may be used 2 variants - for PC always performed multislot scanning in all variants: 8a Vanilla - only slot32 armor check. Fast. Armors that must be considered as "Naked" or "Erotic" may be set via MCM. 8b Slot mode only for selected NPCs (followers for example). Slower then vanilla, but work correct for multislot armors (SLAR has a bug with "EroticArmor" keyword and sla_NakedArmorList, if NPC has multislot armor and at least ONE part is in list or has EroticArmor then regardless other pieces of worn items NPC is considered as Naked). 9. Exposure not constantly grows, but decays with time in proportion with OrgasmDecayRate multiplied by 3. For example, if from last exposure passed 2 hours and OrgasmDecayRate is equal 0.3 days, then resulting exposure will be multiplied by (1 - 2/(0.3 * 24)) = 0.72(2) 10. Something else I forgot. For MODDERS: Please, use common vlkSL_Interface. Use this functions for comunicating and don't jump into other scripts or great mess can happened as with SLAR: some mods uses slaInternalScr, some slaUtilScr, some slaFrameworkScr - but at the end it just slaFrameworkScr. By your wish I'll add new interface functions ASAP. COMPATIBILITY. Most of Arousal-based mods will not notice any difference. Except those mods that alters/relies on SLAR's 'timerate'. Even for those situations I tried to manipulate "DaysToRelief" values. I didn't dig in SLEN too deep but it has own 'simulating' sex life feature, so may be incompatible in meaning of messing calculations of arousal and exposure. So turn off this feature in SLEN, but no guarantee. Please, report about issues. Features: 1. Own orgasm handling, not based on SexLab's event. Recommended to turn OFF in SexLab all related to orgasm except applying cum. 2. Speeding up animation at orgasm by AnimSpeedPlugin 3. Added keys for manipulating 'Hold Orgasm' and 'Sequenced Fuck' status for actors with player involved animations: - Hold Orgasm will prevent actors in male positions to cum. - Sequenced Fuck is useful if sequence of animations (with PC) is one complex scene. When ON (true) then actor's arousal is not reset to 0 after orgasm, that allow to simulate multiply orgasms. Must be turned OFF before last in sequence animation recives OnAnimationEnd event. But main purpose don't let PC to get great amount of W&T vaginal damage. Not related to victims. But planned to add perversion/masochism stats 4. Wear&Tear module: 1. Separately track oral, vaginal and anal damage caused by sex actions. 2. Aggressive animations and especially if player is victim perform more damage. Also fisting tracked as too powerfool 3. Sex with creatures also performs more damage especially if creature has bigger size (calculated by Bounding Box) than PC. 4. I do not reduce common values of Health, Stamina. Instead effect affects at health and stamina rate regeneration. Also on prices (for oral), attack damage modifier (vaginal) and power attack damage for anal 5. Arousal affects on taked vaginal damage. If animation starts with low arousal PC takes more vaginal damage. 6. Lubricants can be bought from food or alchemy sellers. After consuming they duration is 2 game hours. 7. With damage over 50 SexLab animation may be interrupted due pain. With more damage probability of interruption grows. Consuming Ale, Black-Briar Mead, Nord Mead, Alto Wine, Wine, Skooma will prevent sex interruption for 2 hours during sex if PC's orifices are damaged. If PC is Victim interruption can't be happened anyway. Almost all settings are configurable via MCM. Requirements: SexLab, SKSE, PapyrusUtil, JContainers, 'SexLab Animation Speed Control 3' http://www.loverslab.com/files/file/2062-sexlab-animation-speed-control/ (only AnimSpeedPlugin part without AnimSpeedSexLab) Recommended to use SexLab 1.62 fixes from folder 'Patches' provided with this mod NOTICES about correct animations tagging. W&T works fine for those who can and do own animation assemblies, not blindly use SLAL packs. For proper functionality of W&T in animations Cum Sources and Tags must match. For example, animation contains both oral and vaginal stages. While registering animation used: AddPosition(Female, VaginalOral), but while tagging "Oral" is omited. As result PC does not receive oral damage. And contrary with AddPosition(Female, Vaginal) used, but with tags "Oral, Vaginal", only Vaginal damage will be applied. For better calculations best solution is to use SetStageCumID() function. Update: All updates are just overwrite, if they have no additional notes in Version History section. So, please, read this section for every update. Planned: 1. Fix bugs. Even if I do not see them now, that does not mean that they absent, especially with releasing as separate mod 2. For Aroused add new stats features and use own more complex orgasm system. Licence note: All sources and mod itself are free for everyone - do what you want, even not asking me. Anyway I can't restrict you from asking money in any way (paid mods, donations, special downloads on another sites... etc.). So it's all on your conscience. Credits: Ashal, Fishburger67, and every modder that created stuff from Requirements part Thank You! Version: 08 June 2017 Fix. Huge bug related to orgasm in animations. Stupid me, StorageUtil.UnSetIntValue(none, "vlkAR_LeadIn" + tid) and StorageUtil.UnSetFloatValue(none, "vlkAR_LeadIn" + tid) are completely different, but I'd missed 'type' difference. With more in-game time passed then more error. Please, download this update ASAP. Kind Regards. Submitter vpoteryaev Submitted 05/21/2017 Category Framework & Resources Requires See section in OP Special Edition Compatible
  18. View File I tweaked the XPMSE skeleton to have a more flimsy ragdolling affect (bodies now lay flat on the ground as they are intended to do), similar to that of the (for some reason obsolete now) CUTE ragoll mod. I will be keeping this up-to-date with Groovtamas rig This ragdoll mod will be included within my HDT preset and Belly Bulge WIP post so go follow that post to keep up with updates to the skeleton that will be worked along with this project (ragdoll movements will remain the same for the most part)>>>> http://www.loverslab.com/topic/70173-ooh-lala-a-not-so-but-jiggly-hdt-preset/ If you see anything that needs to be tweaked, just say so. Requires original XPMSE (and it's requirements) just overwrite with this file http://www.loverslab...extended-xpmse/ Optional Version contains skeleton with lowered HDT Belly Node for earlier schlong detection for those who like to see a belly bulge just as schlongs pass the pelvic area (and not when its up by the ribs ) and a raised Butt Node for those who want a perkier butt that also rids of the bottom buttcheek crumple when walking. for females and female beasts only Animators - Do Not Use Optional Node Placement This modification is safe to install whenever, where ever - as it is script free- however, like all other modders, i will give the pretext caution of creating a 'backup" save even though that is absolutely unnecessary, as a skeleton.nif loads in priortiy ,and you could just install the 'vanilla' XPMSE skeleton if this dissatisfies you even after a save. Its compatible with EVERYTHING Groov's XPMSE is compatible with, and incompatible with EVERYHING Groov's XPMSE is incompatible with. All credits go to Groovtama, XP32 and SKulltyrant and their testers/collaborators. Submitter downjonsie Submitted 09/28/2016 Category Framework & Resources Requires XPMSE and it's requirements. Special Edition Compatible
  19. View File PLEASE NOTE: This version of LPK is now outdated and no longer recommended. The new system which has reworked animations and a new animated tackle. It can be found here: http://www.loverslab.com/files/file/354-lapf/ ------------------------------------------------------------------ LOVERS RESOURCE PACK version 2 THIS FILE IS REQUIRED FOR NEW INSTALLATIONS OF LOVERS WITH PK To unpack this archive, you need a program such as 7-Zip This pack contains all the most recent Meshes, Textures, & Sounds you need to get started with Lovers with PK. On it's own, this pack will do nothing, you must also download the latest version of the esp file, which you can find in the Lovers Base Pack. Special Thanks: Ashal, Donkey, Vorpal, HanPL & WappyOne. Version 2 for use with Lovers with PK revisions 91 through 94 Q) Help! Why don't my animations line up? A) If you are on uneven ground, too close to another object (walls, stairs, chair and so on) it can screw up the alignment. If none of those are the issue then just hit the 1-4 or 9, 0 keys at the top of your keyboard to adjust the alignment while your PC is having sex. Any changes you make will be saved in your saved game. If you start a new game however, those changes are lost and you will have to adjust them again. NOTE: You can only have one adjustment per animation. If you play with races that are taller or shorter than the default imperial race then animations could be off a bit. There is no way to have the animation have multiple alignments for each race. Submitter gregathit Submitted 03/11/2013 Category Framework & Resources Requires  
  20. View File Description The APPS - Framework is a collection of tools and settings mainly aimed for modders while allowing players to change how mods interact with the functionality this framework is providing. The current release is a beta version. Although the code was tested for bugs and odd behavior, we want to encourage modders to write little test plugins which make use of the framework in order to have a larger test base and see if the code is stable enough. Also, we would like the users to test the interface and let us know if they are missing something which should be included in the MCM menu. Installation Just download the the main file and install it with your Mod Manager of your choice. If you want to test the functionality and want to see how to use the framework itself we recommend to download the test package as well. The framework requires you to have PapyrusUtil and SkyUI installed. Modules Info Manager For modders: This module allows you to make use of a more convenient way to push infos, warnings and errors from your mod through the framework. You can choose what kind of messages you want to provide and how you want to provide them. For players: For each and every mod which is redirecting messages through the framework you can set up how you want to be informed. You can just accept what the mod author has set up or change the settings to your liking. You are even able to completely disable logging for your game session (a game session is valid until closing the game) while in-game. So, if you want just to play and don't care about any error output you can do so. And if you change your mind you can also turn it back on, on the fly. Init/Uninstall Manager For modders: If your mod needs to set up some things before it can be fully activated, you can pass the framework your init quest. It will then be displayed for the player in the MCM menu in a list, together with all the other init quests from other mods. The ordering of this list can be easily changed through the menu. Mods' init quests will be chained and called one after another to allow for a more safe way to init your mod. You can be sure that every mod, which allows their initialization process to be handled by the framework, does not interfere with your initialization. You can also provide a tooltip to let the player know if your mod needs to be placed in a specific order. The more mods support this way of initializing , the less bugs will happen through this critical stage of the mod because it will be more unlikely that the Papyrus engine will skip some of the code due to technical reasons. Also, since the player can set up them in a specific order (and if the order is setup the way your mods need it) you can make sure that your mod will be installed after or before certain mods, if you require it. You can also provide the framework with an uninstall quest so you don't have to write an extra MCM menu just for deinstalling your mod. For players: You can change the order in which mods should be initialized. You can build an initialization chain for them or you can manually initialize them. You have control over when these mods should be initialized. Relationship module For modders: This module allows you to create versatile relationships and combine it with the Skyrim's internal relationship system. Or you can decide to make those working independent from each other. Relationship points are from -499 to 499 and represent a similar structure as the vanilla system. With this module you are able to add or subtract relationship points which are calculated against a multiplier. The default multiplier value going from 0 - 100/-100 is 1.0 while from 100 to 200/-100 to -200 is 0.5. That means if you add 100 points to an actor this would result in 100 points if the current rank is 0 and 50 points if the current rank is 1. You can set a sync mode between this system and the vanilla system. Values are: 0 - disabled, 1 - from RS mod to vanilla only, 2 - from vanilla to RS only, 3 - both ways. The sync mode can be set globally which will then be applied to every actor. You also can set on specific actors which does overwrite the global setting. For example: You set global sync mode to 0 but also set a local sync mode for Heimskr to 3. The local value wins and ignores the global value. You also can fine tune the relationship multipliers globally/locally. Same rules applies as above. A multiplier must be a positive float number and can be set for each rank to rank. All those settings are regulated by priorities. You can change the values as you like, but if your mod has not the highest priority, your changes will not be applied. The user decides, which mod he wants to have the highest priority. Your values will be saved and when the priority order changes and your mod is now on the highest priority your changes will be applied immediatly w/o needing an interaction from your mod. Only one mod can have the highest priority at all time. Let's say there is Mod A and Mod B. Mod A has the highest priority and changes local relationship multipliers on different actors, nothing else. Mod B changes the global relationship multiplier and a local relationship multiplier which conflicts with one of the changes of Mod A. What happens now, that the global relationship multiplier will be applied from Mod B (because Mod A hasn't set any global relationship multipliers) and all of the local relationship multipliers are applied by Mod A including the one which conflicts with Mod B. ---- You can change the relationship points two ways: One way is with the function ModRelationshipPoints() which applies the multiplier and the second one is by using the function SetRelationshipPoints() which sets the relationship to to passed value w/o modifiers. You also can ask the framework for how many relationship points are needed for the next or previous rank. Those functions can be used by any mods w/o registering to the module in the first place. You only need to register your mod if you are planning to change the default settings. For players: You can set up the priority order and have the control about which mod should change the values. In the next mini releases we will work on the MCM menu, where you can see, what the mods do change exaclty and use those informations to arrange the priority order. Documentation The documenation can be seen here: https://github.com/heromaster/APPS---Framework/wiki/ Permissions - You are not allowed to upload this file to other sites under any circumstances - You can convert this file to work with other games as long as you credit us as the creator of the file - You are allowed to modify our files and release bug fixes or improve on the features so long as you credit us as the original creator - You are allowed to use the assets in this file without permission as long as you credit us - You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms Submitter APPS Dev Team Submitted 10/29/2014 Category Framework & Resources Requires PapyrusUtil, SkyUI Special Edition Compatible  
  21. View File SexCrimev0.3 SexLab Crime System Framework IMPORTANT: Version 0.3 requires a fresh savefile (that never used version 0.1 or 0.2). Due to my inexperience as a modder, I made the mistake of attaching some of my scripts directly to the player instead of with an alias in versions 0.1 and 0.2. If you don't know what this means, that's fine: It's fixed now, which should resolve a whole bunch of potential mod conflicts and bugs. Unfortunately the only way to truly fix this is to revert to a savefile that never had one of these versions of SexCrime installed before installing the latest version. I apologise for my incompetence, and assure you that it won't happen again. ----- Abstract SexCrime is modder’s framework for adding an immersive sense of criminality to many SexLab based interactions. Different players expect different prejudices in Tamriel: some are happy to imagine that it is a place of supreme tolerance and open-mindedness, others feel like its citizens should be die-hard puritans, and many expect some sort of a middleground. With this framework, players will be able to decide for themselves what constitutes sexually criminal behaviour, allowing any dependent mods to effortlessly adjust their content to fit the user’s tastes, and enhancing the overall roleplaying experience. ----- Notes SexCrime is currently in a very early development stage, and this is my first ever mod release, so bear with me. Take the usual precautions with unproven mods, and don’t blame me if your save file gets corrupted. The mod is woefully undertested. Everything in the current release works as far as I’m aware, but I haven’t tried my hardest to break it. Feel free to make any suggestions for future additions and changes to the framework. If you’re making a mod and would like to see some additional functionality in this framework to make your life easier, just send me a private message! ----- Implemented Features Automatic detection of public nudity Automatic detection of public masturbation Automatic detection of public sex Automatic detection of rape (player as aggressor) Automatic detection of homosexual sex Automatic detection of bestiality A 4-tier crime categorization system. The player can individually define each of the above to be perfectly legal, misdemeanours, serious offenses, and heinous crimes. Basic (temporary) definition of 'public area'. There's no such thing as a sex crime in an interior cell. APIs to pause/unpause any individual crime scanner, or all at once. APIs to set characters that won't report the player for any crime. APIs to convince the rape scanner that the seemingly innocent animation is actually rape. Followers won't report the player. This will probably become optional in later releases. ----- Plans For The Near Future Make witnesses actually respond to sex crimes in an immersive way (including dialog, complaining, etc), rather than just continuing on with their business. Make killing all witnesses fast enough remove the bounty (this is standard for all vanilla crimes). ----- Long-Term Plans Make framework aware of how public an area is (and provide APIs to adjust this), so that the player can feel safe about nudity, masturbation, and sex in less-travelled areas. Don't force witnesses to report every crime. Decide whether they should report the crime based on their attitudes, disposition, arousal, or possibly other factors. Make friendly, non-cowardly NPCs likely to come to the aid of the player if they witness them being raped. Make NPCs subject to the same sex-crime rules as the player. ----- API Documentation Since the source code is provided, it won't take a genius to find more ways to interact with the framework than I have listed here. Try to only use APIs listed here. Messing with other options could break the framework. If I do not list a property or function here then I make no commitment that it will remain usable in future versions. ----- Installation, Upgrade, and Removal To install, simply extract the archive over your Skyrim's data folder. Or use a mod manager, I use Nexus Mod Manager and it seems to work fine. To upgrade, simple extract the archive over an existing installation. The framework doesn't leave any particularly troublesome traces that I'm aware of. Standard mod removal practices should work. ----- Changelog v0.1 (07/07/2014):Initial release v0.2 (09/07/2014): APIs to toggle various crime scanners. APIs to add characters to a 'safelist' of characters who can't report the player. Added very basic public area detection. Any interior cell is now considered private. v0.3 (11/07/2014): Fixed a bunch of potential mod conflicts. Fixed a bug in the Safelist API. Stopped followers from reporting the player. Enhanced reporting algorithm to reduce the number of situations where the player could be reported to [blank]. NPCs that are hostile on-sight will no longer report the player. ----- Permissions This mod is open source and you’re free to make any changes you want. For the sake of user simplicity I ask that you collaborate with me in order to include useful and sensible features into the main release, rather than splintering the userbase. If I ever decide that your idea is not suitable for the main distribution, or if I drop off the face of the planet, you will always be welcome to create your own adjustments and do whatever you wish with them. ----- Contacting Me I will provide direct support to you via private message ONLY if you are a modder trying to incorporate the framework into your own mod. For any other general comments, suggestions, questions, or support, feel free to post in this thread and I will do my best to help you out. Submitter leechlord Submitted 07/07/2014 Category Framework & Resources Requires SexLab Framework Special Edition Compatible
  22. Updated - 4/09/2015 Working on animate able anus for male and female. Also adding custom attributes to make animation extremely easy. This will be added to pornphiles controller rig. I'll be doing the same for the vagina and tongue when complete. Updated - 3/26/2015 Added temple of mephala east of whiterun, please share any cosmetic issues, lore issues or any problems with this, be honest, thanks! Navmeshed 3/25/2015 I've re-arranged the second room in the sleeping giant inn to accommodate meeting Katreena here for the first time. The bathtub sequence is nearly complete. I currently have one animation finished for the bathtub, where the NPC lies in the tub with basic ambient movement, breathing and headtracking. I've learned how to make custom furniture that associate a custom animation. Here is my gameplan for release: 1. Finish bathtub sequence. 2. Finish two sex scenes. - This involves finishing up the new body type with the built in vagina and anus. I'm wondering if I should use CBBE or the new UUNP all in one body? - This involves finishing the new male body basic schlong solution (normal or hung). - This involves finishing up the animate-able tongue. 3. Finalize by Katreena being an optional companion you can take. I already have the custom follow package complete, so this part will be fast. 4. Release v1.0 which is SLFC framework and Katreena's basic recruitment quest with one foreplay scene and two sex scenes unlocked. Spoiler Sexlab female companions voiced v1.0 SexLab Companions v1.0 is an upcoming framework with two default voiced female companions. You'll be able to recruit either companion from the Riverwood inn upon completing their recruitment quest. The mod will be highly lore friendly, immersion is a big factor. I've been forced to make new body types to allow for high quality animations that show actual penetration. I'm almost done! Animated Vagina & Anus I'm working on adding a vagina & anus to the new male and female body types I'm working on, along with a basic schlong solution: normal or hung. Companion - Katreena Darkmoore Companion - Diyana Progress http://www.loverslab.com/topic/36674-can-someone-help-convert-this-setangle-code-to-use-translateto/?do=findComment&comment=920882 http://www.loverslab.com/topic/36624-is-it-safer-to-use-global-variables-or-conditional-variables-inside-a-script/?do=findComment&comment=919846 http://www.loverslab.com/topic/36616-3d-studio-max-animators-please-help-me/?do=findComment&comment=919748 http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/page-115?do=findComment&comment=916852 http://www.loverslab.com/topic/36419-is-there-anyway-to-ensure-animations-always-start-with-correct-alignment/?do=findComment&comment=914573 http://www.loverslab.com/topic/36416-solved-how-to-play-undress-animation-from-script/?do=findComment&comment=914501 http://www.loverslab.com/topic/35884-how-to-play-multiple-animations-back-to-back/ http://www.loverslab.com/topic/35813-solved-make-follower-talk-during-sex-plus-fade-in-out-between-stages/ http://www.loverslab.com/topic/35864-solved-which-sex-lab-animations-have-cunnilingus/ http://www.loverslab.com/topic/35836-solved-start-animation-from-specific-stage-and-end-on-specific-stage/ Post your ideas Sexuality: Straight, Bi, Gay, Bestial (any of these are fine) Please request what fetish you would like to see. All characters are over the age of 19-20. Feel free to include lines of dialogue you'd like to see in your post. What am I working on right now? * 11/7/2014 - Creating a female and male body type with animate-able anus and animate-able vagina for female body. These will be compatible with three new schlong sizes: small, normal, hung ... This will allow me to make the type of content I need for this mod. * 10/5/2014 - Trying to figure out how to get SOS schlongs into 3d studio max with the correct sizes for making animations. * 10/5/2014 - Trying to figure out how to prevent SOS from schlonging the female companions. * 10/5/2014 - Completed customized cbbe v3.3 body that has a female genital that can be animated. The customized body animates along with the female genital. Bodyslide compatible. * 9/25/2014 - Created an MCM Menu that allows player to choose which companion they want and optionally set their personalities. * 9/29/2014 - Got vaginal animations working, but using xp32 1.6 skeleton, I need to figure out why the vagina bones broke after 1.6. * 9/25/2014 - Converted the mod into Sex Lab Female Companions. Katreena Darkmore is still the primary focus of the mod along with the cuckold roleplay, however we need another modder who is willing to expand Diyana. The framework makes this easy. Basically if you want to modify Diyana, all you really need to know is how to create a quest and dialogue. * 9/24/2014 - Creating hugging animation, almost finished * 9/24/2014 - Polishing dialogue, making Katreena extremely charming, creating powerful emotions between player and katreena. * 9/24/2014 - Finished grind kissing animation. * 9/21/2014 - Purely dialogue and the mind fuck factor to turn the player on as much as possible. * 9/18/2014 - Experimenting with player being shorter than Katreena. * 9/18/2014 - adjusted kissing animations and modifying facial expressions. * 9/18/2014 - Added MCM menu functionality. * 9/18/2014 - Adding dialogue. * 9/16/2014 - I need to learn how to make paired animations in 3d studio max. * 9/15/2014 - Finished the personality system, current personas are alpha or submissive (cukold). There is also room for new personalities for modders. * Adding new lines of dialogue for alpha male play through. * Smoke testing * Making sure dialogue makes sense. * I'm probably a week away from release at the current rate. * 9/13/2014 - Dialogue writing and butt worship side quest. Good writing takes a long time, I can't be too vulgar or it breaks immersion. The progression has to be slow and clever. So far I've hit some sweet spots with the mind fucking. * Finished simple butt dance animation. * 9/11/2014 - Working on humiliation dialogue to mind fuck the player. Just finished giving her two hairstyles, one for when she is following, the other for when she's relaxing. * finished a custom cum leaking effectshader * finished second draft of face using cme * converted her to a stand alone model which means she has her own textures and mesh * gave her unique circlet jewelry * almost finished with her recruitment quest * implemented more features to make her feel more alive, don't want to give spoilers. SONG OF THE DAY http://grooveshark.com/#!/s/Stratosphere/3iAJog?src=5
  23. View File NOTICE: CURRENTLY ABANDONED It is no longer recommended that you use this mod and instead use it's more up to date version that continues to the work started by the original author, redneck2x. The updated version of this mod that is suggested for continued use, is known as "SexLab Aroused Redux" and is available by clicking here. -------------------------------------------------------------------------------------- The mod is sub-framework for SexLab that adds simple model of sexual needs to Skyrim. Features Sexual Arousal - for ALL Skyrim residents. It is based on how much time passed from sex and on exposure to adult content. Lover's Desire - player will find it difficult to focus if aroused. SOS support - sclongs will come to life as response to arousal, hands free. Custom Naked Clothes - in MCM menu you can select clothes that will be considered as naked by the mod while wearing them. Planned Features NO DIALOGUES and/or ACTIONS in/by the mod, it is utility/framework mod More sexual preferences More variety in NPC stats based on NPC parameters I welcome ideas, requests and feedback Requirments SKSE SkyUI FNIS SexLab Recommended mods Brawl Bugs Patch - strongly recommended, otherwise brawls might turn into real fights. The patch is already included in SkyRe SOS - Schlongs of Skyrim - 2.03.012+, I use light version Some mods that use the framework Lover's Comfort by @redneck2x Lover's Victim by @redneck2x A prostitution and player slavery mod by @Heromaster Devious Devices - Integration. Now with quests! by @Min Spectator Crowds and Guards by @mainfct SexLab TDF Prostitution and Pimping by @TheDriedFinger Immersive Arousal Patch by @luffyboy SexLab Hormones by @skyrimll Instalation Copy files from ZIP file to /Skyrim/Data/ folder. Place SexLabAroused.esm after SexLab.esm Uninstall Delete: SexLabAroused.esm SexLabAroused.bsa SexLabAroused.txt FAQ Brawls turn into real fights? You might need Brawl Bugs Patch - Plugins, the patch is already included in SkyRe. You can also temporary disable cloak effect from MCM menu. Documentation Arousal Arousal = TimeRate * (DaysSinceLastOrgasm) + Sum(SingleExposure * ExposureRate) Arousal min value is 0 and max value 100, but some times -2 is returned for invalid/blocked actors ExposureRate can be set from MCM menu or by modders, values are 0-10 TimeRate decays overtime, having sex increases TmeRate, values are 0-100 SexLab Each stage of foreplay animation adds +1 exposure Orgasm reduces exposure by "actual animation duration" / "default animation duration" * 20. Tip: extending sex duration would reduce more exposure after orgasm Orgasm time is stored to each actor Rape reduces exposure by additional 10 points to victim Females can only have orgasm (arousal goes down) only if animation is tagged as Anal/Vaginal/Masturbation/Fisting Naked PC arousal increases if one sees naked NPC and visa versa If NPC sees naked PC, and PC set as Exhibitionist in MCM menu, then PCs exposure is increased NPC<->NPC naked arousal is not reliable Lover's Desire Satisfied - Arousal 0-20 : skills improve 5% faster Arousal 20-49 does nothing Distracted - Arousal : 40-69 skills improve 5% slower Aroused - Arousal : 70-89 skills improve 10% slower Need Sex - Arousal : 90+ skills improve 20% slower Losing Control - Arousal 90+ and Time Rate 70-89 : skills improve 40% slower Addicted - Arousal 90+ and Time rate 90+ : skills improve 80% slower SOS Arousal level of NPC effects SOS "bending". For Modders See attached demo pulgin - outdated, scripts will not compile but you can get general idea from it. sla_Arousal - is faction that can be used to GET PC/NPC arousal, values are 0-100. It is simplest interface to the mod and all you need to set up dialogues and/or effects. It is useless to SET faction rank since it is constantly being over-written by the mod. slaFrameworkScr - use the script to get/set/update arousal, functions names are self explanatory, if not PM me. Version History v20140123, requires SexLab 1.32+ - Some fixes arousal notifications - Fixed time rate faction updated in real time and not only after orgasm - More improvements to reset spell - Exposure now decays overtime just like Time Rate - Females can only have orgasm (arousal goes down) only if animation is tagged as Anal/Vaginal/Masturbation/Fisting - Added soft check if actor is wearing item with zad_DeviousBelt keyword, if true then actor can not have orgasm - Added slaFrameworkScr.GetMostArousedActorInLocation() returns last most aroused actor in current location, can not be player, still need to verify cell/location/none before doing something with actor - No longer checking GetVoiceType() on OnCrosshairRefChange, if referees to ash piles then script halts, maybe Skyrim bug. Many thanks to @rizof Credits Ashal for creating SexLab framework ​All modding community for creating utilities, tools, documentation - non would be possible without your support. Permissions Do what ever you want with the mod. Submitter redneck2x Submitted 08/10/2013 Category Framework & Resources Requires SKSE,FNIS,SkyUI,SexLab Special Edition Compatible
  24. View File Honored members of the LoversLab forums, without further ado I present to you The C.A.N.S. Framework (Cooperative Algebraic Node Sizing) By Feliks, Conceptual Design by @IronRose 1.0.0.0 IS OUT Overview What does it do? The C.A.N.S. Framework was developed to solve the conflicts that arise when multiple mods attempt to change the sizes of a single node. Most frequently this occurs in mods related to pregnancy, in which the belly and breast nodes are expanded. Historically, when more than one mod attempted to change the scale they would fight over said scale and it would fluctuate between the two sizes set by separate mods as they demanded a size or one of the two would simply be ignored. But no longer. But what does it actually do? Simply put C.A.N.S. should handle calls to change node scales, take all the requested sizes, find the size the node should be set to in a variety of ways (configurable by the user, defaults to highest value only) Now at the moment it requires compatibility patches for each mod changing node scales but the beauty of the C.A.N.S. design is that there won't need to be serious revisions, just modified code files with updates. Feliks is currently at work creating patches for several of the more popular mods. For the moment, the framework does nothing, and will do nothing by itself. Requirements: An updated copy of Skyrim. Probably the XP32 Maximum Skeleton Extended by Groovtama. (Theoretically if you're running these mods with another skeleton it would work, but beware). IF YOU'RE HAVING BUGS BE SURE TO TEST WITH THE LATEST XPMSE RaceMenu (or NiOverride) SkyUI (Built with v5, not tested with older versions) SKSE (Latest version, for SkyUI) Bugs: MCM May not display immediately, saving and reloading fixes it in every test so far, cause unknown. Errors from MCM script in papyrus log, seem to be related to retrieving data from NiOverride, do not affect functionality, unsure of cause. Disclaimers: This will do nothing without patches other than add the effect to the player. This will do nothing without patches other than add the effect to the player The Framework is in beta for the time being. See plans for more info. DEVELOPMENT PLANS ModEvent implementation of a basic feature for easy soft dependency Possible expansion of which nodes are supported Implementation (for modders and scripters) or "how you learned to stop worrying and write the code" Changes in latest version: Version 1.0 is rewritten from scratch (again) except for the MCM. Everything should work now, and provided there are no crippling bugs as I test to see if mods will actually work with it now, this will be the final major release. 1.0.0.1 is an update only needed for modders who actually take the advice I wrote in the API post, it corrects a missing return function on the registration function. Currently making sure I didn't forget any others. Expect 1.0.0.2 soon if I prove that I am terrible at this. Submitter Feliks Submitted 07/13/2015 Category Other Requires SKSE, PapyrusUtil, SkyUI(For the MCM), Mods that modify node scale. Special Edition Compatible
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