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View File Read this first before asking question in the thread. http://www.loverslab.com/topic/48940-goodbye/ REQUIRES SexoutNG 2.10.93 STABLE (Updated on 21 of june 2015) Lutana plugin (optional - to save-restore animation ban list across the playthrougs) - http://www.nexusmods.com/newvegas/mods/55399/? Description Tired of seeing animation you don't like for Nth time? Want it gone? Then this plugin is for you! It allows you to add and remove animations to\from black list in real time and in MCM menu! MCM menu Brand new MCM menu allows you to choose which animations you don't like in MCM menu. Wait 5-7 seconds after game starts to bring up MCM picker!! Use Arrow keys inside MCM menu Left and right to switch between avaiable plugins Up to see list of blocked anims for current plugin "Q" to store all animation in block list to .ini file-----------------Lutana plugin needed "W" - to restore all animations in block list from .ini file--------Lutana plugin needed Instruction on how to block animation in real time When player is having sex press "Attack" button to add or remove currently playing animation to\from random picker. If animation is in black list - it will be removed. You will see message Removing X from Black list. Origin is Y. If animation is NOT in black list - it will be added to it. You will see message Adding X to Black list. Origin is Y X is the # of animation Y is the name of animation plugin. Content of black list will be dumped into console. Keep in mind that black list exists for each plugin and that for instance Sexout, ZAZ and Amra all have a #401 animation. When player is having sex press "Aim" button to see number of current anim playing Hotkeys can be changed via console. Set SexoutABKey to N ;--------------button to add\remove anim to\from black listset SexoutABKeyShowAnim to N ;----- button to show current anim playing where N is number of control code. Control Codes: Credits Thanks Odessa for working on Sexout Submitter Guest Submitted 06/03/2015 Category WIP / Beta Requires SexoutNG 2.10.93 STABLE or later.
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View File Adds a variety of STDs as active effects to Skyrim using SexLab. This is a mod to add an element of danger and realism to your sexual encounters within Skyrim. Having sex now carries the risk of getting an STD that will be applied to your character as an active effect. There are quite a lot of different STDs that you can get, and each race has two STDs that you can only get from sex with members of that race. This mod includes real-life STDs, like Chlamydia, that can be caught from anyone, and also ones that I've made up to try and suit Skyrim's lore, such as 'Cuttirke' - an STD you can catch from Nords. If you'd like to suggest names that could replace the real-life STDs, please do! I'm awful at making up names that sound Skyrim-ish. Ok, what effect do STDs have? STDs lower your stats. You can lose Magicka, Stamina, Health, Strength (melee damage) or any combination of those 4. Additionally, having an STD always gives the following two negative effects: "Embarrassment" -- Lowers your speech stat. As a neat side-effect, this also means that your chances of getting further sex though many different mods is decreased because a lot of mods base your ability to convince NPCs to have sex with you on your speech skill. "Infected" -- Lowers your health and stamina regen. Being infected therefore slows how quickly you can become healthy again after a battle. So what happens if I get an STD? You'll need to cure it! Generic cure disease potions will not cure your STDs, so you're going to need to buy or craft a specific curing potion for the STD that you got. These potions are not always successful in curing your STDs, so you'll need to make sure you can afford to buy or craft enough to actually cure your diseases. All right, how do I protect myself from getting an STD? Condoms, of course! This mod adds 5 condoms to the game that are made of different materials based on what condoms have been made with throughout history. The least effective condom is the Intestine condom, which is of course made from an animals intestine, and the most effective condom is the latex condom. Because Skyrim doesn't contain any latex (not by default, at least...) I've had to improvise on the crafting recipe. If you can improve it, let me know! But where will I find condoms and cures? Cures are created in a cooking pot and require one cure disease potion, plus one other ingredient, which varies on the type of STD you caught. The ingredients required are nearly all common foods, such as bread. But a couple of diseases have slightly more difficult requirements, like bear claws. All cures are created two at a time. Condoms are created at the tanning rack. They require one leather strip, and one other material. You create 3 condoms at a time. The way you set the mod up sucks! I want to change it! You're in luck! My biggest pet-peeve with mods is when I can't make them work how I want them to. Fortunately, that's not a problem with SexLab STDs. Nearly everything in this mod is configurable! Basically the only thing you can't change is how effective each type of condom is. How do I install/update/remove this mod? Install the mod by moving the three files in the *.rar to <SteamApps>Skyrim\Data and then activating the *.esp using the Launcher, or your favourite mod manager. From v1.3 onwards, you should be able to update the mod simply by overwriting the old files with the new ones, and letting the mod update itself. Because I've never coded an auto-updater before, there is a chance this won't work. If that's the case (first, I'm sorry!) then follow the instructions below for performing a clean save. To remove the mod, use the uninstall option in the MCM and follow the instructions. I want to mod this mod! That's awesome. If you want to make any changes to the *.esp, then feel free. All I ask is for credit as the original author, and that you keep using the original logo. If you want access to the source code... you need to wait a little while. I'm fine with sharing it, but I want to clean it up and make it readable before I make it public. Known bugs/issues: The MCM menu doesn't always get added to your game automatically. If it hasn't been installed within a minute or so of you loading your game, open the config menu of some other mod (SexLab, SoS, etc.) and it should force SexLab STDs to install its menu. Rape is stupidly difficult to detect reliably. As such, you might get "raped" when you are having totally consensual sex. All I can advise is to manually remove any STDs you get from this happening. I'm still trying to make rape detection that actually works. Features I still want to add: Actual models for condoms in the menu. (If you are a modeler who wants a simple and probably quite quick project, let me know!) No STD risk for having sex with your spouse or follower. Increased STD risk from sex with beggars, etc. What's new in v1.3a? Updated scripts to work with SexLab v1.39. Added proper detection to creature animations. No longer checks for condom breakage if you aren't using one. No changes to the *.esp; simply install over the top of the old version and it should auto-update the scripts. What's new in v1.3? (This one's big! Heh...) [NOTE: You may need a clean save for this update! If features fail, do a clean save!] Note: The filesize is much smaller for this version. That's normal! I removed the merchant, so there are no custom meshes and textures needed now. Player is now reliably detected every time! NPC/NPC sex will not trigger condom use or STD spread for the player. Merchant removed; players now craft their own Condoms and Cures, or find them on bandits and in general goods stores. Condoms are crafted with leather strips and an item that makes sense at a tanning rack. E.g. 1x Leather Strip and 1x Linen Wrapping for 3 linen condoms. Cures are crafted with a cure disease potion and an ingredient of some sort. You create them at cooking pots. Added a chance for NPCs to have and use their own condoms. The Dragonborn isn't the only one who likes to be safe... Added random comments from NPCs when the player has an STD. Sometimes they'll be concerned, other times... not so much. Improved sex detection. The script reliably picks up on the type of sex now (e.g. anal, vaginal, boobjob...). Added configuration for STD spread. You can now choose which sex acts transfer diseases. By default, handjobs and boobjobs are safe. Additionally, added the ability to override STD risk for lesbian sex. If you want, you can make F/F sex with a strap-on completely safe. Added a very small chance for condoms to break during sex. This feature can be disabled. Improved logging. The mod now logs to the console and can be checked at any time. Added update support for the MCM menu. I'm hoping that future versions of SexLab STDs can be installed over the old ones and auto-updated by the mod itself. SIGNIFICANTLY edited the effects STDs have on the player's character. Getting an STD is no longer a death sentence. SIGNIFICANTLY re-balanced prices of both condoms and cures. You'll probably want to craft most of your stuff - but now purchasing isn't prohibitively expensive. And, of course, plenty of miscellaneous bug fixes and code changes that are too boring to mention here. What's new in v1.2? [PLEASE NOTE: UPDATING v1.11 to v1.2 REQUIRES A CLEAN SAVE. SEE BELOW FOR HELP.] Better PC detection. STILL F*CKING BUGGY >.< NPCs can get ill from having sex with infected players. (Take that, rapists!) Configurable prices for the condoms. SKSE is required for this feature. Better Mod Configuration Menu. Uninstall option implemented. A ton of bugfixes and other improvements. What's new in v1.11? Detects whether the player is involved or not, and disables STD spread and condom use if they're not. BUGGY. Female players are now presented with a choice to back out of sex if the NPC refuses to wear a condom. Male players are now given the choice of using a condom or not (for example, you may choose not to use one for oral sex as it carries a much lower STD risk). Rapists won't use condoms any more. How to perform a clean save: Load your old save normally. Remove any condoms, potions or active STDs (cheat if you need to). Enter this console command: stopquest sexlabstds OR: If you're using v1.2 or later, use the Uninstall option of the MCM, and ignore the previous two steps. Save the game, and then quit. Uninstall the old version of SexLab STDs (remove the *.esp from your load order). Load the save you just made (ignore the missing item message), then immediately save and quit. Install the latest version of SexLab STDs. (I recommend Nexus Mod Manager). Load your save again. You should get a message telling you SexLab STDs is installed. If the Mod Configuration Menu doesn't appear or doesn't update: Open the menu of some other mod (SexLab, for instance). Wait 1 minute and see if the menu installs. OR: Enter this console command: setstage ski_configmanagerinstance 1 and wait for your menus to refresh. Thank you for looking at my mod. If you love or hate it, want to suggest features, or have a bug to report, please get in touch! If you do download this mod, please remember that this is my first ever attempt at Skyrim modding, and some unexpected bugs are likely to pop up. The script shouldn't effect your savegame in any way and so uninstalling should be simple if you decide it isn't for you or if it won't work for some reason I can't predict. Submitter a2b Submitted 11/23/2013 Category Sex Effects Requires SexLab, SkyUI (MCM), SKSE Special Edition Compatible
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Version 1.3a
31,965 downloads
Adds a variety of STDs as active effects to Skyrim using SexLab. This is a mod to add an element of danger and realism to your sexual encounters within Skyrim. Having sex now carries the risk of getting an STD that will be applied to your character as an active effect. There are quite a lot of different STDs that you can get, and each race has two STDs that you can only get from sex with members of that race. This mod includes real-life STDs, like Chlamydia, that can be caught from anyone, and also ones that I've made up to try and suit Skyrim's lore, such as 'Cuttirke' - an STD you can catch from Nords. If you'd like to suggest names that could replace the real-life STDs, please do! I'm awful at making up names that sound Skyrim-ish. Ok, what effect do STDs have? STDs lower your stats. You can lose Magicka, Stamina, Health, Strength (melee damage) or any combination of those 4. Additionally, having an STD always gives the following two negative effects: "Embarrassment" -- Lowers your speech stat. As a neat side-effect, this also means that your chances of getting further sex though many different mods is decreased because a lot of mods base your ability to convince NPCs to have sex with you on your speech skill. "Infected" -- Lowers your health and stamina regen. Being infected therefore slows how quickly you can become healthy again after a battle. So what happens if I get an STD? You'll need to cure it! Generic cure disease potions will not cure your STDs, so you're going to need to buy or craft a specific curing potion for the STD that you got. These potions are not always successful in curing your STDs, so you'll need to make sure you can afford to buy or craft enough to actually cure your diseases. All right, how do I protect myself from getting an STD? Condoms, of course! This mod adds 5 condoms to the game that are made of different materials based on what condoms have been made with throughout history. The least effective condom is the Intestine condom, which is of course made from an animals intestine, and the most effective condom is the latex condom. Because Skyrim doesn't contain any latex (not by default, at least...) I've had to improvise on the crafting recipe. If you can improve it, let me know! But where will I find condoms and cures? Cures are created in a cooking pot and require one cure disease potion, plus one other ingredient, which varies on the type of STD you caught. The ingredients required are nearly all common foods, such as bread. But a couple of diseases have slightly more difficult requirements, like bear claws. All cures are created two at a time. Condoms are created at the tanning rack. They require one leather strip, and one other material. You create 3 condoms at a time. The way you set the mod up sucks! I want to change it! You're in luck! My biggest pet-peeve with mods is when I can't make them work how I want them to. Fortunately, that's not a problem with SexLab STDs. Nearly everything in this mod is configurable! Basically the only thing you can't change is how effective each type of condom is. How do I install/update/remove this mod? Install the mod by moving the three files in the *.rar to <SteamApps>Skyrim\Data and then activating the *.esp using the Launcher, or your favourite mod manager. From v1.3 onwards, you should be able to update the mod simply by overwriting the old files with the new ones, and letting the mod update itself. Because I've never coded an auto-updater before, there is a chance this won't work. If that's the case (first, I'm sorry!) then follow the instructions below for performing a clean save. To remove the mod, use the uninstall option in the MCM and follow the instructions. I want to mod this mod! That's awesome. If you want to make any changes to the *.esp, then feel free. All I ask is for credit as the original author, and that you keep using the original logo. If you want access to the source code... you need to wait a little while. I'm fine with sharing it, but I want to clean it up and make it readable before I make it public. Known bugs/issues: The MCM menu doesn't always get added to your game automatically. If it hasn't been installed within a minute or so of you loading your game, open the config menu of some other mod (SexLab, SoS, etc.) and it should force SexLab STDs to install its menu. Rape is stupidly difficult to detect reliably. As such, you might get "raped" when you are having totally consensual sex. All I can advise is to manually remove any STDs you get from this happening. I'm still trying to make rape detection that actually works. Features I still want to add: Actual models for condoms in the menu. (If you are a modeler who wants a simple and probably quite quick project, let me know!) No STD risk for having sex with your spouse or follower. Increased STD risk from sex with beggars, etc. What's new in v1.3a? Updated scripts to work with SexLab v1.39. Added proper detection to creature animations. No longer checks for condom breakage if you aren't using one. No changes to the *.esp; simply install over the top of the old version and it should auto-update the scripts. What's new in v1.3? (This one's big! Heh...) [NOTE: You may need a clean save for this update! If features fail, do a clean save!] Note: The filesize is much smaller for this version. That's normal! I removed the merchant, so there are no custom meshes and textures needed now. Player is now reliably detected every time! NPC/NPC sex will not trigger condom use or STD spread for the player. Merchant removed; players now craft their own Condoms and Cures, or find them on bandits and in general goods stores. Condoms are crafted with leather strips and an item that makes sense at a tanning rack. E.g. 1x Leather Strip and 1x Linen Wrapping for 3 linen condoms. Cures are crafted with a cure disease potion and an ingredient of some sort. You create them at cooking pots. Added a chance for NPCs to have and use their own condoms. The Dragonborn isn't the only one who likes to be safe... Added random comments from NPCs when the player has an STD. Sometimes they'll be concerned, other times... not so much. Improved sex detection. The script reliably picks up on the type of sex now (e.g. anal, vaginal, boobjob...). Added configuration for STD spread. You can now choose which sex acts transfer diseases. By default, handjobs and boobjobs are safe. Additionally, added the ability to override STD risk for lesbian sex. If you want, you can make F/F sex with a strap-on completely safe. Added a very small chance for condoms to break during sex. This feature can be disabled. Improved logging. The mod now logs to the console and can be checked at any time. Added update support for the MCM menu. I'm hoping that future versions of SexLab STDs can be installed over the old ones and auto-updated by the mod itself. SIGNIFICANTLY edited the effects STDs have on the player's character. Getting an STD is no longer a death sentence. SIGNIFICANTLY re-balanced prices of both condoms and cures. You'll probably want to craft most of your stuff - but now purchasing isn't prohibitively expensive. And, of course, plenty of miscellaneous bug fixes and code changes that are too boring to mention here. What's new in v1.2? [PLEASE NOTE: UPDATING v1.11 to v1.2 REQUIRES A CLEAN SAVE. SEE BELOW FOR HELP.] Better PC detection. STILL F*CKING BUGGY >.< NPCs can get ill from having sex with infected players. (Take that, rapists!) Configurable prices for the condoms. SKSE is required for this feature. Better Mod Configuration Menu. Uninstall option implemented. A ton of bugfixes and other improvements. What's new in v1.11? Detects whether the player is involved or not, and disables STD spread and condom use if they're not. BUGGY. Female players are now presented with a choice to back out of sex if the NPC refuses to wear a condom. Male players are now given the choice of using a condom or not (for example, you may choose not to use one for oral sex as it carries a much lower STD risk). Rapists won't use condoms any more. How to perform a clean save: Load your old save normally. Remove any condoms, potions or active STDs (cheat if you need to). Enter this console command: stopquest sexlabstds OR: If you're using v1.2 or later, use the Uninstall option of the MCM, and ignore the previous two steps. Save the game, and then quit. Uninstall the old version of SexLab STDs (remove the *.esp from your load order). Load the save you just made (ignore the missing item message), then immediately save and quit. Install the latest version of SexLab STDs. (I recommend Nexus Mod Manager). Load your save again. You should get a message telling you SexLab STDs is installed. If the Mod Configuration Menu doesn't appear or doesn't update: Open the menu of some other mod (SexLab, for instance). Wait 1 minute and see if the menu installs. OR: Enter this console command: setstage ski_configmanagerinstance 1 and wait for your menus to refresh. Thank you for looking at my mod. If you love or hate it, want to suggest features, or have a bug to report, please get in touch! If you do download this mod, please remember that this is my first ever attempt at Skyrim modding, and some unexpected bugs are likely to pop up. The script shouldn't effect your savegame in any way and so uninstalling should be simple if you decide it isn't for you or if it won't work for some reason I can't predict. -
Version 5
8,461 downloads
Read this first before asking question in the thread. http://www.loverslab.com/topic/48940-goodbye/ REQUIRES SexoutNG 2.10.93 STABLE (Updated on 21 of june 2015) Lutana plugin (optional - to save-restore animation ban list across the playthrougs) - http://www.nexusmods.com/newvegas/mods/55399/? Description Tired of seeing animation you don't like for Nth time? Want it gone? Then this plugin is for you! It allows you to add and remove animations to\from black list in real time and in MCM menu! MCM menu Brand new MCM menu allows you to choose which animations you don't like in MCM menu. Wait 5-7 seconds after game starts to bring up MCM picker!! Use Arrow keys inside MCM menu Left and right to switch between avaiable plugins Up to see list of blocked anims for current plugin "Q" to store all animation in block list to .ini file-----------------Lutana plugin needed "W" - to restore all animations in block list from .ini file--------Lutana plugin needed Instruction on how to block animation in real time When player is having sex press "Attack" button to add or remove currently playing animation to\from random picker. If animation is in black list - it will be removed. You will see message Removing X from Black list. Origin is Y. If animation is NOT in black list - it will be added to it. You will see message Adding X to Black list. Origin is Y X is the # of animation Y is the name of animation plugin. Content of black list will be dumped into console. Keep in mind that black list exists for each plugin and that for instance Sexout, ZAZ and Amra all have a #401 animation. When player is having sex press "Aim" button to see number of current anim playing Hotkeys can be changed via console. Set SexoutABKey to N ;--------------button to add\remove anim to\from black listset SexoutABKeyShowAnim to N ;----- button to show current anim playing where N is number of control code. Control Codes: Credits Thanks Odessa for working on Sexout-
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Version V3.94 Addon V2
32,468 downloads
ALL CREDIT FOR ORIGINAL MOD & SCRIPT SOURCES GOES TO BANE MASTER & JBEZORG CHANGELOG V3.94 Addon V2: Sorry for all all who just downloaded the new up date(V3.94 Addon V2) please redownload the NEW V3.94 Addon V2.1 as it fixes the glitch with the spider spit effect i found were my error was i fixed it and just tested it on 3 different saves including a brand new save made by clicking new game from main screen. NEW SCRIPT ADDED- You will notice a new script added Called sslCreatureAnimationDefaults this is the Script in sexlab that tells sex lab witch animation to use with witch creature. (I will up load script by it ltself for those who dont use EC+,ES+ and/or both but who also wish to use this fix) DO NOT DOWNLOAD THE SCRIPT IF YOU USE Estrus Chaurus v3.94 Spider Addon AS IT IS ALL READY INCLUDED WITH THE MOD HERE ARE THE CHANGES-(they are Bold, underlined & Italic) (this is only a small part of the script to show the changes) NEW SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[6] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "FrostbiteSpiderRaceLarge" Spiders[2] = "_00ChaurusCrawlerRace" Spiders[3] = "_00DwarvenSpiderBoltRace" Spiders[4] = "_00DwarvenSpiderFireRace" Spiders[5] = "_00SkeletonSpiderRace" LargeSpiders = new string[3] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[2] = "_00ChaurusCrawlerRaceLarge" OLD SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[5] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "_00ChaurusCrawlerRace" Spiders[2] = "_00DwarvenSpiderBoltRace" Spiders[3] = "_00DwarvenSpiderFireRace" Spiders[4] = "_00SkeletonSpiderRace" LargeSpiders = new string[4] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "FrostbiteSpiderRaceLarge" LargeSpiders[2] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[3] = "_00ChaurusCrawlerRaceLarge" all edits to large spiders removed Only The change to the chaurus Reapers is left in as the this script fixes the aliment issues in sex lab it self Spidereggscript had some blank property's i forgot to set this HAS BEEN FIXED Other various minor bug fixes Desription: This mod is an Add-on mod for Estrus Chaurus+ (you must have EC+ fully installed first as this is an add-onto function not a stand alone mod) This mod has all the exact same functions as EC+ if you use EC+ plus all ready then you will have no problem installing and using this mod all i have don't is gone in to the scripts and re-tweak them to work for spiders THIS MOD DOESN'T OVERWRITE ANY OF EC+ SCRIPTS. I pulled only the necessary scripts and re-tweaked them with new names and change most chuarus references to spider i have includes source scripts in my file for any who would like to see or better understand what I'm talking about. Features: this mod has its own MCM menu and hatchery Chuarus eggs: handled in EC+ mcm hatchery Spider eggs: Handled in ES+ mcm Hatchery you can turn off tentacle animations, pregnancy's and Infestations separately FOR spider and chuaruses (this means if you turn of pregnancy's for spiders you can still get pregnent by chuaruses and vice versa) incubation periods and fertility settings can be adjusted separately for spider and Chuarus Pregnancy's Brest,Belly and Butt max growth settings can be adjusted separately for chuarus and spider Pregnancy's Growth rate however will be the same for both regardless of witch menu you set it with this was for compatibility reasons I changed the EncChaurusreaper race setting to Chuarus so that the Chaurus reapers could have proper male chaurus anatomy (for chaurus reaper alinement problems in sex lab make sure to turn on adjust actor heights as setting changes will effect smaller churuses as well. Now go in to sexlab mcm and go to the animation adjuster page and select creature animations find Chuarus Forward and select it now change to femalepositon1 and on the left and side were it says move up or down set all 4 stages to +13 then from there adjust to tast.) Installing: 1)Download and FULLY install Estrus Chuarus+ by bane master found here http://www.loverslab.com/files/file/1033-estrus-chaurus/ 2)Download Estrus Spider V3.94 Add-on and Use NMM or MO to install when asked to overwrite say yes ( will over wright EstrusChuarus.esp and EstrusChuarus translation file this is only because as said this is an addon to his mod none of the original EC+ Content was changed or edited any way* i simply added in the Spider content ) * this excludes the breeder effect i added a HasSpell check it so that you can only get pregnant by eather a spider or a chuarus at one time you can not be pregnant by both at the same time. I Hope you all like it and if you find any buggs or have any questions ABOUT THE ES+ ADD-ON plz report them to be and i will answer them to the best of my ability SPECIAL THANX: BANE MASTER: Author of EC+ V3.94 JBEZORG: Original creator of Estrus Chuarus -
Version 0.5
802 downloads
Hello ladies, gents, and everything in between! Fed up with trying to figure out what scales were applied to my actor through other means, I decided to make a simple MCM menu that lists all modkeys associated with a given player skeleton bone! Finally a mod to diagnose those scaling bugs! NOTE: Present version is only capable of retrieving modkeys and listing transforms in a numeric manner. Future versions may have the ability to remove or manipulate transform data. Usage note: When entering a node name, the name must appear exactly as in the skeletal structure. For example, the pelvis node is "NPC Pelvis [Pelv]"... for some reason. If you enter part of the node's name and the node is being modified by NiO, the mod can now help you out by suggesting the full node name. (E.x. type "NPC R C" and hit enter, the mod will suggest "NPC R Clavicle [RClav]") Installation instructions: Get the mod and its files recognized by Skyrim, then wait for the MCM to pick up the menu. Nothin' else to it. Update instructions: As a simple MCM that only accesses data when the menu is open, there's no need for clean saves or anything so complex. Just overwrite the old version and you're done. Special thanks: expired6978 for NetImmerse Override, and all its wonderful compatibility. CPU for help with translation_LANG files. -
Version 1.21
305 downloads
What it is: This is a script template resource designed to help FNV modders create complicated MCM menus that don't stretch out over multiple, simultaneously running quest scripts. Its main feature is that it keeps the entering of the information entirely separate from the handling of it. This reduces the amount of code processed when the MCM menu is displayed or anything is adjusted, improves readability & navigation for the modder, allows for almost any aspect of your MCM menu to be adjusted in-game, and avoids silly mistakes on your part when it comes to specifying UI strings because you no longer have to. The handling of it is done in a compact handling script, which should really be all you'll ever need no matter how many options, submenus or even menus you have. It is entirely set-and-forget. (The standard script provided assumes you have your intel in quest variables, but the system can easily be adjusted to read from and write to any other type of variable storage, see the 'advanced use' folder.) The entering of it is done separately in a UDF and becomes a one-time deal, unless you change or add options in a mod update, in which case you simply run it once again. A few other aspects that don't need to run all the time, like adding the MCM items to the formlist and creating submenus, have been exported to UDFs as well. What it ain't: - a replacement of MCM: you still need MCM - a patch to or modification of MCM: it's just an alternate way of doing the scripting that you have to do in your own mod - an actual mod: don't try to install this package to your game folder with a mod manager Why I did it: - script size Rather complicated mods need lots and lots of different types of options for the player to manipulate in MCM. Creating MCM scripts isn't terribly difficult if you follow pelinor's manual & have some basic knowledge of scripting, but you soon run into problems with size and have to splice the code over multiple running scripts, several times in fact as your mod grows and you keep adding new options. This is mostly due to the fact that so far each and every bit of UI intel for every option needs to be entered in manually, using string parameters to the UI functions, and all of that takes up quite a bit of 'compiled script size'. - readability, ease of use If you have multiple types of options scattered over multiple submenus, keeping track of what everything does and stands for becomes a headache. Got distracted for a second, now I'm gawking at some intel pertaining to option 5, let me scroll back up - oh yes, submenu 3..., what was that again?, and what section am I in - default or defaultscale... Crap. Separating the handling of the intel from the entering of it drastically improves readability in itself. The only script you need to navigate is the map population script. - script overhead If you have multiple MCM scripts iterating over x elseif conditions, checking out in which submenu you are or what option you're manipulating for every section you're in, you're really always running chunks of code that are not applicable for the situation at hand. This system only ever processes code that is applicable to the current submenu (reset & default sections) or the current option (all other sections). Not that MCM scripting was ever considered a resource hog because it's in menumode 1013, but every little bit helps. - adaptability Because none of an option's parameters are manually entered in the handling script anymore, but kept in a map structure, it's now possible to change any of them on the fly from another script that adjusts the information in the map structure itself. Any option's title, type, the variable it refers to, a scale's min/max/incr/decimal parameters, or the strings associated with types 1 and 7 - it's all entirely adjustable. The same goes for the number or ordering of options per submenu, or display parameters like indentation, highlighting and coloring. This allows MCM to be used to create dynamic systems. - some extras The templates are set up to automatically set all your variables to the default values you stipulate in the maps when your mod first initializes, and do the same for any new options you add when you update if you mark them as being new. The system allows for the state switching of both options and submenus by consulting an optional UDF. For each option type associated with a single variable (1/2/2.5/4/5/6), the handling script will also call an optional UDF when the value changes, providing a lot of intel as its parameters. This is necessary for the state switching of submenus, but can be of use for any number of things (see 'adaptability'). Kudos: pelinor for MCM hlp for NVSE4+, as always Odessa for most of the 'start log' script and her work on the GECK wiki these past few years Needed: NVSE 4.6.3+, ideally 5.0.3 because you should always use the latest version MCM 1.5 Recommended: A sense of what UDFs are. A sense of what arrays are. Failing that, the ability to follow instructions and follow a template should at least set you on your way. Permissions stuff: public domain-
- FNV
- MCM scripting
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Version 2013-01-06
18,056 downloads
This module was originally designed to be an MCM enabled user interface for the Sexout Check Me Out module. When you have this module installed, you can classify your equipped clothing (and armor and accessories) into categories which have been defined in Sexout Common Resources. So, this module may have future uses for content which has yet to be written. (If you are a modder: these categories have been implemented using Form Lists - one for each category, and this module adds/removes the base item associated with an equipped gear slot to/from those lists, and any sexout mod may check to see if a piece of gear is in one of those lists.) Note that "ClothingEval" in the name of this plugin is a reference to functionality that I have not yet written (hypothetically, I think it would be nice if you could get a concise description of how your clothing makes you look). Also, note that this module provides almost no sexual content, by itself, other than suggestive names in some of your choices for classifying your gear - that said, the Fallout NV design for gear slots contained three slots with non-descriptive names and I have opted to give them names consistent with Sexout use patterns - you may find these names embarrassing or irritating if you are equipping non-Sexout specific gear in those locations. For this module to be installed without error, you need to have Sexout and Sexout Common Resources installed. Additionally, to use this module, you will need to have activated The Mod Configuration Menu.esp (but if you installed Sexout properly, you should already have that). Suspected issue: Sexout Pregnancy has been implemented using equivalent-gear-swapping and I do not believe I added any support for that, so if your character is pregnant you may want to reclassify your gear when your character's pregnancy advances. Update: I have added a variant "SexoutClothingEval-SSR.zip" based on an esp provided to me by DoctaSax. Use this one if you are using SSR instead of Sexout Common Resources. Note that currently you cannot tell whether you have the SSR or SCR version of SexoutClothingEval.esp by looking at the file name - you will have to track where you got it from (Fallout Mod Manager can be helpful here). -
Version 1.2.6
220,267 downloads
SmallerTalk version 1.2.6 I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the functionality SmallTalk provides. Why use SmallerTalk instead of SmallTalk? SmallTalk overrides vanilla records, SmallerTalk does not. SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not. SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does. SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can. SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not. How SmallerTalk works: SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows: NPC: What's up? YOU: Nothing much... and you? NPC: Same ol', same ol'... ... and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex, HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics. More Information NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ". NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0. NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories. In 1.2.1... Fix for weapons disappearing and becoming unusable. In 1.2.0... PROPERLY checking for GetSleeping now In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3). In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye. In 1.1.7... the MCM config option to disable SmallerTalk while sneaking. In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is because Cass was EXTREMELY resistant to SexoutSex dialogue. Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues. Added double protection AI reset Token. Fixed code error. With MCM you can enable or disable the mod from the MCM menu. With MCM you can enable or disable debug messages from the MCM menu. MCM is NOT required by the mod but the mod does support its use. SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0". One situation with the companion wheel has a special handler... in the case of trading using the companion wheel, I have set SmallerTalk to NOT do its conversation and instead respond with "We done?" and exit the dialogue. This was an unintuitive use of SmallerTalk and was disorienting to testers so it was changed. Cass exempted from this. If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such. Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen. Feel free to provide feedback, testing results and bug reports in this thread. -
Ok, so my issue started with the mild inconvenience of not being able to activate ETAC added wells to get water for RND 2.0. (if anyone knows how to get this working for RND AIO for USLEEP i plan to switch). then i had this issue. i fixed it but then patchusmaximus.esp was doing something with one of ETAC's Patches causing the game to crash like i had a missing master. mod organizer said otherwise. i fixed that and the MCM thing came back. i fixed the mcm thing and the cycle repeated one more time before we come to today. Currently im at the MCM part of this frustrating cycle. i cannot remember what i did to fix the mcm one but it must have been something to do with one of the following as these were all i have been changing. Perkus maximus, ASIS, ETAC, RND AIO USLEEP and the associated patches these mods provided. SKSE1.9.32.ddl is in my skyrim directory [think that indicates my skse version] Using FNIS 6_3 XXL No current papyrus log as i forgot to enable it in skyrim.ini will have it soon as i am still trying to fix this myself loadorder.txt
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I've tried reinstalling the mod and I also went into MCM and switched to third person view a few times, since they say this can solve this type of issues, but it doesn't work :/
- 23 replies
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- Creature Framework
- MCM
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View File Hello ladies, gents, and everything in between! Fed up with trying to figure out what scales were applied to my actor through other means, I decided to make a simple MCM menu that lists all modkeys associated with a given player skeleton bone! Finally a mod to diagnose those scaling bugs! NOTE: Present version is only capable of retrieving modkeys and listing transforms in a numeric manner. Future versions may have the ability to remove or manipulate transform data. Usage note: When entering a node name, the name must appear exactly as in the skeletal structure. For example, the pelvis node is "NPC Pelvis [Pelv]"... for some reason. If you enter part of the node's name and the node is being modified by NiO, the mod can now help you out by suggesting the full node name. (E.x. type "NPC R C" and hit enter, the mod will suggest "NPC R Clavicle [RClav]") Installation instructions: Get the mod and its files recognized by Skyrim, then wait for the MCM to pick up the menu. Nothin' else to it. Update instructions: As a simple MCM that only accesses data when the menu is open, there's no need for clean saves or anything so complex. Just overwrite the old version and you're done. Special thanks: expired6978 for NetImmerse Override, and all its wonderful compatibility. CPU for help with translation_LANG files. Submitter 4onen Submitted 06/17/2016 Category Modders Resources Requires NetImmerse Override (Included with RaceMenu) Special Edition Compatible
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View File What it is: This is a script template resource designed to help FNV modders create complicated MCM menus that don't stretch out over multiple, simultaneously running quest scripts. Its main feature is that it keeps the entering of the information entirely separate from the handling of it. This reduces the amount of code processed when the MCM menu is displayed or anything is adjusted, improves readability & navigation for the modder, allows for almost any aspect of your MCM menu to be adjusted in-game, and avoids silly mistakes on your part when it comes to specifying UI strings because you no longer have to. The handling of it is done in a compact handling script, which should really be all you'll ever need no matter how many options, submenus or even menus you have. It is entirely set-and-forget. (The standard script provided assumes you have your intel in quest variables, but the system can easily be adjusted to read from and write to any other type of variable storage, see the 'advanced use' folder.) The entering of it is done separately in a UDF and becomes a one-time deal, unless you change or add options in a mod update, in which case you simply run it once again. A few other aspects that don't need to run all the time, like adding the MCM items to the formlist and creating submenus, have been exported to UDFs as well. What it ain't: - a replacement of MCM: you still need MCM - a patch to or modification of MCM: it's just an alternate way of doing the scripting that you have to do in your own mod - an actual mod: don't try to install this package to your game folder with a mod manager Why I did it: - script size Rather complicated mods need lots and lots of different types of options for the player to manipulate in MCM. Creating MCM scripts isn't terribly difficult if you follow pelinor's manual & have some basic knowledge of scripting, but you soon run into problems with size and have to splice the code over multiple running scripts, several times in fact as your mod grows and you keep adding new options. This is mostly due to the fact that so far each and every bit of UI intel for every option needs to be entered in manually, using string parameters to the UI functions, and all of that takes up quite a bit of 'compiled script size'. - readability, ease of use If you have multiple types of options scattered over multiple submenus, keeping track of what everything does and stands for becomes a headache. Got distracted for a second, now I'm gawking at some intel pertaining to option 5, let me scroll back up - oh yes, submenu 3..., what was that again?, and what section am I in - default or defaultscale... Crap. Separating the handling of the intel from the entering of it drastically improves readability in itself. The only script you need to navigate is the map population script. - script overhead If you have multiple MCM scripts iterating over x elseif conditions, checking out in which submenu you are or what option you're manipulating for every section you're in, you're really always running chunks of code that are not applicable for the situation at hand. This system only ever processes code that is applicable to the current submenu (reset & default sections) or the current option (all other sections). Not that MCM scripting was ever considered a resource hog because it's in menumode 1013, but every little bit helps. - adaptability Because none of an option's parameters are manually entered in the handling script anymore, but kept in a map structure, it's now possible to change any of them on the fly from another script that adjusts the information in the map structure itself. Any option's title, type, the variable it refers to, a scale's min/max/incr/decimal parameters, or the strings associated with types 1 and 7 - it's all entirely adjustable. The same goes for the number or ordering of options per submenu, or display parameters like indentation, highlighting and coloring. This allows MCM to be used to create dynamic systems. - some extras The templates are set up to automatically set all your variables to the default values you stipulate in the maps when your mod first initializes, and do the same for any new options you add when you update if you mark them as being new. The system allows for the state switching of both options and submenus by consulting an optional UDF. For each option type associated with a single variable (1/2/2.5/4/5/6), the handling script will also call an optional UDF when the value changes, providing a lot of intel as its parameters. This is necessary for the state switching of submenus, but can be of use for any number of things (see 'adaptability'). Kudos: pelinor for MCM hlp for NVSE4+, as always Odessa for most of the 'start log' script and her work on the GECK wiki these past few years Needed: NVSE 4.6.3+, ideally 5.0.3 because you should always use the latest version MCM 1.5 Recommended: A sense of what UDFs are. A sense of what arrays are. Failing that, the ability to follow instructions and follow a template should at least set you on your way. Permissions stuff: public domain Submitter DoctaSax Submitted 01/20/2017 Category Modders Resources Requires NVSE 4.6.3+, MCM 1.5
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View File This module was originally designed to be an MCM enabled user interface for the Sexout Check Me Out module. When you have this module installed, you can classify your equipped clothing (and armor and accessories) into categories which have been defined in Sexout Common Resources. So, this module may have future uses for content which has yet to be written. (If you are a modder: these categories have been implemented using Form Lists - one for each category, and this module adds/removes the base item associated with an equipped gear slot to/from those lists, and any sexout mod may check to see if a piece of gear is in one of those lists.) Note that "ClothingEval" in the name of this plugin is a reference to functionality that I have not yet written (hypothetically, I think it would be nice if you could get a concise description of how your clothing makes you look). Also, note that this module provides almost no sexual content, by itself, other than suggestive names in some of your choices for classifying your gear - that said, the Fallout NV design for gear slots contained three slots with non-descriptive names and I have opted to give them names consistent with Sexout use patterns - you may find these names embarrassing or irritating if you are equipping non-Sexout specific gear in those locations. For this module to be installed without error, you need to have Sexout and Sexout Common Resources installed. Additionally, to use this module, you will need to have activated The Mod Configuration Menu.esp (but if you installed Sexout properly, you should already have that). Suspected issue: Sexout Pregnancy has been implemented using equivalent-gear-swapping and I do not believe I added any support for that, so if your character is pregnant you may want to reclassify your gear when your character's pregnancy advances. Update: I have added a variant "SexoutClothingEval-SSR.zip" based on an esp provided to me by DoctaSax. Use this one if you are using SSR instead of Sexout Common Resources. Note that currently you cannot tell whether you have the SSR or SCR version of SexoutClothingEval.esp by looking at the file name - you will have to track where you got it from (Fallout Mod Manager can be helpful here). Submitter sen4mi Submitted 02/08/2013 Category Framework & Resources Requires
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View File ALL CREDIT FOR ORIGINAL MOD & SCRIPT SOURCES GOES TO BANE MASTER & JBEZORG CHANGELOG V3.94 Addon V2: Sorry for all all who just downloaded the new up date(V3.94 Addon V2) please redownload the NEW V3.94 Addon V2.1 as it fixes the glitch with the spider spit effect i found were my error was i fixed it and just tested it on 3 different saves including a brand new save made by clicking new game from main screen. NEW SCRIPT ADDED- You will notice a new script added Called sslCreatureAnimationDefaults this is the Script in sexlab that tells sex lab witch animation to use with witch creature. (I will up load script by it ltself for those who dont use EC+,ES+ and/or both but who also wish to use this fix) DO NOT DOWNLOAD THE SCRIPT IF YOU USE Estrus Chaurus v3.94 Spider Addon AS IT IS ALL READY INCLUDED WITH THE MOD HERE ARE THE CHANGES-(they are Bold, underlined & Italic) (this is only a small part of the script to show the changes) NEW SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[6] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "FrostbiteSpiderRaceLarge" Spiders[2] = "_00ChaurusCrawlerRace" Spiders[3] = "_00DwarvenSpiderBoltRace" Spiders[4] = "_00DwarvenSpiderFireRace" Spiders[5] = "_00SkeletonSpiderRace" LargeSpiders = new string[3] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[2] = "_00ChaurusCrawlerRaceLarge" OLD SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[5] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "_00ChaurusCrawlerRace" Spiders[2] = "_00DwarvenSpiderBoltRace" Spiders[3] = "_00DwarvenSpiderFireRace" Spiders[4] = "_00SkeletonSpiderRace" LargeSpiders = new string[4] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "FrostbiteSpiderRaceLarge" LargeSpiders[2] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[3] = "_00ChaurusCrawlerRaceLarge" all edits to large spiders removed Only The change to the chaurus Reapers is left in as the this script fixes the aliment issues in sex lab it self Spidereggscript had some blank property's i forgot to set this HAS BEEN FIXED Other various minor bug fixes Desription: This mod is an Add-on mod for Estrus Chaurus+ (you must have EC+ fully installed first as this is an add-onto function not a stand alone mod) This mod has all the exact same functions as EC+ if you use EC+ plus all ready then you will have no problem installing and using this mod all i have don't is gone in to the scripts and re-tweak them to work for spiders THIS MOD DOESN'T OVERWRITE ANY OF EC+ SCRIPTS. I pulled only the necessary scripts and re-tweaked them with new names and change most chuarus references to spider i have includes source scripts in my file for any who would like to see or better understand what I'm talking about. Features: this mod has its own MCM menu and hatchery Chuarus eggs: handled in EC+ mcm hatchery Spider eggs: Handled in ES+ mcm Hatchery you can turn off tentacle animations, pregnancy's and Infestations separately FOR spider and chuaruses (this means if you turn of pregnancy's for spiders you can still get pregnent by chuaruses and vice versa) incubation periods and fertility settings can be adjusted separately for spider and Chuarus Pregnancy's Brest,Belly and Butt max growth settings can be adjusted separately for chuarus and spider Pregnancy's Growth rate however will be the same for both regardless of witch menu you set it with this was for compatibility reasons I changed the EncChaurusreaper race setting to Chuarus so that the Chaurus reapers could have proper male chaurus anatomy (for chaurus reaper alinement problems in sex lab make sure to turn on adjust actor heights as setting changes will effect smaller churuses as well. Now go in to sexlab mcm and go to the animation adjuster page and select creature animations find Chuarus Forward and select it now change to femalepositon1 and on the left and side were it says move up or down set all 4 stages to +13 then from there adjust to tast.) Installing: 1)Download and FULLY install Estrus Chuarus+ by bane master found here http://www.loverslab.com/files/file/1033-estrus-chaurus/ 2)Download Estrus Spider V3.94 Add-on and Use NMM or MO to install when asked to overwrite say yes ( will over wright EstrusChuarus.esp and EstrusChuarus translation file this is only because as said this is an addon to his mod none of the original EC+ Content was changed or edited any way* i simply added in the Spider content ) * this excludes the breeder effect i added a HasSpell check it so that you can only get pregnant by eather a spider or a chuarus at one time you can not be pregnant by both at the same time. I Hope you all like it and if you find any buggs or have any questions ABOUT THE ES+ ADD-ON plz report them to be and i will answer them to the best of my ability SPECIAL THANX: BANE MASTER: Author of EC+ V3.94 JBEZORG: Original creator of Estrus Chuarus Submitter Tokinklownz420 Submitted 05/02/2015 Category Framework & Resources Requires Estrus Chaurus+ V3.94, Sexlab Framework, Skse, FNIS Special Edition Compatible
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View File SmallerTalk version 1.2.6 I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the functionality SmallTalk provides. Why use SmallerTalk instead of SmallTalk? SmallTalk overrides vanilla records, SmallerTalk does not. SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not. SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does. SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can. SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not. How SmallerTalk works: SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows: NPC: What's up? YOU: Nothing much... and you? NPC: Same ol', same ol'... ... and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex, HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics. More Information NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ". NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0. NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories. In 1.2.1... Fix for weapons disappearing and becoming unusable. In 1.2.0... PROPERLY checking for GetSleeping now In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3). In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye. In 1.1.7... the MCM config option to disable SmallerTalk while sneaking. In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is because Cass was EXTREMELY resistant to SexoutSex dialogue. Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues. Added double protection AI reset Token. Fixed code error. With MCM you can enable or disable the mod from the MCM menu. With MCM you can enable or disable debug messages from the MCM menu. MCM is NOT required by the mod but the mod does support its use. SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0". One situation with the companion wheel has a special handler... in the case of trading using the companion wheel, I have set SmallerTalk to NOT do its conversation and instead respond with "We done?" and exit the dialogue. This was an unintuitive use of SmallerTalk and was disorienting to testers so it was changed. Cass exempted from this. If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such. Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen. Feel free to provide feedback, testing results and bug reports in this thread. Submitter astymma Submitted 02/02/2013 Category Other Requires
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View File This version is no longer maintained. You'll want to go Estrus Chaurus+ maintained by Bane Master NOTE Read REQUIRED MODS & WHAT'S NEW IN v2.0 at the least. DO NOT UPDATE WHEN THIS MOD IS ACTIVE. WHAT DOES THIS MOD DO? Chaurus spit attacks will trigger an Estrus Tentacle attack and impregnation. In roughly 3 days, they Chaurus Eggs will be expelled from the host's body. WHAT CAN YOU DO? If the skeleton supports node scaling the breasts will enlarge during that time. MCM will auto-configure Estrus Chaurus based on your skeleton and it will be available if the skeleton and body mesh supports it. If this is available, you can set how large the breasts will grow. You can set how long the impregnation will last. You can turn on / off impregnation by enabling / disabling the pregnancy option. The tentacle attack will still happen but no impregnation. You can turn on / off the chaurus eggs hatching by enabling / disabling the Chaurus Infestation option. An impregnated NPC will still lay chaurus eggs. They just will not hatch. You can choose to have some residual breast growth. Breast size is not returned fully to the original size. You can remove all impregnation effects from NPCs, Companions & the Player by enabling "Prepare for uninstall" ( this can take a few min. to run). The breast enlargement feature is very experimental. It's very likely to cause CTDs. You can disable this feature in MCM by setting breast growth to "NONE". SOME THINGS TO KEEP IN MIND Don't update to a new version without first enabling "Prepare for Uninstall" and letting it cure everyone. Estrus shout abilities AND THE ESTRUS MOD ITSELF is completely unrelated to this mod. When the pregnancy effect ends:The original breast scale is restored. The victim is removed to the Chaurus Faction ( if still in it ) The perk is removed. [*]Don't save or game wait while the Estrus Tentacle magic effect is active. You'll most likely CTD. Wait a few min. before to allow for the first NiNode update to occur. [*]Breast enlargement and pregnancy will only work on body meshes that support skeletal scaling e.g. TBBP, BBP body meshes. [*]If You don't see MCM updating, use the following console command. setstage SKI_ConfigManagerInstance 1 REQUIRED MODS SKSE 1.6.16 SkyUI 4.1 Estrus For Skyrim by Cotyounoyume Either one of SkullTyrant's or xp32's custom skeletons ( latest xp32 is required if you want to get the belly to work. ) Actor Events v2.2 SexLab v1.31 FNIS 4.0 & FNIS Creature Pack 4.0 Pay attention to the requirements for these mods as well. While not required, you will not see any body part growth if your installed body mesh does not support TBBP or BBP. You will also not see belly growth if the body mesh does not have a weight painted stomach. Pregnancy-weighted TBBP Body for Bodyslide++ gives complete instructions on how to install a CBBE version. A UNPB body mesh is available with this mod ( b3lisario's UNPB BBP Pregnant Body (beta).7z. ) and can be installed over the CBBE version if you prefer the UNPB body. You may also want to look at Pregnant-Weighted-tbbp-armor 2.0 (CBBE) Pregnant Armor Meshes! (UNPB) CUSTOM RACES & SKELETONS For the base / vanilla races, the actual skeleton that contains the belly node is: skyrim\Data\meshes\actors\character\character assets female\skeleton_female.nifskyrim\Data\meshes\actors\character\character assets female\skeletonbeast_female.nif You will have to update the custom race's equivalent if it has it's own custom skeleton. SUPPORTED MODS Sexlab Arousal - Infected players are a little more horny Devious Devices - Chastity belts protect the player from infection CONFLICTS Estrus Chaurus 1.8.3 Fluids Plugin is for Estrus Chaurus 1.8.3. Most likely, you don't have it. So don't install it. Any other mod that uses node scaling on the same nodes unless specifically stated to be compatible with this mod. WHAT'S NEW IN v2.0 Supports SexLab v1.2+ Note the file name change. Don't run Estrus Chaurus.esp & EstrusChaurus.esp at the same time. The mod Actor Events adds a health triggering event. Spitting no longer is an automatic trigger however a chaurus bit attack now can trigger the animation. Estrus Chaurus DG.esp is no longer needed. Delete it. SPECIAL THANKS To b3lisario for weight painting the UNPB BBP Pregnant Body. To cotyounoyume for his work on the Estrus Mod. Ashel for the SexLab Framework. cGI for creating the Mod Installer version & tools to make it. TRANSLATIONS NOTE: If the translation is older than the current version, DO NOT replaces the esp file. Estro Chaurus ITA - RockMic Traductions françaises by aravis7 Submitter jbezorg Submitted 04/20/2013 Category Combat Sex Requires SexLab, SKSE, FNIS 4.1, FNIS Creature Pack 4.1, SexLab, SkyUI, Estrus For Skyrim, Actor Events Special Edition Compatible
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File Name: Sanguine's Debauchery File Submitter: jbezorg File Submitted: 03 Mar 2013 File Category: Combat Sex Requires: SKSE, SexLab An Alternative to Death. Enslavement Enslavement is Death. Your stuff may be lost. It may happen that a master will sell a slave to another character. They will rob you of your items and when they leave you, most likely, you won't be able to follow. At that point, they may despawn destroying your stuff as well. Be careful! Sanguine's Debauchery is an enslavement as an alternative to death mod for the player. Where enslavement provides for a continuous narrative rather than death. NOTICE: Don't be an idiot. TL:DR = Screwed up save. What Factions Enslave? Here Are the main ones: BanditFaction VampireFaction WIThugFaction ( Hired Thug quest ) WEBountyHunter ( Bounty Hunter quest ) ForswornFaction ThalmoreFaction NecromancerFaction SprigganFaction ( Flowering Spriggan quest ) Keep in mind that an NPC with "Necromancer" over their head does not necessarily mean "NecromancerFaction", Nor is an NPC with "Bandit" over their head automatically in "BanditFaction", etc.. There are many factions that are specific to the area they are occupying or specific to a quest and belong to a faction that are not slavery enabled. Escaping and Being Enslaved ( Male/Female ) While enslaved: You do not have access to Magic, Inventory, Skills. You must stay within a certain distance of your Master/Mistress. You can pick-up/activate items. If it's food, you'll immediately eat it If it's an item you can use to escape, mostly weapons, your bindings will be damaged and you'll drop the item. You can then pick it up again for the same effect. Host to a Flowering Spriggan ( Female Only ) Big thanks to Nalim for allowing me to create the Flowering Spriggan Race from his armor. While a host: You can't remove the Spriggan wrapped around you You get some cool Spriggan abilities. But... The Spriggan has other plans and will try to compel you to travel to it's desired destination. You'll be used a while before you're released once you reach the destination. Being Freed: For both spriggan and regular enslavement: There is a grace period of 1 hour game time after being freed where the player won't be attacked. After that grace period is over, the enslavement quest will fully end. [*]For regular enslavement: You can end the grace period early by going into the combat ready stance. Hired Thugs While a Thug slave: You'll be marched to your new master. The NPC who the player stole from or A bandit boss. You are free to move around but will be forced back to the leader if you go to far. The Thugs keep your stuff then head to their camp. This quest will select a killable master over a non-killable master. It's also possible for a dead character to hire thugs to hunt down the player. "killable" for this quest is an NPC that is not essential and not reserved for another quest. This pretty much means that most named NPCs will not qualify as a slave master. Animation Position Controls See the "Controls" section under Sanguine's Debauchery in MCM (Mod Configuration Menu) for options and key customization. Installing this Mod Requirements: SexLab Framework Skyrim Script Extender (SKSE) v1.6.16 Fores New Idles in Skyrim - FNIS v4.0 SkyUI v3.4 (required for Mod Configuration Menu - MCM) If you don't like the UI changes: SkyUI-Away [*]A custom body replacer ( or a BBP version of another ) CBBE BBP by Caliente UNPB BBP by Calyps [*]A custom skeleton. Custom Skeleton Replacers by Skulltyrant Perfect 3-2 Skeleton by Ning XP32 Maximum Skeleton -XPMS by xp32 [*]ZaZ-Animation-Pack (v005 min) ( ESM Must be enabled ) Already included in the BSA: Slave collar (by Gatti) Gag (by ZaZ) Strapon UNP version (by Calyps) Optional: Bodyslide CB++ Bodyslide UNP Victorias High Heel walk Animation zarias restraints by Zaria Better males - Beautiful nudes and faces - New hairstyles by Chris57 and FavoredSoul Installation: Before you begin installing Sanguine's Debauchery: Install the required mods following their instructions first. If you have this mod already installed, uninstall first using the instructions provided. Test the other mods. Make sure they are working. Then: Download the mod file from Lovers Lab. After you have extracted these files to your Skyrim data folder or, preferably, imported the archive into your mod manager and activated it. Enable both Sanguine's Debauchery and ZaZ Animation Pack in the launcher. Run GenerateFNISforUsers.exe Follow Fore's instructions. It's important that you do so. Click on "Update FNIS Behavior" button. [*]See "Starting this Mod" below. Starting this Mod Starting: Part 1: After you have installed the files and enabled sanguinesDebauchery.esp. To complete the install for a specific character: Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Select if you want the labia rings/anal egg to be added. Once the main quests begins this option will be locked. Click "INSTALL" Exit all menus. You are now ready to start by completing the drinking contest with Sam Guenvere ( available at level 14 )and wake up in the Dibella temple in Markarth Part 2: Or you may choose to avoid the drink contest. To do so: Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Select if you want the labia rings/anal egg to be added. ( Once you click "BEGIN", the next step, this option will be locked. ) Click "BEGIN" Exit all menus. You should receive the objective notification "Sanguine Is Watching" once everything has started. Unstalling this Mod Prior to 2012.01.14 Release. Make sure you are free from you master or complete the spriggan quest. In console type "set _SD_uninstall to 1" then hit enter. Save. ( repeat steps 1-3 for all saves you want to clean ) Exit the game. Uninstall Sanguine's Debauchery Run GenerateFNISforUsers.exe Start the game and load the save you created in #2 Wait a few hours game time and about a min real time. This allows running scripts that are repeating to expire/unload. Save. Either in a new slot or over the save you created in #2 ( repeat steps 7-9 for all saves you want to clean ) 2012.01.14 Release and later: Disabling Sanguine's Debauchery for a specific character. Make sure you are free from you master or complete the spriggan quest ( You may have to cycle through the "BEGIN" option ): Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Click "UNINSTALL" Exit all menus ( If you enter MCM again Sanguine's Debauchery will now only show the logo ) Wait 2 game hours to make sure all quests scripts have gone idle. [*]Save. ( repeat step 1 for all the saves you want to clean. ) You won't be able to restart Sanguine's Debauchery for this character unless you preform a full uninstall. 2012.01.14 Release and later: Full Uninstall Follow the instructions for "Disabling Sanguine's Debauchery for a specific character." for all characters that have started SD. Exit the game. Uninstall Sanguine's Debauchery Run GenerateFNISforUsers.exe Start the game and load the save you created in #2 Wait a few hours game time and about a min real time. Save. Either in a new slot or over the save you created in #2 ( repeat steps 7-9 for all saves you want to clean ) The Quests Please Note: Almost all of the quests in this Mod are handled by the Story Manager. Console quest starts won't do anything except, most likely, corrupt your save. I will not give hints on how to complete these quests here. Those spoilers will be given in the thread. If you do give away hints, please enclose them in the spoiler tag. Regarding Sanguine's Daedric Artifact: This choice must be made before you begin. When enabled, Sanguine's Daedric Artifact is bound to the player and NPCs will experience uncontrollable lust for the player. You can also look under "Help" in MCM if you are having trouble. Primary Quests: "In service to Sanguine" - This quests watches for the compleation of the Skyrim quest "A Night to Remember." Until that quest is completed ( or the Mod is manually started through MCM ), this Mod is idle and won't do anything. "Sanguine's Debauchery" - Monitors the player's health and will trigger enslavement ( the "Enslaved!" or "Flowering Spriggan" quests ) when combat conditions are met. "Entering Sanguine's Realm" - Monitors the player's actions and will trigger interactions with Sanguine / story advancements when appropraite conditions are met. "Enslaved!" - This quest is active when the player is enslaved. It controls the restrictions of the Slave (the Player) and the actions of the Master/Mistress. "Flowering Spriggan" - This quest is active when the player is made a host a to Spriggan. It controls how NPCs react to the player being a host as well as the player's discovery of why and what the Spriggan has done to the player. Secondary Quests: "Indentured Servant" - If the Player can gain the Master's/Mistress' trust, they will be given tasks to preform. As of now, the only task is the collection of gold. How the Player collects gold is completly at their discression. "Wanted!" - If the player has a bounty, rather than killing the player the bounty hunter will enslave the player and drag them back to the hold where the bounty was posted. "Payback's a Bitch" - If the player steals or pickpockets an item from a NPC that NPC may hire thugs for some revenge. These thugs will hunt the player down and enslave them. Bringing them back to the stolen item's owner. Optional Secondary Quests: Some secondary quests are optional and can be enabled/disabled through MCM. "Gold for the Wicked" - With this quest active, the Player will gain the ability to dance or whore themselves for gold. When dancing naked or with Sanguine's Daedric Artifact equipped, NPCs observing the dance will experience uncontrollable lust and queue up on the player for sex. To use the dance spell, you must be close enough to the NPC to get a dialogue prompt AND you must hold the mouse button down until Magicka stops draining. "Coveted" - Much like with dancing. If the player is naked, some NPCs will experience uncontrollable lust for the player and rape them. Addons SDpatch - frostfall.esp: Requires chesko_frostfall.esp. It makes the custom slave clothing heat sources. ( Not that it makes sense, more like an experiment in posibility. Call it a gift from Sanguine and toss in a few puns ) SDpatch - dawnguard.esp: Requires Dawnguard.esm. This makes the DLC's vampire and dawnguard factions slaver factions. SDpatch - dragonborn.esp: Requires Dragonborn.esm. This makes the DLC's Raven Rock and Cultist factions slaver factions. Patches FavoredSoul Flaccid Male Model: This is a male body texture replacer. You will need this patch if: You have loaded the "Nudes - FavoredSoulMeshes - FlaccidVersion" file from Better males Mod and it's default textures.. And have checked the "Male: Using FavoredSoul flaccid version" option in MCM. Otherwise it will look like the penis is glowing. If you have a custom male texture installing this may not give you the desired results. FavoredSoul flaccid & erect textures are almost identical except the flaccid texture is missing the portion that maps to the erect penis. If your custom male texture for the FavoredSoul Meshes have both flaccid & erect texture versions then using the erect texture should work. SDpatch-FavoredSoulMeshes-Flaccid.7z ( 11.82 MB ) bat file reset This bat file is the headsman axe solution to uninstalling Sanguine's Debauchery. You can run it via console and it will stop all Sanguine's Debauchery quests and reset all globals to their defaults. Try to uninstall through MCM first. It has better checks to make sure you're not enslaved or have any debuffs. sd_reset.7z ( 544 B ) Updates These will be posted as replies in the thread and archived here Conflicts Any mod that alters vanilla factions. - Any mod that significantly alters vanilla factions may mean that my mod won't recognize the attacker as being a member of an eligible slaver faction. Any mod that significantly alters the OnHit Event for the player. Any mod that actively manipulates the player's health during combat ( e.g. auto healing ) may make it difficult to trigger the enslavement events. Verified Conflicting Mods PCEA - PC Exclusive Animation Path WARZONES - Civil Unrest Tundra Defence Locational damage and more dynamic injuries Duel - Combat Realism SkyBoost and TES V Acceleration Layer Animated Prostitution Syynxs Perky Deadly Mutilation Verified Conflicting Mods: Addressed ( Though indirectly and you may get in situations that are bad ) The Dance of Death - Enable "Player Immunity" Frostfall Amazing Follower Tweaks - Disable companion follows PC weapon draw/stash. Troubleshooting I Keep Kneeling During Sex with the SexLab Version Setup SexLab to unqeuip the hands, as the equipped restraints trigger the kneel down animation. MCM has options that look like "$SD_OPTION_P0_HARDCORE" The directory "\Interface\Translations" in the archive contains translations. Make sure this has also been extracted / installed with the other directories. Make sure you turn off the option to not extract README files in Nexus Mod Manager. It excludes ALL txt files. Including the language translation files. Custom Races & Armor Not Showing This is dependent on the creator of custom race and how they've decided to handle armor. The Thug's never come after me. The thug quest ( WIAddItem03 ) is the 3rd in the series of four related quests. They must be preformed and completed in sequence before they are cycled through again. There is a 48 hour wait ( game time ) between quest completion before the next quest will start. WIAddItem01 - "Did you find something good?" = Picking up an item and an NPC says something like "Hope nobody misses that...", "That was just lying around? Good find.", etc.. WIAddItem02 - Rummaging through trash = Scrounging around taking things like cabbages out of barrels and containers. WIAddItem03 - Steal, Thugs hunt player = Stealing or pick-pocketing items from NPC's with a neutral or worse relationship. You don't have to get caught doing it. WIAddItem07 - Buy Dwarven artifact = Buying dwarven armor or weapons and getting a note from Calcelmo saying he's interested in acquiring it. Hand, feet, mask but no body while wearing the Spriggan armor. It's the commom 100% body weight armor bug. You can fix it in console with the following command: "player.setnpcweight 99" Man! The ending for the Spriggan quest is tedious! It's roughly an hour game time. If you have a mod that alters the game's time scale that could draw it out longer ( or shorten it ). Also. the longer you wear the spriggan armor the more powerful the armor becomes but the ending sequence lasts longer too. I Uninstalled your mod and I died! It means that while the mod was installed your character died and the mod prevented it. This mod toggles God mode on when before EndDeferredKill is preformed. BUT scripting can get saved with the character and it will overide later versions of a mod preventing an update from functioning. So. If this happens. Before you uninstall type "TIM" in console to Toggle Immortal Mode on. and keep it on during the uninstall process. When you have finished turn it off by typing "TIM" in console again. I Uninstalled your mod and I'm Immortal! If you remove SD without going through the uninstall process the player never gets EndDeferredKill run on them. Wearing the Spriggan Armor, now what? After the player becomes the host for the spriggan the next stage of the quest is triggered by a few specific comments made about the spriggan armor ( i.e. not any comment, not any comment about the armor, a few specific comments ) by NPCs. You'll get a quest update when it happens. If you have a mod the like "Reduced Distance NPC Greetings" (Steam) then NPCs will not make comments about the player's unusual appearance and the quest will not proceed. The labia rings are missing their texture. Are they a solid color or are they semi-transparent? If they're semi-transparent then they are not missing the texture. They're suppose to look that way. SD Immortality Fix Download SD_Imortal_Fix.7z ( 1.1 KB ) Load your immortal Character save. In console: Use TIM on the player to Toggle Immortal Mode on Save & exit the game Install and enable SD_Imortal_Fix. Load the save from #3 In console: Use TIM on the player to Toggle Immortal Mode off Save & exit the game. Disable and uninstall SD_Imortal_Fix. Juan Ponce de León is very disappointed. I upgraded and now I CTD whenever I try to load a save Instead of using Continue to start the last save, try going through Load instead. Additional Credit Thanks to b3lisario, Calyps, Gatti, MasterChris, Nalim, Youiko, Zaria, ZaZ Translations Provided by CGi - German ( an updated translation is available in Downloads ) aravis7 - French ( translation is available in Downloads ) Animations Licensed From Mini Lovers 0.2.3 MiniLovers0.2.3 license.pdf - The original untranslated version of this license. Dance Animations Dance Modder Resource by Umpa Additional Sex Animations Provided by casualmods.net. TDA Blac945 Previous Support Thread http://www.loverslab.com/topic/9432-sanguines-debauchery/ Click here to download this file