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Found 16 results

  1. Hi, as you see, I have a problem. I have always just merged standalone armor and clothes. Still, I do not have so many clothes and armor mods. But now I don't have that many armor or clothes plugins. I am almost to my limit 255 esp. If you are wondering what tool I am using to merge my plugins then it is TES5Edit. Please don't say you shouldn't have that mod it is outdated or something like that. Right now my Skyrim is stable 60 fps almost everywhere. But I do experience some stutter so if any of you guys do know how to completely remove stutter I would like to know how then. If you are going to ask me why not WRYE BASH it is because I don't know how. (Please don't say just read the description my answer will be of course I am too stupid or lazy xD) My plugins: plugins.txt Btw I don't know but some people say: Mator Smash is recommended if you have many gameplay mods to make them more compatible with each other. If it is good and you people out there seeing this post and do recommend me to use this if that is the case can anyone of you send me a tutorial on how to use Mator smash? I have read Mator smash description, it is too advanced for me to understand maybe I am just too stupid. So I am asking you people out there if you guys can try to explain it in a simplified way if it is possible of course. But my highest priority is to know what plugins can I merge with. Apologize for my bad English btw
  2. Hello everyone ! When trying to understand how OSA works, I've decided to start looking at the MyAnimation functionality. Seeing how easy but tedious it was to create a poser plugin, I decided to create a simple tool for speeding up the process. Hope you like it ! If you have some suggestions or encouter some bugs, feel free to let me know ! UPDATE: Added picture guide to add custom icons to OSA OSelector OSelector is a tool to automatically generate a poser plugin for OSA based on a folder, whether it is your entire data/ folder, or a mod folder. With this plugin. You can easily and quickly play a single animation from any mod, from a simple navigation menu displayed through OSA UI. Whether you want an navigation menu for a mod containing 10 animations or 14000 animations from your entire data/ folder, the menu will be automatically generated and splitted into differents folders with appropriate name when possible. However, if you want a better menu, you can edit it by : reorganizing folders and entries with a drag&drop functionality and a few other actions editing names of folders and entries editing icons displayed by the menu Animations that can be played are the ones which are registered using FNIS. The plugin is just an xml file, which is read by OSA, so no esp slot is taken. It also means that any animation mod author can pack his mod with the generated plugin. It will be ignored for those who do not have OSA installed, but those who do can easily and quickly preview their animations. This plugin use the *MyAnimation* functionality from OSA: Description of MyAnimation from OSA: Preview of an automatically generated menu after scanning my data/ folder Dependencies Works on Oldrim and SSE OSA At least a mod containing animations using FNIS, otherwise there is no use to launch the tool. Basic usage First step is to specify the folder you wish to scan for animations (usually data/ or mods/). It will register every animation using FNIS. It will automatically build a menu for you, with appropriate names and structure so you don't have to edit it during step 2, unless you want to improve it. During second step, the menu will be displayed. It is represented by a tree structure. That's how it will be organized in-game. Next, if you want to improve it, you can edit the tree by changing names, reorganizing folders and entries and changing their icon. To prevent the screen from being cluttered with entries, at generation, each page is limited to 25 items (configurable). It means that the tool will organize the tree in such a way that an folder cannot have more than 25 entries. But if you edit it yourself with Drag&Drop this rule is not applied (Meaning you can force a page to have more than 25 entries). The third and final step is the plugin generation, where you just have to click on Generate Plugin and specify the name of your plugin. If you make no edit to the tree, this process should not take more than two minute, depending on your hardware and the number of animations. For example, I have currently ~14 000 animations installed. With the tool, it took only 18 seconds from opening to the plugin's generation. More Information on GitHub. Oldrim Nexus Link SSE Nexus Link GitHub Link In Game Results
  3. Version 1.0.2

    3,671 downloads

    RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...) A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK. Description: Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM. Use Ctrl+M to quickly access the Activation Menu. Requirements: BodyMorph 1.1.0+, of course. NVSE. NVSE Extender (NX). Mod Configuration Menu - Needed to activate and setup the plugin. Weighted body, like T3F Body with BnB (look in Files section). Weighted armors or clothing, like Bouncing Breasts Type 3 Armors. Or T3FBBR BnB Body Replacer + Rough Outfit Conversions. Notes: There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so: Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph. Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time. Changelog:
  4. idea comes from this https://codeload.github.com/scorpion007/unload first i tried to rebuild it with no succes. after that point it got totaly change make over to work pretty much 90 % is changed. if u wanna test it u put it in plugin folder,go to utilitys and u will see unload plugin when creating new menu;(add new bar to utility panel) unload panel is in the list. to add a plugin need ofc the normal stuff in dll such as LibInitialize, LibShutdown,LibDescription,LibNumberClasses,LibVersion,LibClassDesc, u dont need main when loading plugins withis extension, and file extension is not importent either any works as long u have thoose functions^^ and its a plugin ofc theres 3 ways adding normal way by max, or by class or qt, i recommend dont use max method in ma or from this plugin, the dll will be stucked in memory. use either qtlib option or normalway,. these function will load just the classes from dll, and while dll still will be unloaded in max^^,this gives u benefits to use classes as normal in max and still be able to rebuild the dll without restarting max might be some bugs stuff i forgot, but licence is "do wtf u want" just leave a credit back to me somewhere in a tiny tiny note =P http://i65.tinypic.com/qycsoi.jpg my github is here https://github.com/nexustheru/MaxUnloadPLugin release is here(totaly beta hybrid) but it works =P https://github.com/nexustheru/MaxUnloadPLugin/releases
  5. b3lisario

    SkeletonUtils

    Version 0.2

    3,553 downloads

    This is a small SKSE plugin that I needed in order to rotate skeleton bones programatically. I think there was no way to do this using existing Papyrus functions. Maybe because rotating specific bones it's not that useful. There is the limitation that bones must not be affected by animations / Havok / HDT or the rotation you set is overwritten by the other animation systems. I'm using this with the dummy CME bones from XP32 Maximum Skeleton Extended version 2.06. The SKSE plugin adds a new Papyrus script (SkeletonUtils.pex) that provides these funcions: float Function GetNodeRotationX(ObjectReference ref, string node, bool firstPerson) native globalfloat Function GetNodeRotationY(ObjectReference ref, string node, bool firstPerson) native globalfloat Function GetNodeRotationZ(ObjectReference ref, string node, bool firstPerson) native global; examples:; SkeletonUtils.SetNodeRotationX(Game.GetPlayer(), "CME Genitals03 [Gen03]", -45.0, false); SkeletonUtils.SetNodeRotationZ(Game.GetPlayer(), "CME Genitals03 [Gen03]", 45.0, false)Function SetNodeRotationX(ObjectReference ref, string node, float x, bool firstPerson) native globalFunction SetNodeRotationY(ObjectReference ref, string node, float y, bool firstPerson) native globalFunction SetNodeRotationZ(ObjectReference ref, string node, float z, bool firstPerson) native global; this is like calling the 3 previous functionsFunction SetNodeRotation(ObjectReference ref, string node, float x, float y, float z, bool firstPerson) native global Requires SKSE 1.07.01 or higher. The C++ source files are in the archive if you want to take a look.
  6. Alright weird request but would anyone be able to convert the dragon style from http://www.loverslab.com/files/file/2436-horny-creatures-of-skyrim/ to an sos plugin? I play a dragon-like argonian most of the time and would love it for them
  7. serenity_

    SkyUtilities

    View File About SkyUtilities is a SKSE plugin targeted to Skyrim mod authors. It adds features to Papyrus which yet don't exist and aren't available anywhere else. This project is a way for me to get an understanding of SKSE and the game itself. I'd like to start working on Skyrim SE and Fallout 4 too, as soon as there is a release of their script extensions. I'll try to implement every feature written for Oldrim into SSE as to not make the plugin irrelevant in the future if SSE actually leaves Oldrim behind (modding-scene wise). Info This version (v0.4) is a pre-release and not yet ready to be distributed for a playthrough. I'm releasing it now so that if you're planning on using this SKSE plugin for your mod you can start working with the papyrus functions. The API won't change. Also: I'm looking for ideas. Let me know if you have something in your mind that you think might be useful as an addition and for other modders aswell who might benifit from that. I advice to download SkyUtilities directly from a trusted source (such as this one or the official github repository, if you don't build it for yourself) to make sure that everything works as intended. If this plugin is distributed elsewhere I can't guarantee for proper functionality (meaining: might be altered). Features Networking: ​(Basic) HTTP requests (both GET and POST) URL en/decoding Mod information retrieval from Nexus (non-adult) or LoversLab (via mod id). Usage of the Steam API: Profile ID, Profile Name, Achievements Configuration (Readable: JSON) StringUtil: regular expressions Note: Requests do not block/freeze the game. Responses are distributed via events (See Examples or scripts in github or in the download archive for more information). Requests not yet finished while saving are too saved and will be loaded if you choose to load that particular save. Examples can be found here: Examples Sourcecode If you want to take a look into the Sourcecode behind this plugin, there is a GitHub repository you can check out (hehe): https://github.com/sereni-ty/SkyUtilities Submitter serenity_ Submitted 06/07/2017 Category WIP / Beta Requires Special Edition Compatible  
  8. For some peculiar reason, the Niftools developers decided to only provide source code for the 3ds Max plugin, and it doesn't successfully compile. Nor does it have the correct Visual Studio 2010 files, so you can't compile it that way either. And as far as I can tell, from threads that are three years old, Blender 2.49 is the latest version that has a working nif exporter. Blender's interface is absolutely terrible, so that's out. So I got to ask; do any of you have a working .nif plugin for 3DS Max, that supports Oblivion's meshes? There are those unofficial Skyrim plugins over on Nexusmods, but they claim to have broken backwards compatibility.
  9. View File RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...) A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK. Description: Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM. Use Ctrl+M to quickly access the Activation Menu. Requirements: BodyMorph 1.1.0+, of course. NVSE. NVSE Extender (NX). Mod Configuration Menu - Needed to activate and setup the plugin. Weighted body, like T3F Body with BnB (look in Files section). Weighted armors or clothing, like Bouncing Breasts Type 3 Armors. Or T3FBBR BnB Body Replacer + Rough Outfit Conversions. Notes: There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so: Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph. Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time. Changelog: Submitter asdasfa Submitted 03/18/2015 Category Other Requires BodyMorph NVSE NX MCM
  10. Hello. I seem to be having an issue where the SoS RaceMenu plugin sliders works fine for females but for some reason does NOT work for males. For Males, the only slider there is for Erection, while females get all the sliders. I've made sure that in the MCM Menu, the schlong type was set to RaceMenu, which it was. Can someone shed a little light on this? I'm using the following SOS related mods and Versions: . SOS - Schlongs of Skyrim - Versions 3.00 . Equipable Schlong Slot 60 It might be worth mentioning that I believe my SOS RaceMenu plugin came from the All in One UUNP body mod. Here's my Load Order.
  11. So I was installing some mods and accidently installed one that replaced parts of CBBE. So I uninstalled them both, then re-installed CBBE, but now, any edits I made in the bodyscale section only show up when armor is equiped. When my player is naked, they are the default CBBE body. I have no idea what's going on.
  12. Hey, I picked up the 2010 niftools 3dsmax plugin codebase and spent the last week just converting it to be compliant with 3dsmax 2014 (and I think it's compliant with 3dsmax 2013) I haven't had a chance to really thoroughly test it out. I'd appreciate people willing to backup their current plugins and giving me some feedback on problems with the plugin. I only really care about Skyrim support, although since this is the original 2010 max codebase, older nifs for fallout and such should still work (dunno though) Feedback/testing would be highly appreciated! Thanks! (Install instructions are the same as the normal nifplugins for 3dsmax) Installation: Back up your current version of nifplugins (If your using the 2013/2014 .nif plugins from TESRenewal, make sure you backup/move these 2 files: ehamplugin.dlu and niflib_x64.dll) Paste in the contents of the folder! Report issues/success back here please or on my github page Known Issues: Havok Collision Imports are not correct. Currently if you export meshes with a morpher on them they will be converted into NiGeomMorpherController branch. This is deprecated for skyrim. Planned Features: Add in Eham's changes to allow importing particle systems, SwitchNodes etc... Add in string support for looking through local directory from where you opened .nif to find textures (loose files) Add in BodyTRI import features (Skyrim RM feature) Add in improved auto outfit conforming modifier Look into the possibility of auto exporting layer masks of objects for Dye Framework support (Skyrim Only) Change Log: Changed bone import to default to BoneGeometry objects instead of dummy helpers. Also activated 'Use as Bone' flag by default on import. Changed default .ini setting to have bones imported as lines by default Fixed NifTools shader. Textures will be linked to material if files are loose and in skyrim/textures directory (you can set it in the .ini like older max plugins) No more memory errors from importing .nif's with multiple nitrishapedata and applying the BSdismemebrmodifier on them. Added in Hacky fix for texture importing, now textures will be correctly found relative to their "Meshes" or "meshes" folder if you opened them up from a directory setup similar to bethesda games. Added new ini Setting "AltPaths" read the .ini file for an example of how to use. It basically allows you to set alternative search paths for external files like textures etc... Added BodyTri import Internal code cleanup, fixed misc issues like normals not showing on import until you select object in viewport etc... Fixed Niftool Shader import. Fixed BSLightingShaderProperties not correctly being parented to geometry. Fixed Open with Nifskope Dialog Prompt on export. Updated to latest dev branch of Niflibs and Nifxml Cleaned up NifQHull redundancy (renamed to CollisionHull.cpp) Fixed BSDismember (Non-rewrite version, my personal re-write version will become available at a later time/date, it just needs more testing and potentially slight re-design for future proofing newer bethesda games) NifLib API updated/fixed to expose certain functions 3dsMax 2014 Nif Plugin.rar
  13. Okay, till yesterday i was playing 100% ok, but today my bro decided get mad at me and he deleted my steam folder,i restored a vanilla backup and opened NMM, alla the mods showed installed in Mods tab but not showing in plugins tab, so y deactivated them in mod tab and activated them again and they área showing normal now, i launched FNIS, but i was getting an error about SOS plugin.dll "not designed for windows" i installed Sexlabframework and sos later, igual shouldnt i forgot so i removed both and installed SLF and the SOS and now when i launch the SKSE skyrim doesn't even open and a "skyrim is not responding" pops up, please,what can be? :/
  14. is there a way to play masturbation animations with the debug spells or w/o a separate plugin? i tried using self debug but nothing happens. do i really need to use something like matchmaker? basically the same as debug and feels obsolete.
  15. Version 1.0

    1,383 downloads

    Hi everyone! Here's something I figure a lot of you will enjoy: Nude ragnarok online sprite replacers. This will essentially make all female players (yourself included) nude. It does NOT affect the game in any other way, which means you can safely use it on most servers without worrying about the ban hammer. Simply extract the folder, and copy the data folder into your ragnarok online directory. Only you will be able to see the nude sprites, everyone else will see you as normal (unless they too have this mod installed.) If you are playing a private server, just read up on their rules about sprite replacement. Some are okay with it, some aren't. This does not affect your ASPD in any way, nor is it 0delay. These are based off of the original sprites. Also, this package only works for up to second trans job classes. Third classes aren't included, but can be added by you if you so desire (look at the readme file.) It will work right alongside headgears, armors, shields, weapons, etc. Even custom ones. Also, if I have the time, I would like to make a futa replacer for the male sprites. But we will see. If you want to take up this task, feel free to. Also, currently, it does not work for mounted characters. So you can still have a nude warrior class, just don't mount a peco. This replacer only works up to second class trans jobs. Third jobs are not done, but you can add them yourself (look at the readme file.) Anyways, I hope you all enjoy!
  16. View File This is a small SKSE plugin that I needed in order to rotate skeleton bones programatically. I think there was no way to do this using existing Papyrus functions. Maybe because rotating specific bones it's not that useful. There is the limitation that bones must not be affected by animations / Havok / HDT or the rotation you set is overwritten by the other animation systems. I'm using this with the dummy CME bones from XP32 Maximum Skeleton Extended version 2.06. The SKSE plugin adds a new Papyrus script (SkeletonUtils.pex) that provides these funcions: float Function GetNodeRotationX(ObjectReference ref, string node, bool firstPerson) native globalfloat Function GetNodeRotationY(ObjectReference ref, string node, bool firstPerson) native globalfloat Function GetNodeRotationZ(ObjectReference ref, string node, bool firstPerson) native global; examples:; SkeletonUtils.SetNodeRotationX(Game.GetPlayer(), "CME Genitals03 [Gen03]", -45.0, false); SkeletonUtils.SetNodeRotationZ(Game.GetPlayer(), "CME Genitals03 [Gen03]", 45.0, false)Function SetNodeRotationX(ObjectReference ref, string node, float x, bool firstPerson) native globalFunction SetNodeRotationY(ObjectReference ref, string node, float y, bool firstPerson) native globalFunction SetNodeRotationZ(ObjectReference ref, string node, float z, bool firstPerson) native global; this is like calling the 3 previous functionsFunction SetNodeRotation(ObjectReference ref, string node, float x, float y, float z, bool firstPerson) native global Requires SKSE 1.07.01 or higher. The C++ source files are in the archive if you want to take a look. Submitter b3lisario Submitted 09/09/2014 Category Modders Resources Requires SKSE 1.07.01 Special Edition Compatible  
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