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Found 13 results

  1. 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
  2. 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  
  3. 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.
  4. 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.
  5. 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.
  6. 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? :/
  7. 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.
  8. Version 1.0

    1,004 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!
  9. 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
  10. 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 03/17/2015 Category Other Requires BodyMorph NVSE NX MCM
  11. Version 1.0.2

    2,788 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:
  12. 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  
  13. SkeletonUtils

    Version 0.2

    3,168 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.
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