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Found 86 results

  1. (AAF) Bad End Animation Pack View File AAF Bad End Animation Pack v01.02 Credits: Shadeanimator, for the indispensible FO4 animation tutorials. Dagoba King, for all his amazing work on AAF. EgoBallistic, for a lot of beta testing, troubleshooting, and work on the AAF XML files. SAC, for the gallows meshes and textures Zaz, whose fluid nifs and textures I have included. Updates: 1.02 - added textures for Zaz fluids Summary: This is a pack of furniture based 'bad end' animations. Each of the following furnitures has an animation series that goes with it: Gallows Impaling Pole Strangling (Garrote) Pole Reclamation Chair (electrocution) Machine themed Chair (electrocution) The animations should work with either male or female actors, though there may be some oddities with male actors (clipping, things may not be in the right places, etc). For each furniture, the AAF files have individual animation stages, or a sequential animation that plays a series of stages in a particular order. Note that, by itself, this mod doesn't do much (since you can only trigger the animations when you're near the furnitures). You'll need to find other mods that incorporate the content in an immersive way (or you could go to aaBadEndTestCell, which is a room that I used for development testing). Requirements: This pack requires AAF and Fallout 4 (surprise!). If you want sound, it requires my NSFW pack. https://www.loverslab.com/files/file/7748-nsfw-sound-pack/ Permissions: You are free to use any of the animations and files in this pack, with the following conditions: - Do not post them to sites outside of LL without asking me. Basically, don't be that person who puts this up on Nexus or Bethesda.net... - You cannot charge for mods that contain these animations. If you have an optional payment, that's fine, as long as users who don't pay get the same functionality Install directions: Copy the files into your /data/ folder. To uninstall, delete the files you copied. At present, the animation pack contains no scripts or anything else that should cause problems when added to or removed from an existing game. The pack includes some of Zaz' fluids, so if you are asked to overwrite those files, don't (it shouldn't cause any problems if you do - the files should be identical, but if at some point in the future Zaz release's an even better version, you shouldn't replace it with what's in this pack) Future Plans, Notes: None really. I may add more ends if I get ideas. If bugs come up, I'll try to get around to fixing them. If someone wants to mod this so you can build the furnitures in the workshop, go for it - you can either release that as a separate esp that depends on this one, or send me back an edited copy and I'll credit you. Just please don't release a fork of this mod without asking. I've left 'armor' versions of the meshes in the esp. There were some bugs associated with using them, and I'm expecting other modders to use the meshes that have been set up as furniture. There shouldn't be any dirty or off-topic edits in the esp, but I did change the sound output model for Mono1500 to include vibration. If that bothers you, it's easy to load the esp up in FO4edit and delete that change. If that bothers a lot of people, I can release a fork without it. Submitter Gray User Submitted 01/26/2019 Category Animation Requires AAF, NSFW Sound Pack  
  2. View File The first ASX release but it is a little unusual. This is a modders resource, usable in Morrowind, Oblivion and Skyrim. It's a simple 7zipped Word document, with commentary and possible suggested dialog for sex that doesn't feel like Modern, 21st century America or Japan. Use as much or as little of it as you wish. Naturally because of it's nature, there are no screenshots or requirements apart from the ability to open a 7z archive, a Word document and a desire to read. Submitter Symon Submitted 05/06/2014 Category Misc Requires  
  3. View File Description This mod aims at providing animations, furniture, functionality and everything else that could be seen as or used for a torture device. Current Content in TD version 1.9 : General : - A workshop menu "TortureDevices" is accessible via workshops main menu - NoFighting MagicEffect ( Blocks the abilitys to fight (Player and NPC´s)) - RestraintMovement MagicEffect (Blocks Running,Sprinting,Jumping (Player Only)) Animations : Furniture : Updates / Uninstall - The Bugfix Patch has to be installed after TD 1.7 and has to overwrite the .esm - a clean save is not needed, already build furnitures ( only the new (1.7) ones ) have to be stored in the workshop and build again to apply the changes. - Before updating make sure to stop all running animations and removing all devices from this mod. - Uninstall the Workshop menu with the "TDHoloBand" uninstall function - Delete all files of the mod ( use a mod manager ! ). - Create a clean save - Install new version Future Plans - More of everything i guess... - Providing a complete movment set for Restraints/Bounds - Convert the AnimObject Poses to actual Funrniture - Make an actual Description and that stuff Functionality / For Modders Requierements TortureDevices itself requires nothing but Fallout 4 Credits and Special Thanks - ShadeAnimator for the F4 Animation Kit - Ag12 for helping me getting started with Scripts and AI Package handling - The guys who are writing the CK wiki pages - The ZaZ Animation Pack Guys - DexesTTP for HKXPack Full Changelog Submitter Vader666 Submitted 10/26/2016 Category Animation Requires
  4. AAF - Modders Resource View File Advanced Animation Framework - Modders Resource With the death of the AAFCP due to outdated components this is now the new home for them as they are NOT meant to be used during normal gameplay. All of the components in this package are meant for modders only. Changes: Patches for other mods like pose mods and race support have been moved into the Misc Patches on AAF's Nexus Page. Devious Devices support is now part of the Themes package. The EVB Morphs from Themes are now in the AAFMR (AAF Modders Resource - this package). The BT2 Morphs from Themes will be part of BT2 itself to streamline the installation. Contents: FourPlay Proxy: Can be used instead of FourPlay to run FourPlay native mods. Only to be used when porting a FourPlay native mod to AAF. EVB Bodies: A leftover of a now unsupported body. Only to be used to quickly create a test setup for AAF. Note: This is a Modders Resource and NOT meant to be used for normal gameplay. We won't support this in any way, form or manner. Q&A: #1: But this forces me to use BT2 or any other male body mod! - Yes and no but BT2 is the defacto standard male body for AAF anyway. #2: But BT2 sucks! - Did someone say something? #3: But i get no erections in certain animations with BT2! - Will be solved over time. AAF is still a beta and changes in it's file structures can have such results. #4: You guys take to long to fix things! - Real life comes first, no matter what. #5: {insert question/accusation here} - {insert random answer here} Submitter CGi Submitted 06/19/2019 Category Modders Resources Requires AAF  
  5. Version 1.0.0.0

    1,817 downloads

    Advanced Animation Framework - Modders Resource With the death of the AAFCP due to outdated components this is now the new home for them as they are NOT meant to be used during normal gameplay. All of the components in this package are meant for modders only. Changes: Patches for other mods like pose mods and race support have been moved into the Misc Patches on AAF's Nexus Page. Devious Devices support is now part of the Themes package. The EVB Morphs from Themes are now in the AAFMR (AAF Modders Resource - this package). The BT2 Morphs from Themes will be part of BT2 itself to streamline the installation. Contents: FourPlay Proxy: Can be used instead of FourPlay to run FourPlay native mods. Only to be used when porting a FourPlay native mod to AAF. EVB Bodies: A leftover of a now unsupported body. Only to be used to quickly create a test setup for AAF. Note: This is a Modders Resource and NOT meant to be used for normal gameplay. We won't support this in any way, form or manner. Q&A: #1: But this forces me to use BT2 or any other male body mod! - Yes and no but BT2 is the defacto standard male body for AAF anyway. #2: But BT2 sucks! - Did someone say something? #3: But i get no erections in certain animations with BT2! - Will be solved over time. AAF is still a beta and changes in it's file structures can have such results. #4: You guys take to long to fix things! - Real life comes first, no matter what. #5: {insert question/accusation here} - {insert random answer here}
  6. Version 1.0.3

    13,590 downloads

    AAF Bad End Animation Pack v01.02 Credits: Shadeanimator, for the indispensible FO4 animation tutorials. Dagoba King, for all his amazing work on AAF. EgoBallistic, for a lot of beta testing, troubleshooting, and work on the AAF XML files. SAC, for the gallows meshes and textures Zaz, whose fluid nifs and textures I have included. Updates: 1.02 - added textures for Zaz fluids Summary: This is a pack of furniture based 'bad end' animations. Each of the following furnitures has an animation series that goes with it: Gallows Impaling Pole Strangling (Garrote) Pole Reclamation Chair (electrocution) Machine themed Chair (electrocution) The animations should work with either male or female actors, though there may be some oddities with male actors (clipping, things may not be in the right places, etc). For each furniture, the AAF files have individual animation stages, or a sequential animation that plays a series of stages in a particular order. Note that, by itself, this mod doesn't do much (since you can only trigger the animations when you're near the furnitures). You'll need to find other mods that incorporate the content in an immersive way (or you could go to aaBadEndTestCell, which is a room that I used for development testing). Requirements: This pack requires AAF and Fallout 4 (surprise!). If you want sound, it requires my NSFW pack. https://www.loverslab.com/files/file/7748-nsfw-sound-pack/ Permissions: You are free to use any of the animations and files in this pack, with the following conditions: - Do not post them to sites outside of LL without asking me. Basically, don't be that person who puts this up on Nexus or Bethesda.net... - You cannot charge for mods that contain these animations. If you have an optional payment, that's fine, as long as users who don't pay get the same functionality Install directions: Copy the files into your /data/ folder. To uninstall, delete the files you copied. At present, the animation pack contains no scripts or anything else that should cause problems when added to or removed from an existing game. The pack includes some of Zaz' fluids, so if you are asked to overwrite those files, don't (it shouldn't cause any problems if you do - the files should be identical, but if at some point in the future Zaz release's an even better version, you shouldn't replace it with what's in this pack) Future Plans, Notes: None really. I may add more ends if I get ideas. If bugs come up, I'll try to get around to fixing them. If someone wants to mod this so you can build the furnitures in the workshop, go for it - you can either release that as a separate esp that depends on this one, or send me back an edited copy and I'll credit you. Just please don't release a fork of this mod without asking. I've left 'armor' versions of the meshes in the esp. There were some bugs associated with using them, and I'm expecting other modders to use the meshes that have been set up as furniture. There shouldn't be any dirty or off-topic edits in the esp, but I did change the sound output model for Mono1500 to include vibration. If that bothers you, it's easy to load the esp up in FO4edit and delete that change. If that bothers a lot of people, I can release a fork without it.
  7. 3j's Animation Pack: S.A.P. I'm going to organize and upload all animations that I've made over 2 years, but there are 800+ files in my animations folder so it'll take some time. For now, here's the initial version with 4 animation sets, just install this mod with your mod manager, run FNIS, and go to the S.A.P. MCM in game to activate animations and then reset animation registry. All my animations adjusted as stated here Credits: halofarm for Aether Suite Have fun! Screenshots Download Obsolete Stuff
  8. I'll just leave it here.. pekaYobaFaceWraps_resource.7z No credits\rights, just silly retext. It's just resource: to use as replacer, rename models into something what exists in vanila; or make simple .esp to declare new clothing and inject it into the world. I think, "nosering" will be most reasonable slot (because those clothes hide it completely).
  9. Welcome to Mitos' Shop eh? I always wanted some specific animations as part of my game but after months of waiting and looking around, I decided to just learn the ropes and try to do it myself. Why not? Now here I am opening my animations showcase. Anyway, on to the show! What's in here? This is where I will continue to release new animations as I create them, time permitting. Side Notes -These animations are resources for modders, meaning that a mod has to use them for you to see them in your game. (Or you could replace already existing animations with mine by changing file names, I guess that works also) -I welcome feedback on suggestions, and what to change or improve. Anyway, onto the real show! Animations Latest Release: May 20, 2015. Animations are aligned to work best with SOS (average size), max male body weight and Body By Leito 2.0 Previews: I'm all for sharing my work with the community so feel free to use these animations anyway you see fit, but if you are going to use any of my animations it'd be nice to get some recognition and a link back to this page. A PM to a link of where you are using it would be swell so I can see the animations in action! Credits - A big thank you to pornphile for his help, Animation Tutorial and his skeleton. - HUGE thanks to Leito86 for his guidance and meshes to work with. and for not losing his patience with me. I think. - Big ol' thanks to rydin for including my animations in his awesome mod Non SexLab Animation Pack - Kudos to everyone that puts out tutorials. Crack your head enough and you can learn anything.
  10. EDIT / UPDATE: I have located the skeleton file I found a while back, but though it appears fine it crashes the game. Can someone more experienced slap a saddle bone onto a humanoid skeleton for me, please? I'm looking to do [pic below] with followers... just need a working skeleton at this point!
  11. A7 Romance & Sex Framework Development & Resource Thread What is this? A7 is a Romance & Sex Framework covering romantic and sexual relations in the Commonwealth. If SexTec gets closer to release than I do than anything included in this Framework will be given over to the developers of that framework. I do not want 50 different pieces of tools lying around and rather pool them together, but for now I'm doing my take on it. To kickstart others I'm going to provide any help I can and release my source files here and there to be used, looked at, manipulated, edited and of course used freely. So I'm allowing anyone to dig in and be apart of it and grant permission to anyone who's willing to take it. A little credit reminder would be cool but I'm not going to sweat profusely if you somehow forget it. I personally think that we either have a resouce- and knowledge monopoly going on or simply a lack of knowledge and/or tools. So if I figure anything (new) out I'll do my best to provide on how to reproduce and use it. What is you plan with the Framework? Romance Framework The Romance Framework will simply contain ways to be kind and lovely to your favorite companion(s), NPC(s), foe(s) or whoever. This is still bare-bones but what is planned: Make-out scenes I've started to port HTongues over to Fallout 4 and retextured them myself to make them look more natural since the lighting is quite different. I'm planning to use them for make-out scenes, however am still figuring out how to make proper expressions to open the mouth properly, where we come to the next point Expression Toolset To allow Make-out scenes and other shenanigans to look natural we need an expression toolset. I know how to make them (Additional Sets in the *.tri-files), however am still figuring out how to inject them as new AnimFaceArcheTypes, so this is still research. I hope I can make them work, then a lot of lively would be create for both, the romance- and sex part. Cuddle- and Embrace poses/animations Pretty self-explanatory; containing several animations- and poses to embrace one and another. I've made a handful so far and they look great so far. Some examples: Sitting cuddle pose- and animation Spooning (Soft, Sexy- and rough with an overlap to a sex animation) Stroking / Embracing while standing poses- and animations Forced kissing Sex Framework The Sex Framework will contain animations- and poses to allow some sexificational actions to go down. I'm focusing only on humanoid interactions. Besides animations I want to, if I'm getting that far, to allow the user to manipulate and edit everything via the MCM-Menu and offer a wide variety how sex can be triggered. Here some examples: Simple cut and dry dialogue options (Sex? Good, cool story bro) and start instantly Via Hotkey with a targeted Actor Via Stats and integrated into the dialogue as an option with chance to fail And more Simply giving the user the option to decide how he wants to use them and not limiting them in any way. Now to the most important part, the animations and poses. Since what I've stated above might not be developed due to different circumstances I'm putting most of my time when I have time and the energy into animations and poses. They'll range from harmlessy romantic to BDSM and most of them are unisex or carry a lesbian- and gay equivalent. I also want to include small variations- and flavors of them to avoid ultra clipping with either thick upper or lower parts. I've made around a 100 but I've scrapped a lot of those since I'm still in the process of getting myself familiar with the quirks and ways- how to make them look good and natural. I've probably said natural too many times now but you get it, I aim for the good stuff. Some Animations- and Poses I've done so far and/or am planning: Animations & Poses: Doggy-style (3 standing variations, Layover (torso of dominant lowered), Arms pulled back, Freestyle (no hands), planned 10 more variations) Power-Thigh V (dominant holds partner and submissive has legs over dominants Shoulder, looks crap and needs editing) Side-Thruster (spoon position with the dominant thrusting, planned 3 flavors for soft, harder and extremely dominant versions) Cunnilingus (Laying, sitting, helping, passive, standing, ...) Blowjobs (Laying, sitting, standing, ...) Masturbation (Planned too many for both genders, need to sort them out what I currently got done) Face-Off (Planned) The Pretzel (Planned) Seated Wheelbarrow (Planned) Spork (Planned) And more Unfortunately some sex animations are with my current knowledge not possible; when the legs are raised over a certain height (~10 units) they start to collapse wildly. This is due the COM (Center Of Mass) being obnoxiously stupid in Fallout 4. I'm researching and testing a lot how to overcome this since there are so many interesting animations which could be used if that issue would be resolved. I haven't documented or made every pose and animation publically available, however you can enjoy some impressions on my flickr here: https://www.flickr.com/photos/139105246@N02/albums Bear in mind the development will not be fast or be done tomorrow, however I'll try to keep you in the loop and post updates regularly.
  12. View File This is my sexlab sound replacement. It replaces average female voice for Widowmaker sound. Use version Widowmaker sound.7z or version 1.5. Recommend version 1.5 Added ogg file collection for modding resource. Installation: You need Sexlab and its requirements. Then install Widowmaker sound.7z or version 1.5 and let it overwrites sexlab sound. In the game open sexlab MCM menu in voice option choose Average female for your character. It's only sound file may be it is compatible with SSE Submitter kboom Submitted 09/27/2018 Category Sex Effects Requires Sexlab and its requirements Special Edition Compatible View File
  13. Fallout Genetics https://www.nexusmods.com/fallout4/mods/35459?tab=description + Looksmenu (and bodygen) https://www.nexusmods.com/fallout4/mods/12631 = Almost a way to have your npc's spawn completely uniquely based of the tastes of bodyslide and looksmenu pre-sets you select, including unique hair and facial features. Why isn't there any work on this?? The mods are just left sitting there.
  14. Version 1.4.1

    105 downloads

    Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are only compatible with TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the SSE Creation Kit and may not load properly in the original Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Mhulchazn - Morrowind Dwemer Home Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Nexus Mods
  15. Version 1.3.1

    172 downloads

    Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Assimilation Lab Nexus Mods TES Alliance
  16. View File Hey all! First upload! Buffout Plus is a very bare-bones implementation of mechanics inspired by the line of "Macromancy" mods for Skyrim which allow you to manipulate your character's size. Specifically, it adds two new chems to the medicine tab of the chemistry workbench: Buffout Plus and Reducinol. The first is made from normal buffout and nuclear material and increases your character's size in small increments, granting you buffs at certain thresholds. Reducinol is made from nuclear material and med-x, each shot of it will reset your size to the default (so far you cannot shrink past the default size). There are some engine-related restrictions such as a total size-cap of 10 times the default and a blindingly fast run speed in third person (I reduced movement speed to account for the increase in overall size, but it only takes effect in first person) Really, my purpose in releasing this is to give anyone else who would be interested in making a size-changing mod a headstart, so feel free to take this and do anything you want with it and redistribute it however you'd like. No credit needed! Submitter Cacame Awemedinade Submitted 10/17/2017 Category Other Requires  
  17. View File This is an AAF plugin for modders. The purpose is to give modders an easy way to relay animations for creatures to AAF. I have created IDLE records for most vanilla creature types (I will do DLC creatures if requested), and created barebones XMLs for AAF to reference. In order to make use of the IDLE records, simply load the .esp in xEdit and replace the GNAM record with your own .hkx animation file. Also, if you make new _NPC entries for male/female versions of creatures, make sure to check the appropriate box (Female on Actor page in GECK; should return GetIsSex 1/0 in console). NOTES > I am brand new to this, and most of what is done here is copying what I see from other people's work. Some of this stuff I understand, some I don't. I'm happy to take feedback and put in work to help anybody who would like to make use of this. > I have used the "Attack1.hkx" animation for most creatures. Some do not have it, in which case I chose an animation that will hopefully help the user determine whether the animation is being successfully called by AAF. I hope this is useful to somebody! Again, please reach out to me if you would like me to expand on this. SPECIAL THANKS to Halstrom for encouraging me to get this going! Submitter ezeepeezee Submitted 11/16/2018 Category Animation Requires View File  
  18. Version 1.0

    3,056 downloads

    hey guy's i'm back. This time i have some new npc's you guy's might like. It has been resting in the depths of my load order for a long time now. I have no idea what else is in there but it is safe enough to work. (Just npc's for now) It's possible that it is incompatible with certain playerhomes (like Breezehome) because i may/may not have changed stuff about it. (It IS compatible with any house mod!) NPC's WILL change depending on what body mods you use!! Content: -5 new dwemer npc's (all female) [found in the dwemer forge] (they were supposed to be cyborg guardians that had to guard the forge against intruders but somehow remained in "cryogenic sleep" (this is going to be updated soon)) -4 new orcs (all female) [found in the drunken huntsman in whiterun] (because orcs) -4 new wood elves (all female) [the sleeping giant inn in riverwood] (i thought there weren't enough wood elf followers but then i found out about other mods. they're basically just presets from skyrim turned into followers) - the eyes of beauties elven eyes (it is not a requirement but you better install it to have the complete look) - Apparently there are 3 dark elves too at the drunken huntsman (same reason as wood elves) - oh and 2 nords in warmaidens (were former player characters once that i thought were worth keeping) - to be continued... As of version 0.1.1: - Dwemer followers REMOVED to save on 2 dependancies and because they weren't lore friendly. - Added 2 new followers: 1 redguard (moved to the others in proudspire manor basement); 1 new orc follower (moved together with the others to each of the 4 strongholds) - If you are going for this version you will need to overwrite the facegendata folders, both textue and meshes alike. - Nevermind I'm an idiot! It's perfectly fine to use with both NMM/manual as well as MO/MO2. BUT you still have to recreate the ctrl+F4 files in ck! Don't forget it! Requirements: - Skyrim - Dawnguard - Apachiiskyhair.esm and Apachiiskyhairfemales.esm (LATEST VERSION!!! Else dwemer hairs might not show up!) - Dwemer race by HAlgarth (NOT for version 0.1.1!) - The eyes of beauty (not really a hard requirement but i did accidentally use his expantion for the elves, woops. He did gave me permission to upload it as long as i gave him credit) - Zaz animations (Not now but soon...very soon...) Note: The NPC's may differ from what you have installed as a body mod! If you have the black face bug open the .esp in the creation kit and press ctrl+f4 on each new npc. They should be recognisable with *-sign. Have fun Oh, and i uploaded some pictures too (i hope) I'm not the best fotographer so if there's someone who wants to upload there own pictures. Feel free to send them to me or post (some of the dwemer don't have the right eyes. They should all have the same blue eyes like the other two.)
  19. Version 1.5.0

    5,063 downloads

    This is my sexlab sound replacement. It replaces average female voice for Widowmaker sound. Use version Widowmaker sound.7z or version 1.5. Recommend version 1.5 Added ogg file collection for modding resource. Installation: You need Sexlab and its requirements. Then install Widowmaker sound.7z or version 1.5 and let it overwrites sexlab sound. In the game open sexlab MCM menu in voice option choose Average female for your character. It's only sound file may be it is compatible with SSE
  20. Version 1.0.0

    159 downloads

    RESOURCE This is just a flaccid non-SOS no scrotum penis that was used for a commissioned hermaphrodite race. It was attached to that races skimpy clothing and armor so it could be partially seen when the actors were clothed. The textures are required to make it show up correctly. Some minor skill with NifScope and Caliente's Outfit Studio is required to make any clothing conform around it. Do with it what you will...
  21. View File RESOURCE This is just a flaccid non-SOS no scrotum penis that was used for a commissioned hermaphrodite race. It was attached to that races skimpy clothing and armor so it could be partially seen when the actors were clothed. The textures are required to make it show up correctly. Some minor skill with NifScope and Caliente's Outfit Studio is required to make any clothing conform around it. Do with it what you will... Submitter nikoli grimm Submitted 09/15/2018 Category Modders Resources Requires Special Edition Compatible View File  
  22. View File I was inspired by Lifty's cum sound mod. I love changing sound files from time to time. When I saw Lifty's "SexLab massive cum sound replacer 1.0", I knew I had to try it. He did a great job. Then I wondered if I could give it a go. I altered SexLab's original sounds with the free sound program "Audacity". Like Lifty's it sorta sounds like the "buckets of cum" sound. Though I do not think its brutal. I do hope you like this rendition. I'm still using Lifty's till I'm ready for a change again, then I'll use mine. Should install just fine with a mod organizer. Else just drop the unzipped file into the "Data" folder and should go to the proper destination. Submitter Treguld Submitted 06/28/2016 Category Framework & Resources Requires skyrim, SexLab Special Edition Compatible
  23. View File hey guy's i'm back. This time i have some new npc's you guy's might like. It has been resting in the depths of my load order for a long time now. I have no idea what else is in there but it is safe enough to work. (Just npc's for now) It's possible that it is incompatible with certain playerhomes (like Breezehome) because i may/may not have changed stuff about it. (It IS compatible with any house mod!) NPC's WILL change depending on what body mods you use!! Content: -5 new dwemer npc's (all female) [found in the dwemer forge] (they were supposed to be cyborg guardians that had to guard the forge against intruders but somehow remained in "cryogenic sleep" (this is going to be updated soon)) -4 new orcs (all female) [found in the drunken huntsman in whiterun] (because orcs) -4 new wood elves (all female) [the sleeping giant inn in riverwood] (i thought there weren't enough wood elf followers but then i found out about other mods. they're basically just presets from skyrim turned into followers) - the eyes of beauties elven eyes (it is not a requirement but you better install it to have the complete look) - Apparently there are 3 dark elves too at the drunken huntsman (same reason as wood elves) - oh and 2 nords in warmaidens (were former player characters once that i thought were worth keeping) - to be continued... As of version 0.1.1: - Dwemer followers REMOVED to save on 2 dependancies and because they weren't lore friendly. - Added 2 new followers: 1 redguard (moved to the others in proudspire manor basement); 1 new orc follower (moved together with the others to each of the 4 strongholds) - If you are going for this version you will need to overwrite the facegendata folders, both textue and meshes alike. - Nevermind I'm an idiot! It's perfectly fine to use with both NMM/manual as well as MO/MO2. BUT you still have to recreate the ctrl+F4 files in ck! Don't forget it! Requirements: - Skyrim - Dawnguard - Apachiiskyhair.esm and Apachiiskyhairfemales.esm (LATEST VERSION!!! Else dwemer hairs might not show up!) - Dwemer race by HAlgarth (NOT for version 0.1.1!) - The eyes of beauty (not really a hard requirement but i did accidentally use his expantion for the elves, woops. He did gave me permission to upload it as long as i gave him credit) - Zaz animations (Not now but soon...very soon...) Note: The NPC's may differ from what you have installed as a body mod! If you have the black face bug open the .esp in the creation kit and press ctrl+f4 on each new npc. They should be recognisable with *-sign. Have fun Oh, and i uploaded some pictures too (i hope) I'm not the best fotographer so if there's someone who wants to upload there own pictures. Feel free to send them to me or post (some of the dwemer don't have the right eyes. They should all have the same blue eyes like the other two.) Submitter terrorofmorrowind Submitted 07/14/2015 Category Companions Requires Special Edition Compatible View File
  24. CURRENT STATUS: Reposting all my updates here in the reverted forums so I don't lose record of the process. I could use the help of anyone analysing the released Fallout 4 material for feature information. So I'm pretty excited about Fallout 4. I'm making a WIP thread to encourage myself to complete this armor. This might be jumping the gun a little, but since I recently created my own body mesh for this thing I thought I might as well put it in Fallout and finally have an in-game body that suits my preferences perfectly. It's very rough at the moment. At this stage I'm subsurface-modelling the basic forms before sculpting details. Next thing will be creating boots, and buckles on the belts. Here are the questions I have for those of you who are closely following Fallout 4: We can see that armor pieces are added on top of the base armor, but do we have any examples of armor pieces replacing parts of the base armor? If parts of the base armor can be replaced, that will create far more possibilities for armor piece designs. Can armor pieces be used with any base armor? For example, could we attach a raider chest-piece to the vault 111 jumpsuit? If so, this will have consequences for body mod compatibility and will affect whether I create my own custom body or convert this project to someone else's. Here's a tricky one: Do the character skeletons have knee/elbow/pauldron bones? If you look closely at the power armor in Fallout 3, you'll see that the knee-pad actually shrinks as the leg bends, instead of bending slightly with the leg. This is a quirk of skeleton deformation without a separate knee bone. Has anyone seen any rigid knee-pads shrinking or bending in the trailers? Do we have any evidence of cloth physics? Thanks for reading. I'd deeply appreciate any help/commentary/criticism. Any feedback is very encouraging. I'll post renders of this as it progresses, and as I create more armor pieces for it. Edited 10 Novemberby DixiePig update FP to show current state of the WIP Update: Combat Boots. I was think that thigh-bandolier will be an over-armor piece. Instead of providing more damage resistance, it would have some interesting game-play effect. For example, an NPC wearing it would throw a lot of grenades, forcing you to scramble between cover or shoot it off them. This is very interesting to read. I have very little knowledge about .nifs, and I know that skeletons in an optimized real-time context would be different to, say, Blender, but I didn't know it would be that different. In any case, you've answered my question pretty well so thank you. On 13/8/2015, 10:38:16, tndvrs said: ohhhhhh, beautifull....... I can't wait On 15/8/2015, 3:43:47, ritualclarity said: Very nice work. I wish you the best of luck, which is about all I can do. It does indeed look very good. I love this community. Thanks so much, It really helps. Update: Belt detailing. I've been trying to use parametric modelling where possible, and I'm very pleased with the results I'm getting on belts and zippers. Basically you just model a small segment, then duplicate it along a bezier curve. I'm tempted to try it with stitches on the jumpsuit but probably ought to leave that for the texturing stage. Next up, sculpting the body suit. Update: High poly details, fold sculpting. I think this is all the highpoly modelling done. Next is retopo. On 18/8/2015, 12:50:46, kahunabob said: Oh wow! I'm always amazed at the great stuff all you modders get up to. This is looking awesome! Looks like it will be both sexy and functional. On 20/8/2015, 4:07:28, simplerabbit said: This looks really great! I'd love to rock a sexy vault suit in 3 or 4. Thanks so much! Really appreciate it. Update: Topology. I'm keeping the bandolier separate for the moment so I can place it in a texture map with other matching armor pieces. I estimate the triangle count to be a little under 10 000, about the same as my previous wip here. I will probably add more details later on, such as low poly zippers. Still, the number seems higher than I would prefer. I think that Bethesda are much better at optimising their polycount. Next up will be UV mapping and baking. On 17/8/2015, 12:45:46, BruceWayne said: Looking great. What program(s) do you use? You know, if you are finished with the armor before FO4 comes out, we'd welcome any contributions to FNV (or FO3 for that matter). All this so far has been done in Blender 2.75. I also tend to use photoshop for texturing but this time I'd like to try texturing in Blender using the node system. As for releasing it for FO3 and FNV, I hadn't planned to but I would be stupid not to test it in-game somewhere, especially since at this rate I'll be finished well before November 10 (And who knows how long until we'll be able to import meshes. BGS has never been good at supporting that). The main problem is that I've been building this around my own custom body mesh. FO4, FNV and Skyrim already have established, well-supported body mods and converting this project to those bodies will be a lot of extra work. Update: UV maps, baking, colors! What we see here is a simple blend of ambient occlusion, a lightmap from an overhead lamp, and blocked-out colors, as well as the normal map. It will be cool to have a vault-boy color palette but ultimately I want to do something a bit different (I was thinking Red-Racer themed). Next I think will be rigging. In my previous project I messed around with blenders Rigify addon, which is AMAZING. I hope I can at least use it to rig the mesh to BGS skeletons. I'll also probably have to re-proportion the mesh to match the Fallout 4 skeleton, hopefully the change won't be too dramatic. On 28/8/2015, 7:10:53, BruceWayne said: Actually there are some tools, which would make this process (relatively) easy. Check out the Clothing converter from Gerra. Though, you'd probably still have to do minor adjustments after the conversion is done and I can't vouch for how long the process takes. This seems like a pretty good lead to investigate. Thanks! I would prefer on the whole to release clothing models for all the most popular bodies, and this might help a lot. Update: changed kneepads to be not-lame Also added matching elbow-pads, you can't really see them from this angle. It's great to finally have time for this again. Coming back to it I had to squint at it really hard because those kneepads looked like crap. I don't understand how it is that I can do something like that and not realise it sucks. Maybe I needed time away from it? In any case, changing the high-poly model this much means I need to remake the lowpoly topology, and completely redo the UV maps, baking, texturing, etc. So I think maybe I should change my methodology to just stop and wait for a while after I finish a highpoly model so I can fix it when I've gained some distance, and thereby save myself a lot of work. So next up will be the new lowpoly topology. After that I think it'd be fun to rig and pose it, maybe give it a laser rifle prop or something. I think it's about 2 weeks until fallout 4 comes out; I'm looking forward to finally getting answers for my original questions. On 31/8/2015, 11:50:42, LaEspada said: Looks awesome, I always loved armors/outfits like this for badass female characters. On 30/8/2015, 11:23:03, Happysparkles said: This is really beautiful. Looking forward to seeing more On 27/9/2015, 7:15:34, youngfool said: its, its beautiful... On 30/9/2015, 3:35:42, Rakill54 said: Wow, its better than the whole fallout 4 trailer..... if u can make more sexy version , and with standing nipples, you will be my hero On 8/10/2015, 9:16:28, TheBlackShadow said: I love it m8, I love it so much. I would love to have something like this in my game when the time comes, so hot. Keep up the great work : D Really, really appreciate this. Keep saying nice things to modders because it's powerful motivation fuel. I should just encourage a modder every day, because having a positive community is awesome. On 3/9/2015, 6:04:24, Halstrom said: Looks good though I think the rolled up sleeves don't suit the skin tight look for me, maybe roll them down and add elbow pads? If you get really bored with your success maybe a zipped up version and if you extended the zip right down all the way maybe a fully zipped open adult version exposing the breasts, crotch and rear. Can you make the belt a separate or separable item so we can make Pregnant versions later? And also a damaged version might be good too I'll make the .blend and .psd files available for download when it's complete. Should help to alter it to suit any particular tastes. Update: Topology Posing it is almost pointless because I'll need to redo all the weights for the FO4 skeleton, but it does reveal weaknesses in the topology which will need to be fixed before texturing. On 30/10/2015, 1:48:19, maybenexttime said: You're making an armor without the proper FO4 body. You may have to scale somethings to fit the FO4 body which may lead it to making it look strange in some parts. That's the only other concern I'd have. Very true. Most likely I will have to re-proportion ratios like shoulders-hips and legs-torso, but I think my precious waist-bust should survive intact. On 5/11/2015, 4:37:13, E_Nigma said: This makes the future for FO4 body mods look so bright, 3/NV had little choice for curvy bodies, but this is I dare say the most ideal body I have seen. I like it even more than 7B Yeah, It would be nice if I could get in early with a body mod. If people like it perhaps it'll be supported by whatever kind of Bodyslide thing someone smarter than me creates. One shortcoming of CBBE is that the topology can't fit something like this very well. UPDATE: Texturing So now it's finally getting interesting. I think it will still need a lot of dirt and wear before it'll look okay for fallout. This is the low-poly model with diffuse, normal, and specular textures. I think at some point I said I would release the .psd along with the mod - I apologise, I think I forgot that I wasn't going to be using photoshop for this project. This was all done inside of blender using the material node system. I was getting sick of being constrained by the layer stack in photoshop; my computer isn't the beefiest and the cost of 4096^2 layers with alpha channels adds up pretty quickly. I'm pretty impressed with the results so far. Here's one thing I like: If you zoom in on the bright blue fabric you can see I was going for a kind of carbon-fiber style weave texture. That's just a tiny tiling image I made, and I can scale it or rotate it and watch it change in real-time until it looks right. I'd say the biggest drawback I can think of is that it would be difficult for someone else to use my work as it's much more difficult to read than photoshop. I'll see if I can find a way to label or comment on the node layout so that this will actually be useful to someone. At least changing the colors will be super easy, you can just pick them directly. On 7/11/2015, 8:37:05, CPU said: Nooooo! CBBE! (And I hope we will have a single body type for Skyrim, but I am sure we will have a <insert any random number greater that 10 here> of them.) I like the idea of a fresh slate for a new game, body-wise. So... don't be mad but I'm going to try and get this display body into FO4. As one more of many competing body mods with partial support. I think that the problem is that it's easiest and most common for modders to work alone on this kinda thing. I know that I'm not driven by a vision for a vast, customizable buffet of assets for everyone, I'm driven by my own fickle and selfish creative whims. On 8/11/2015, 8:02:12, NoJoker said: Btw, I think the shoes look a bit too big, imo, generally women with smaller feet always look more appealing. On 9/11/2015, 11:19:09, Grine said: It may be hard to tell, because this body is already heavily stylized, but you actually just caught an anatomical error that I somehow completely failed to notice. Thanks! I'll fix it up when I re-proportion everything to fit the vanilla skeleton. On 9/11/2015, 6:36:54, tenzan said: Looking good. Will be nice to have something right out the gate. (Or soonish out the gate) Ugh, I wish. last time when I did the tentacle thing for Skyrim literally more than half the work was trying to get the damn thing to work in-game. I expect that FO4 will be even more vexing. On 9/11/2015, 10:39:06, alucrad90 said: by the way, I've to say zip mesh is realy computer burner. Not a problem, it's all in the texture. Thanks again everyone for the encouragement, you're the best! Update: I HAVE JUST HAD AN INCREDIBLE IDEA. I think a lot of people who want to make models for mods go into it and get turned off by how bloody complicated it all is. First there's blender, which is confusing to learn. You have to learn, at the very least, box modelling, UV mapping, rigging, and texturing in photoshop. And once you've mastered those you need to use nifscope, the CK, export scripts, obsolete versions of software... Every modder who's put a thing into the game has had to go through all this, figuring it out for themselves, reinventing the wheel. So, what if I were to create a tutorial series for a full project of getting an idea out of your head and into the game? Requiring only novice skills to understand Teaching the tricks I've learned to get high quality with minimal effort Where all the importing, rig, texturing, everything possible is already set up in a custom .blend file Where as much of the nifscope work as possible is also already prepared With accompanying timelapse videos of an entire example project to follow along with What I've discovered from using cycles is that all the texturing stuff can be made extremely simple: All the student would have to do is assign different pre-made materials to different parts of their mesh. Textures can be baked straight out of blender without any need to edit with photoshop. It can even be highly customizable, like for example I just changed all the colors of the jumpsuit in a snap: Rigging can also be simplified a great deal if I set up a rigify rig based on the vanilla skeleton. So for the tutorial, all the student would need to do is rough out an idea, subsurf-model it, make the lowpoly model, unwrap it, assign materials. The rest will just be rote following instructions for rigging, baking out textures and exporting. Similarly a custom .nif can be made as an ideal starting point, with existing objects with shader properties already set up to match the pre-made materials in the .blend file, and exported mesh parts can just be copied over. I would love to hear any thoughts on this tutorial idea. Especially if you can foresee any issues with it. Also if anyone knows if it would be possible to have the rote stuff handled by a script, or any other way to make it as easy as possible for the student, I'd love to hear it. Well this is embarrassing. I just saw my renders on my laptop screen and they're all wrong! The body and laser rifle are supposed to be so black you can only see their silhouettes. Instead You can see the untextured face and it's creepy as hell. On 13/11/2015, 6:29:13, Miarc007 said: How soon can we expect a prototype to try? I know it must be tricky with the changes made to the files so please don't feel pressurized to rush it! On 15/11/2015, 5:14:27, slider said: This project looks so promising I would love to see it setting the bar for mod quality. Can you give us a status update? By the way, what's your intention: to make it a stand-alone item or to modify the original Lone Wanderer jumpsuit? I guess I would prefer the latter. Here's the situation: On the blender side things are pretty much done. It's all modelled, wrapped and textured. The only thing remaining is to skin it to the FO4 skeleton and for that I'll need to be able to import models from FO4. To the best of my knowledge, nobody has yet succeeded in getting FO4 models into blender or vice versa. Since my expertise lies solely on the blender side, this won't be in-game until someone who's figured it out explains it to me very slowly, i.e after the first model replacer mods come out. I won't be the first. With Skyrim, the first model mods were out well in advance of the Creation Kit, so they started as replacers. As far as I understand the FO4 meshes work differently so it may take longer this time. In any case it's out of my hands for the moment. On 13/11/2015, 6:29:13, Miarc007 said: I like the alternate jumpsuit colours, if your planning any more I'd suggest black or green (military). On 13/11/2015, 10:13:28, Miarc007 said: Will it be modifiable in game? I've looked at several crafting options and the ability to improve the vanilla suit, things like insulated padding against damage, lead lining against rads, etc. It would be a really cool idea to either A) use the vanilla mods to improve your work or create you own unique upgrades. The other thing is an idea: armour layering, got anything planned for this? if you can get the vanilla armour to stack onto your model then you can design your own to fit the style better. Again keep up the good work, I'm determined to get this as my first replacer in game. From what I've seen so far, it seems that some outfits can't have addons. For those that do, addons are universally compatible: you can wear a raider pauldron with a vault jumpsuit for example. What this means is that if an outfit is made with a different body type, and it allows addons, then every addon must be changed to fit it, and then every other outfit must also be changed for the addons. So at least to begin with, the only choice (scope-control wise) is to disable addons from working with it. I like that you can modify the outfit itself. I'll need to investigate that and see if it can be linked to different textures or model versions. On 15/11/2015, 1:56:14, Mailamea said: I really like the body type, please make this a body type mod as well when its possible <3 kudos On 10/11/2015, 5:51:07, Grine said: And just a little feedback regarding the jumpsuit, since it is so skin tight do you mind doing something that it kind looks like our fair lady has some muscle on her? on the naked body we usually do this with normal mapping but since this is jumpsuit covering most of the body that wont work. I really dont know how you would do it though, can it be done with just texturing? I think it can't be done with textures, but the body slider has a muscular type, so if I'm being thorough then I should make a muscular version. I would like to make a body replacer to resemble this one. On 15/11/2015, 5:28:14, tenzan said: @DixiePig Would be amazing. I was comfortable modding in Oblivion after a while, but FO3 threw a wrench in as did Skyrim, and it just became too exhausting to get grounded in it. That would also help me far beyond just from a modding standpoint. I didn't know you could customize Rigify either. What I meant was that there would be a rig in the .blend file that matches the game skeleton, with the same bone names. IIRC using the rigify script on the rig and mesh together should skin it automatically with pretty good results. The point being that the student wouldn't have to learn how to weightpaint which is arduous and boring. But now that I think on it, maybe copying bone weights from the nude body would be a simpler route. Update: On 21/11/2015, 10:24:51, Miarc007 said: Been Fairly quite lately, what's the latest news? Not much to do now but glare at Nifscope's issue tracker on github. So I've just been messing around with stuff. Thought I'd see if I could subsurf model some loose clothing: Update: Nifskope So it seems that nifSkope partially supports FO4 now. Excellent. However, my grasp of .nif files isn't great. I've spent some time with it and so far I still haven't been able to get anything into blender. To get the jumpsuit into the game I need to reshape the mesh to match up with the vanilla neck and hands, and skin it to the vanilla skeleton. To do this, I need that vanilla body mesh. This isn't my area of expertise so if anyone has had success in this area, I'd love some help. As it is, I may not be able to continue until someone posts some explicit instructions, but I'd rather not keep you all waiting. Another thing: If I can get this out before the GECK, it will have to be a replacer. What vanilla outfit should I replace? I'd prefer to avoid common items like the vault jumpsuit. I've been enjoying the game a lot but taking it slow so I don't know the full range of options I have. Thanks again for the encouragement, it means a lot. We're out of the honeymoon phase of this project and getting into the hard, boring part. I have some smaller testing projects I've been working on that I'd like to post about because they illustrate the methods behind the jumpsuit. I'd like to post about them in between slogging through nifSkope stuff. One question: at least one of the projects is very NSFW compared to the jumpsuit project. Would it be a breach of etiquette to post about that here? Update: On 28/11/2015, 8:57:18, TheCaptn said: Hahaha... This whole forum is built around developing the NSFWest content we can possibly imagine, I think almost universally the response will be "not a breach at all". Post! The more the better!. ...Right. This was a test of the node based texturing method I'm using for the jumpsuit. It's a little rough, I feel like it could be improved in a few ways but I'm not sure how. I'd really appreciate any criticism. Here are some interesting things about this: No UV mapping. The tentacles look pretty detailed but they're just simple bezier curves with procedural textures. The nipples and wet areas on the skin are textures projected onto the body. Their position/orientation/scale are controlled by empty objects in world space, making it highly customizeable. Normal details can go a long way when you can edit them with real-time feedback. UV distortion and seams are no longer a problem when you can just project texture details All these details can be baked into game-ready textures once the body is UV mapped. This method will probably feature heavily in the Tutorial project. I haven't even started that though, so if in the meantime anyone would like explicit guidance on how to do this feel free to ask. Also, if anyone would like to study the .blend file I'd be happy to provide it. On 30/11/2015, 10:39:05, Arhon said: Call me crazy but that suit looks really close to the suit Vault meat uses I was first pointed to Shadman's work when I put this project up on reddit. They do look similar! I'm not much of a designer, so I just made a generic skin-tight jumpsuit without any creative spin on it. Maybe next I should make that hair and makeup so we can have her in-game for real. On 23/11/2015, 3:38:35, Grine said: Just a little tip, STAY AWAY FROM HIGH HEELS. On 1/12/2015, 4:06:32, Arhon said: However please stay away from High-Heels until a proper Framework for HH is developed for Fallout 4. Nearly nobody used the ones before the framework appeared. Noted. Though it doesn't really bother me if no-one uses this mod. On 3/12/2015, 5:48:13, Aleanne said: You don t need the GECK to add new outfits, F4Edit allows it already. On 4/12/2015, 12:54:25, Gameplayer said: I know your worried about how to implement it into the game with its ESP, but don't get absorbed in like panic mode there if your having a tough time with that part its not as big a deal as say actually being able to make unique mesh that works in the game. That's a bridge I'll cross when I get to it. At the moment I'm concerned with getting the mesh game-ready, which means it needs to be weight painted and matched to the vanilla proportions. For this I need a weighted vanilla body mesh in blender. I got in touch with Caliente about this, it seems that she has had only partial success in this area. She very graciously provided me with a .obj of the vanilla body. .obj doesn't contain any bone weights so it's not sufficient for getting this in-game, but it does allow me to begin re-proportioning my mesh. So far, I've realized that the body I've made has a really tiny neck which makes the vanilla neck look beefy. It also means that the collar will have to be the most distorted area.
  25. View File Resource for Animators and Compatibility with Devious Devices The primary use for this resource is to provide an easy and quick (less than a minute per animation) way for other animators to adapt about any of their animations to be compatible with Devious Devices like Armbinders and Yokes. This resources supports any animations created with pornphile's controller rigs, but there are also versions for direct import onto the Skyrim skeleton. The Controller Rig version obviously only works with 3ds Max. The Skeleton versions should work with any software software supporting .fbx (e.g. It should work with Blender, but I don't use it, so feedback needed). The tutorial focuses mainly on 3ds Max, so for other software some steps might be slightly different or not needed at all. If you have a problem following the steps or something doesn't work, feel free to ask. Tutorial for Importing Devious Devices Poses onto your animation options with (a) = vanilla skeleton (b )= pornphile's controller rig 1. Open your animation scene 2. Import the desired pose .fbx file 3. Use -these- settings for the import (see Import Settings picture) 4. Might need to unhide/hide certain layers again 5(a). If using vanilla skeleton merge seperated arms layer with layer including the rest of the bones again 5(b ). Make sure arms are set to FK controls and load the included .cps file for the recommended poses for fingers and apply them (or use your own) 6. Done. You can keep animating as usual or if you're ready just export the finished animation Information for scenes with multiple actors In case you have multiple controller rigs/skeletons in your scene take note of the following: For pornphile's controller rig the poses will import onto the standard controllers ending with _F If you want to import the poses onto the male controller rig, you can use the "Rename Objects..." option under "Tools". To do this correctly you should select all male controllers and then remove the last letter "M". After that just do the same thing, but add "F" as suffix instead. Similarly you can rename the female controller rig to stop the imported poses to affect her. For an import of poses directly on the skeleton you can use the same renaming method to change which actor will be affected by the pose. It will always affect the skeleton with the standard Skyrim Bone names. If you have two skeletons with the same names it affects the one that was loaded first in the scene. Supplied Poses: -Armbinder -Elbowbinder -Regular Yoke -Breastbondage Yoke -Front Cuffs (3 variations) ... More poses will be added to the resource as they are added to the Devious Devices mods. Hopefully this will motivate some of the great Sexlab animators to supply some of their cool animations with versions that work with Devious Devices. Credits to Pornphile for his controller rigs. Best way to create animations for Skyrim! ;P Submitter Supertin Submitted 04/15/2017 Category Modders Resources Requires Special Edition Compatible
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