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Showing results for tags 'SKSE'.
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View File INTRODUCTION This SKSE plugin allows registering custom animation events on ObjectReferences. Pretty much like the existing Form.RegisterForAnimationEvent, but not limited to the vanilla animation events. I might need to run papyrus code triggered by animations called from arbitrary mods. I thought it was not possible registering custom animations, until I found these amazing work: https://github.com/towawot/DLL-GunsmithSystem ================================================================================ INSTALLATION Copy the contents of the Data folder into Skyrim\Data Or use any mod manager. ================================================================================ USAGE Register animation events, for a specific object reference or globally. For example: ; registers the animation only for the player RCAE.RegisterForAnimEventOnRef(Game.GetPlayer(), "MyAnimationEvent") ; registers another animation for any character RCAE.RegisterForAnimEvent("AnotherSexyAnimation") Then an OnAnimationEventEX callback event is called whenever a reference plays the registered animation event. This event has some restrictions, read the notes Event OnAnimationEventEX(ObjectReference akSource, string asEventName) if akSource == Game.GetPlayer() && asEventName == "MyAnimationEvent" ... endIf EndEvent ================================================================================ NOTES - Won't work on ObjectReferences that are not actors. I think it could, but currently is hardcoded just for actors (NPC or player) - The OnAnimation Event callback only seems to work when its script points to the player character. Actually I'm not sure on this. I've successfully tested the callback on ReferenceAlias and ActiveMagicEffect scripts, both pointing to the player. The callback is not called if it's on a quest script, neither on a NPC's ActiveMagicEffect. I think this is because the player character is being used as a base object when the SKSE plugin sends the event to Papyrus. - The stuff registered is stored in memory and is lost when the game is closed ================================================================================ CREDITS - towawot for https://github.com/towawot/DLL-GunsmithSystem - himika for https://github.com/himika/libSKSE - SKSE Team for http://skse.silverlock.org/ ================================================================================ CHANGE LOG v02: Added thread safety v01: Initial release Submitter b3lisario Submitted 08/29/2015 Category Modders Resources Requires SKSE 1.7.0 or higher Special Edition Compatible
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Version 0.2
4,540 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. -
Version 0.2
39,744 downloads
A special thank you goes out to jbezorg for creating the script, it is safe to say that without him this mod would have not been released this year Description This mod merges SexLab with Frostfall. When the player character has sex with a NPC the player will receive a buff which fights the effects added by Frostfall. This is because during sex body heat is created Requirements - SexLab Framework - Frostfall - Quest Versioning SDK Recommended Mods - Climates of Tamriel Winter Edition - For Skyrim Winter Appearance and immersion. - SexLab Lover's Comfort Known Issues None so far, but expect some Permissions - DO NOT upload to any other sites period! Especially the Nexus. - NOT to be used in any other mod without my permission AND jbezorg's. Credits jbezorg - For creating the basic script this mod uses Mailamea - Most important Credit! For choosing the mod name and giving me the idea to do the mod Ashal - SexLab Framework- 7 reviews
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- Ark of Truth
- Mailamea
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Version 1.3
15,228 downloads
NOTE: If you are upgrading from Weight RND, You need to: Stop Realistic Need and Diseases in MCM Uninstall Weight RND. Save. Restart & load your save. Then save. Install SexLab RND Restart Realistic Need and Diseases in MCM WHAT DOES THIS MOD DO? This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities. You will also need SexLab. It will make the player a little tired after sex as well as count as an activity that will make the player lose weight. In addition, Oral sex will provide some "water" for the player. HOW DOES IT WORK? This mod will start when RND starts and stop when it is stopped. The player's weight is restored to it's original value when it's stopped. No configuration menu is added by this mod. Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ). Generally: Gluttony will shift the player's weight up Satiated & Peckish shift the player's weight towards their original weight. Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ). Very Hungry & Starving will shift the player's weight down Sex makes the player tired. Tiredness from sex scales with it's duration. Aggressive sex applies a multiplier. Other factors the influence weight gain/loss besides eating. sex, combat, sprinting, and being over encumbered all contribute to shifting the player's weight down. sleeping, sitting, will contribute to shifting the player's weight up. Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change. SOME THINGS TO KEEP IN MIND The weight change is limited to the in game limit of 0 to 100 of SetWeight(). The visual body changes are currently limited to the player's chosen body mesh. REQUIREMENTS SexLab v1.3 Realistic Needs and Diseases (RND) by perseid9 Quest Versioning SDK UPDATING Just replace the old files with the new. Then stop and restart RND in it's MCM menu. You'll be prompted to reset the character to it's original weight. Select yes/no depending on your preference. If you want to put things back to the way they were before the update you can use the following console commands to set the target weight the player shifts to when peckish or satiated and the player's current appearance. setpqv rndweight fOrigPlayerWeight {target value} player.setnpcweight {target value} CONFLICTS None verified-
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- SexLab
- Realistic Needs
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Version 0.2
126,706 downloads
INTRODUCTION This SKSE plugin allows registering custom animation events on ObjectReferences. Pretty much like the existing Form.RegisterForAnimationEvent, but not limited to the vanilla animation events. I might need to run papyrus code triggered by animations called from arbitrary mods. I thought it was not possible registering custom animations, until I found these amazing work: https://github.com/towawot/DLL-GunsmithSystem ================================================================================ INSTALLATION Copy the contents of the Data folder into Skyrim\Data Or use any mod manager. ================================================================================ USAGE Register animation events, for a specific object reference or globally. For example: ; registers the animation only for the player RCAE.RegisterForAnimEventOnRef(Game.GetPlayer(), "MyAnimationEvent") ; registers another animation for any character RCAE.RegisterForAnimEvent("AnotherSexyAnimation") Then an OnAnimationEventEX callback event is called whenever a reference plays the registered animation event. This event has some restrictions, read the notes Event OnAnimationEventEX(ObjectReference akSource, string asEventName) if akSource == Game.GetPlayer() && asEventName == "MyAnimationEvent" ... endIf EndEvent ================================================================================ NOTES - Won't work on ObjectReferences that are not actors. I think it could, but currently is hardcoded just for actors (NPC or player) - The OnAnimation Event callback only seems to work when its script points to the player character. Actually I'm not sure on this. I've successfully tested the callback on ReferenceAlias and ActiveMagicEffect scripts, both pointing to the player. The callback is not called if it's on a quest script, neither on a NPC's ActiveMagicEffect. I think this is because the player character is being used as a base object when the SKSE plugin sends the event to Papyrus. - The stuff registered is stored in memory and is lost when the game is closed ================================================================================ CREDITS - towawot for https://github.com/towawot/DLL-GunsmithSystem - himika for https://github.com/himika/libSKSE - SKSE Team for http://skse.silverlock.org/ ================================================================================ CHANGE LOG v02: Added thread safety v01: Initial release -
Version 1.0.3
626 downloads
This is a separate release of my SKSE plugin that I have written for Maria Eden. Only usefull for modders and especially for modders that don't use Maria Eden. It contains several function that I miss in Papyrus - and that might be useful for other modders too: You can create and copy Outfits dynamically You can add and copy keywords to forms You can replace a form by another form You can get a list of filenames (without path and fileextension) You can move one file to a different location I use outfits instead of putting armor to a NPC because it is much faster and a NPC will never un-equip armor from the current outfit. I use the keyword feature to clone keywords from ZaZ devices to several devices (ZaZHDTWorkshop, DD, other blindfold mods) so that they behave like native ZaZ devices. Restrictions: Use it on own risk. Source code is available on personal demand. Dynamically created outfits must be recreated after game load AddKeywords produces (very) small memleaks - you should prefer CloneKeywords Maria Eden contains always the latest version This is W.I.P Code: -
Version V3.94 Addon V2
32,433 downloads
ALL CREDIT FOR ORIGINAL MOD & SCRIPT SOURCES GOES TO BANE MASTER & JBEZORG CHANGELOG V3.94 Addon V2: Sorry for all all who just downloaded the new up date(V3.94 Addon V2) please redownload the NEW V3.94 Addon V2.1 as it fixes the glitch with the spider spit effect i found were my error was i fixed it and just tested it on 3 different saves including a brand new save made by clicking new game from main screen. NEW SCRIPT ADDED- You will notice a new script added Called sslCreatureAnimationDefaults this is the Script in sexlab that tells sex lab witch animation to use with witch creature. (I will up load script by it ltself for those who dont use EC+,ES+ and/or both but who also wish to use this fix) DO NOT DOWNLOAD THE SCRIPT IF YOU USE Estrus Chaurus v3.94 Spider Addon AS IT IS ALL READY INCLUDED WITH THE MOD HERE ARE THE CHANGES-(they are Bold, underlined & Italic) (this is only a small part of the script to show the changes) NEW SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[6] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "FrostbiteSpiderRaceLarge" Spiders[2] = "_00ChaurusCrawlerRace" Spiders[3] = "_00DwarvenSpiderBoltRace" Spiders[4] = "_00DwarvenSpiderFireRace" Spiders[5] = "_00SkeletonSpiderRace" LargeSpiders = new string[3] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[2] = "_00ChaurusCrawlerRaceLarge" OLD SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[5] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "_00ChaurusCrawlerRace" Spiders[2] = "_00DwarvenSpiderBoltRace" Spiders[3] = "_00DwarvenSpiderFireRace" Spiders[4] = "_00SkeletonSpiderRace" LargeSpiders = new string[4] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "FrostbiteSpiderRaceLarge" LargeSpiders[2] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[3] = "_00ChaurusCrawlerRaceLarge" all edits to large spiders removed Only The change to the chaurus Reapers is left in as the this script fixes the aliment issues in sex lab it self Spidereggscript had some blank property's i forgot to set this HAS BEEN FIXED Other various minor bug fixes Desription: This mod is an Add-on mod for Estrus Chaurus+ (you must have EC+ fully installed first as this is an add-onto function not a stand alone mod) This mod has all the exact same functions as EC+ if you use EC+ plus all ready then you will have no problem installing and using this mod all i have don't is gone in to the scripts and re-tweak them to work for spiders THIS MOD DOESN'T OVERWRITE ANY OF EC+ SCRIPTS. I pulled only the necessary scripts and re-tweaked them with new names and change most chuarus references to spider i have includes source scripts in my file for any who would like to see or better understand what I'm talking about. Features: this mod has its own MCM menu and hatchery Chuarus eggs: handled in EC+ mcm hatchery Spider eggs: Handled in ES+ mcm Hatchery you can turn off tentacle animations, pregnancy's and Infestations separately FOR spider and chuaruses (this means if you turn of pregnancy's for spiders you can still get pregnent by chuaruses and vice versa) incubation periods and fertility settings can be adjusted separately for spider and Chuarus Pregnancy's Brest,Belly and Butt max growth settings can be adjusted separately for chuarus and spider Pregnancy's Growth rate however will be the same for both regardless of witch menu you set it with this was for compatibility reasons I changed the EncChaurusreaper race setting to Chuarus so that the Chaurus reapers could have proper male chaurus anatomy (for chaurus reaper alinement problems in sex lab make sure to turn on adjust actor heights as setting changes will effect smaller churuses as well. Now go in to sexlab mcm and go to the animation adjuster page and select creature animations find Chuarus Forward and select it now change to femalepositon1 and on the left and side were it says move up or down set all 4 stages to +13 then from there adjust to tast.) Installing: 1)Download and FULLY install Estrus Chuarus+ by bane master found here http://www.loverslab.com/files/file/1033-estrus-chaurus/ 2)Download Estrus Spider V3.94 Add-on and Use NMM or MO to install when asked to overwrite say yes ( will over wright EstrusChuarus.esp and EstrusChuarus translation file this is only because as said this is an addon to his mod none of the original EC+ Content was changed or edited any way* i simply added in the Spider content ) * this excludes the breeder effect i added a HasSpell check it so that you can only get pregnant by eather a spider or a chuarus at one time you can not be pregnant by both at the same time. I Hope you all like it and if you find any buggs or have any questions ABOUT THE ES+ ADD-ON plz report them to be and i will answer them to the best of my ability SPECIAL THANX: BANE MASTER: Author of EC+ V3.94 JBEZORG: Original creator of Estrus Chuarus -
Version 1.0
1,478 downloads
I was asked, quite periodically, for the preset of the lass in my signature. So, here she is. Take good care of her, please Absolutely necessary to batch build UUNPetite preset to armours/body via Bodyslide (else the body will be borked) If face doesn't render when loading preset, just open Sculpt tab and import face. Race-Imperial Hair-KS Hairdos HDT patch Eyes-Linds Human Eyes Skin-Fair Skin Complexion Brows-SG Brows Gloss-Demonica Body-UUNP Special -
Version 1.0
2,464 downloads
WHAT DOES THIS MOD DO? This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities. HOW DOES IT WORK? This mod will start when RND starts and stop when it is stopped. The player's weight is restored to it's original value when it's stopped. No configuration menu is added by this mod. Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ). Generally: Gluttony will shift the player's weight up Satiated & Peckish shift the player's weight towards their original weight. Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ). Very Hungry & Starving will shift the player's weight down combat, sprinting, and being over encumbered all contribute to shifting the player's weight down. Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change. SOME THINGS TO KEEP IN MIND The weight change s limited to the in game limit of 0 to 100 of SetWeight(). The visual body changes are currently limited to the player's chosen body mesh. REQUIREMENTS Realistic Needs and Diseases (RND) by perseid9- 1 review
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- Realistic Needs
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View File I was asked, quite periodically, for the preset of the lass in my signature. So, here she is. Take good care of her, please Absolutely necessary to batch build UUNPetite preset to armours/body via Bodyslide (else the body will be borked) If face doesn't render when loading preset, just open Sculpt tab and import face. Race-Imperial Hair-KS Hairdos HDT patch Eyes-Linds Human Eyes Skin-Fair Skin Complexion Brows-SG Brows Gloss-Demonica Body-UUNP Special Submitter downjonsie Submitted 12/12/2016 Category Races Requires RaceMenu, SKSE Special Edition Compatible
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So I wanted to know if I can start Skyrim without having to log into Steam every time using SKSE. I use Nexus Mod Manager and even if I select "Launch SKSE" instead of "Launch Skyrim" (through official launcher) I still have to sign in to launch the game. I understand why it's there, and it never was a problem before, but now every time the official launcher loads up it randomly de-selects all of my Nexus Manager mods and I have to run LOOT again just to get it to work! So I'd like the process to go from: 1. Open NMM 2. Select "Launch SKSE" 3. Sign in to Steam 4. Wait for Steam to load official Skyrim launcher 5. Close official Skyrim launcher 6. Re-active all mods in NMM 7. Run LOOT 8. Close LOOT 9. Select "Launch SKSE" 10. Finally play game To: 1. Open NMM 2. Select "Launch SKSE" 3. Play game I paid for the Legendary Edition on Steam so it's not a pirated copy either! Thanks in advance if you know what to do!
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View File WHAT DOES THIS MOD DO? This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities. HOW DOES IT WORK? This mod will start when RND starts and stop when it is stopped. The player's weight is restored to it's original value when it's stopped. No configuration menu is added by this mod. Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ). Generally: Gluttony will shift the player's weight up Satiated & Peckish shift the player's weight towards their original weight. Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ). Very Hungry & Starving will shift the player's weight down combat, sprinting, and being over encumbered all contribute to shifting the player's weight down. Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change. SOME THINGS TO KEEP IN MIND The weight change s limited to the in game limit of 0 to 100 of SetWeight(). The visual body changes are currently limited to the player's chosen body mesh. REQUIREMENTS Realistic Needs and Diseases (RND) by perseid9 Submitter jbezorg Submitted 05/12/2013 Category Other
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View File This is a separate release of my SKSE plugin that I have written for Maria Eden. Only usefull for modders and especially for modders that don't use Maria Eden. It contains several function that I miss in Papyrus - and that might be useful for other modders too: You can create and copy Outfits dynamically You can add and copy keywords to forms You can replace a form by another form You can get a list of filenames (without path and fileextension) You can move one file to a different location I use outfits instead of putting armor to a NPC because it is much faster and a NPC will never un-equip armor from the current outfit. I use the keyword feature to clone keywords from ZaZ devices to several devices (ZaZHDTWorkshop, DD, other blindfold mods) so that they behave like native ZaZ devices. Restrictions: Use it on own risk. Source code is available on personal demand. Dynamically created outfits must be recreated after game load AddKeywords produces (very) small memleaks - you should prefer CloneKeywords Maria Eden contains always the latest version This is W.I.P Code: Submitter zaira Submitted 06/19/2015 Category Modders Resources Requires SKSE Special Edition Compatible
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View File ALL CREDIT FOR ORIGINAL MOD & SCRIPT SOURCES GOES TO BANE MASTER & JBEZORG CHANGELOG V3.94 Addon V2: Sorry for all all who just downloaded the new up date(V3.94 Addon V2) please redownload the NEW V3.94 Addon V2.1 as it fixes the glitch with the spider spit effect i found were my error was i fixed it and just tested it on 3 different saves including a brand new save made by clicking new game from main screen. NEW SCRIPT ADDED- You will notice a new script added Called sslCreatureAnimationDefaults this is the Script in sexlab that tells sex lab witch animation to use with witch creature. (I will up load script by it ltself for those who dont use EC+,ES+ and/or both but who also wish to use this fix) DO NOT DOWNLOAD THE SCRIPT IF YOU USE Estrus Chaurus v3.94 Spider Addon AS IT IS ALL READY INCLUDED WITH THE MOD HERE ARE THE CHANGES-(they are Bold, underlined & Italic) (this is only a small part of the script to show the changes) NEW SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[6] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "FrostbiteSpiderRaceLarge" Spiders[2] = "_00ChaurusCrawlerRace" Spiders[3] = "_00DwarvenSpiderBoltRace" Spiders[4] = "_00DwarvenSpiderFireRace" Spiders[5] = "_00SkeletonSpiderRace" LargeSpiders = new string[3] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[2] = "_00ChaurusCrawlerRaceLarge" OLD SCRIPT function LoadCreatureAnimations() ; Prepare factory resources (as creature) PrepareFactoryCreatures() Bears = new string[3] Bears[0] = "BearBlackRace" Bears[1] = "BearBrownRace" Bears[2] = "BearSnowRace" SabreCats = new string[3] SabreCats[0] = "SabreCatRace" SabreCats[1] = "SabreCatSnowyRace" SabreCats[2] = "DLC1SabreCatGlowRace" Chaurus = new string[3] Chaurus[0] = "ChaurusRace" Chaurus[1] = "ChaurusReaperRace" Chaurus[2] = "DLC1_BF_ChaurusRace" Dragons = new string[7] Dragons[0] = "DragonRace" Dragons[1] = "UndeadDragonRace" Dragons[2] = "DLC1UndeadDragonRace" Dragons[3] = "_00MechaDragonRace0" Dragons[4] = "_00MechaDragonRace1" Dragons[5] = "_00MechaDragonRace2" Dragons[6] = "_00MechaDragonRace3" Draugrs = new string[29] Draugrs[0] = "DraugrRace" Draugrs[1] = "DraugrMagicRace" Draugrs[2] = "RigidSkeletonRace" Draugrs[3] = "SkeletonNecroRace" Draugrs[4] = "SkeletonRace" Draugrs[5] = "SkeletonArmorRace" Draugrs[6] = "DLC1SoulCairnKeeperRace" Draugrs[7] = "DLC1SoulCairnSkeletonArmorRace" Draugrs[8] = "DLC1BlackSkeletonRace" Draugrs[9] = "DLC1SoulCairnSkeletonNecroRace" Draugrs[10] = "_00ArmoredSkeletonArgonianRace" Draugrs[11] = "_00ArmoredSkeletonBeastRace_Old" Draugrs[12] = "_00ArmoredSkeletonKhajiitRace" Draugrs[13] = "_00ArmoredSkeletonRace" Draugrs[14] = "_00ArmoredSkeletonRace_Old" Draugrs[15] = "_00ChaurusGrimWarriorRace" Draugrs[16] = "_00ChaurusWarriorRace" Draugrs[17] = "_00BeastSkeletonRace" Draugrs[18] = "_00DramanRace" Draugrs[19] = "_00DraugrDwarvenRace" Draugrs[20] = "_00DraugrOneEyeRace" Draugrs[21] = "_00DraugrRaceSH" Draugrs[22] = "_00DraugrVarRace" Draugrs[23] = "_00DLC1BonemanSkeletonRace" Draugrs[24] = "_00LichRace" Draugrs[25] = "_00RigidSkeletonBeastRace" Draugrs[26] = "DLC2HulkingDraugrRace" Draugrs[27] = "DLC2AshSpawnRace" Draugrs[28] = "DLC2RigidSkeletonRace" Falmers = new string[7] Falmers[0] = "FalmerRace" Falmers[1] = "_00FalmerRace01" Falmers[2] = "_00FalmerRace02" Falmers[3] = "_00FalmerRace03" Falmers[4] = "_00FalmerRace04" Falmers[5] = "_00FalmerRace05" Falmers[6] = "_00GoblinRace" Giants = new string[2] Giants[0] = "GiantRace" Giants[1] = "DLC2GhostFrostGiantRace" Horses = new string[1] Horses[0] = "HorseRace" Spiders = new string[5] Spiders[0] = "FrostbiteSpiderRace" Spiders[1] = "_00ChaurusCrawlerRace" Spiders[2] = "_00DwarvenSpiderBoltRace" Spiders[3] = "_00DwarvenSpiderFireRace" Spiders[4] = "_00SkeletonSpiderRace" LargeSpiders = new string[4] LargeSpiders[0] = "FrostbiteSpiderRaceGiant" LargeSpiders[1] = "FrostbiteSpiderRaceLarge" LargeSpiders[2] = "_00ChaurusCrawlerRaceGiant" LargeSpiders[3] = "_00ChaurusCrawlerRaceLarge" all edits to large spiders removed Only The change to the chaurus Reapers is left in as the this script fixes the aliment issues in sex lab it self Spidereggscript had some blank property's i forgot to set this HAS BEEN FIXED Other various minor bug fixes Desription: This mod is an Add-on mod for Estrus Chaurus+ (you must have EC+ fully installed first as this is an add-onto function not a stand alone mod) This mod has all the exact same functions as EC+ if you use EC+ plus all ready then you will have no problem installing and using this mod all i have don't is gone in to the scripts and re-tweak them to work for spiders THIS MOD DOESN'T OVERWRITE ANY OF EC+ SCRIPTS. I pulled only the necessary scripts and re-tweaked them with new names and change most chuarus references to spider i have includes source scripts in my file for any who would like to see or better understand what I'm talking about. Features: this mod has its own MCM menu and hatchery Chuarus eggs: handled in EC+ mcm hatchery Spider eggs: Handled in ES+ mcm Hatchery you can turn off tentacle animations, pregnancy's and Infestations separately FOR spider and chuaruses (this means if you turn of pregnancy's for spiders you can still get pregnent by chuaruses and vice versa) incubation periods and fertility settings can be adjusted separately for spider and Chuarus Pregnancy's Brest,Belly and Butt max growth settings can be adjusted separately for chuarus and spider Pregnancy's Growth rate however will be the same for both regardless of witch menu you set it with this was for compatibility reasons I changed the EncChaurusreaper race setting to Chuarus so that the Chaurus reapers could have proper male chaurus anatomy (for chaurus reaper alinement problems in sex lab make sure to turn on adjust actor heights as setting changes will effect smaller churuses as well. Now go in to sexlab mcm and go to the animation adjuster page and select creature animations find Chuarus Forward and select it now change to femalepositon1 and on the left and side were it says move up or down set all 4 stages to +13 then from there adjust to tast.) Installing: 1)Download and FULLY install Estrus Chuarus+ by bane master found here http://www.loverslab.com/files/file/1033-estrus-chaurus/ 2)Download Estrus Spider V3.94 Add-on and Use NMM or MO to install when asked to overwrite say yes ( will over wright EstrusChuarus.esp and EstrusChuarus translation file this is only because as said this is an addon to his mod none of the original EC+ Content was changed or edited any way* i simply added in the Spider content ) * this excludes the breeder effect i added a HasSpell check it so that you can only get pregnant by eather a spider or a chuarus at one time you can not be pregnant by both at the same time. I Hope you all like it and if you find any buggs or have any questions ABOUT THE ES+ ADD-ON plz report them to be and i will answer them to the best of my ability SPECIAL THANX: BANE MASTER: Author of EC+ V3.94 JBEZORG: Original creator of Estrus Chuarus Submitter Tokinklownz420 Submitted 05/02/2015 Category Framework & Resources Requires Estrus Chaurus+ V3.94, Sexlab Framework, Skse, FNIS Special Edition Compatible
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Moderators, please feel free to move this to a better location if needed. The attached file is a downloadable PDF with photos and a more detailed instruction for those that need added guidance. The Mod Tutorial – Installation of SKSE Scope of tutorial: Cover the basic installation of SKSE from download to installation as well as load order configuration in MO. This tutorial only covers the installation into MO if you wish MO to control the conflicts with scripts that SKSE installs. ( advised) Still needs to have the correct files installed into the Skyrim folder manually. (everything but the data folder.) Drag and drop into the same folder where you see TESV and "Data" folder. Drag and drop into the same folder where you see TESV and "Data" folder. Requirements: Steam Skyrim Mod Manager SKSE It is assumed for this tutorial that you have a functional installation of Skyrim and Mod Manager ( MO ). Step one: Download Download SKSE. Current version as this tutorial is 1.7.1. Select the 7z archive version For this tutorial I am saving it to the desktop. You can save it anywhere just remember where you downloaded it. Step two: Installation Open MO. Click on the top left icon that looks like a CD. Select that and then click “Open”. You should see the program name to the left of the “Open button”. Now a new windows opens and is giving a warning “No game data on top level”. This indicates that the structure of the install folder is wrong and MO doesn’t know what to do with it. If it is installed like this SKSE won’t work. We need to make some changes. This is because there are files in the SKSE download that you don't need. One thing I like to do is go to the top drop down menu where you see SKSE and rename it to a name that is easy to remember and manage For this tutorial I am using Skyrim Script Extender (SKSE v 1.07) as the name. Click on the file and expand. Right click on the “Data” folder and “Set Data Directory” Now you have a comment on the bottom of that window “Looks good”. Select “OK” button to the right of that and the mod will be installed. Step three: Fixing the Load order. Drag that file up to where you want it or change the "Priority" number to where you want it in the order.Step four: Use SKSE You are now ready to use that tool that you just installed. Make sure you use the “SKSE” option left of the “Run” button.Step five: Praise MO Yea MO!!!!
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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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View File NOTE: If you are upgrading from Weight RND, You need to: Stop Realistic Need and Diseases in MCM Uninstall Weight RND. Save. Restart & load your save. Then save. Install SexLab RND Restart Realistic Need and Diseases in MCM WHAT DOES THIS MOD DO? This is an addon to Realistic Needs and Diseases (RND) by perseid9. Obviously you will need RND installed for this to work. It will change the player's body weight based on their eating habits and activities. You will also need SexLab. It will make the player a little tired after sex as well as count as an activity that will make the player lose weight. In addition, Oral sex will provide some "water" for the player. HOW DOES IT WORK? This mod will start when RND starts and stop when it is stopped. The player's weight is restored to it's original value when it's stopped. No configuration menu is added by this mod. Weight Change RND monitors the hunger magic effects placed on the player by RND. It will also monitor how often the player is in combat, sprinting, and if the player is over encumbered. ( Player's inventory weight greater than max carry weight and the player is forced to walk ). Generally: Gluttony will shift the player's weight up Satiated & Peckish shift the player's weight towards their original weight. Hungry will not shift the player's weight ( by itself. other activities will most likely shift weight down ). Very Hungry & Starving will shift the player's weight down Sex makes the player tired. Tiredness from sex scales with it's duration. Aggressive sex applies a multiplier. Other factors the influence weight gain/loss besides eating. sex, combat, sprinting, and being over encumbered all contribute to shifting the player's weight down. sleeping, sitting, will contribute to shifting the player's weight up. Weight adjustments are calculated and applied at the end of the day and is the sum of all the player's actions. e.g. If the player spends half a day with the RND Gluttony effect applied and then spends the other half with RND Starving Effect applied, the net result would be no weight change. SOME THINGS TO KEEP IN MIND The weight change is limited to the in game limit of 0 to 100 of SetWeight(). The visual body changes are currently limited to the player's chosen body mesh. REQUIREMENTS SexLab v1.3 Realistic Needs and Diseases (RND) by perseid9 Quest Versioning SDK UPDATING Just replace the old files with the new. Then stop and restart RND in it's MCM menu. You'll be prompted to reset the character to it's original weight. Select yes/no depending on your preference. If you want to put things back to the way they were before the update you can use the following console commands to set the target weight the player shifts to when peckish or satiated and the player's current appearance. setpqv rndweight fOrigPlayerWeight {target value} player.setnpcweight {target value} CONFLICTS None verified Submitter jbezorg Submitted 10/10/2013 Category Sex Effects Requires SKSE, SexLab, Realistic Needs and Diseases Special Edition Compatible
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View File A special thank you goes out to jbezorg for creating the script, it is safe to say that without him this mod would have not been released this year Description This mod merges SexLab with Frostfall. When the player character has sex with a NPC the player will receive a buff which fights the effects added by Frostfall. This is because during sex body heat is created Requirements - SexLab Framework - Frostfall - Quest Versioning SDK Recommended Mods - Climates of Tamriel Winter Edition - For Skyrim Winter Appearance and immersion. - SexLab Lover's Comfort Known Issues None so far, but expect some Permissions - DO NOT upload to any other sites period! Especially the Nexus. - NOT to be used in any other mod without my permission AND jbezorg's. Credits jbezorg - For creating the basic script this mod uses Mailamea - Most important Credit! For choosing the mod name and giving me the idea to do the mod Ashal - SexLab Framework Submitter Ark of Truth Submitted 12/23/2013 Category Misc Sex Requires Frostfall Special Edition Compatible
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. . . . THIS THREAD HAS BEEN ARCHIVED DUE TO SIZE, PLEASE USE NEW THREAD AT http://www.loverslab.com/topic/15205-sexis-sex-in-skyrim-alpha-updated-feb-23/ Required ESM Pack (Feb 22, 2013) [Download] Data Pack (Feb 23, 2013) [Download] Optional Cupid Plugin (Feb 22, 2013) [Download] Defeated Plugin (Feb 22, 2013) [Download] How to Safely Update <----------- I M P O R T A N T ================== Previous Version ============== Description ========== The goal of this project is to make a fully featured sex engine. Other mods can use this as a master file allowing them the ability to easily create sex scenes. For those familiar with Oblivion, this is similar to the core of Lovers with PK. ESM Pack + Data Pack These are the resources and framework for SexiS. They don't add anything to you game by themselves, they are just resources for plugins to use. Cupid Plugin This is a simple plugin so that the core framework is actually testable / useable. It gives the player spells to target actors and put them into a sex scene. If you cast the spells while standing on a bed, the bed will be used. Defeated Plugin This plugin adds a 'Bad End' to combat. If you get heavily wounded during combat, your opponents may knock you down and have their way with you. Be aware that there is a good chance they will kill you afterwards as well. By default only men will use you, but a configuration option allows females to as well. If you enable females, you'll want a strapon mod, which you can register to use with this mod. Status ====== Alpha. What does that mean? - Keep a backup save from before SexiS.* - The API is not finalized, there are some missing features and the API may change. - Development focus is on expanding and finalizing the API. When will it be Beta? - When the API has all the important features. - Once in Beta, development focus will shift to stability. *For people not aware, unlike Oblivion and Fallout, you cannot 'clean save' by removing a plugin and saving. Some data is never removed from save files. So having a backup save is important. Requirements ============ - SKSE http://skse.silverlock.org/ - FNIS http://skyrim.nexusmods.com/mods/11811 Recommended: - CBBE http://skyrim.nexusmods.com/mods/2666 - FavoredSoul - Erect Version http://skyrim.nexusmods.com/mods/2488 - Supported Strapon mod StrapOn, Horker-Tusk Strapon, Futa Equippable, Cozy & Rebels Equippable TG Mod Installation ========== - Install the above requirements - Install the files from the Data Pack (SexiS Data.zip) - Install the files from the ESM Pack (SexiS Core.zip) - Install the files from the Cupid Pack (SexiS Cupid.zip) - Install the files from the Defeated Pack (SexiS Defeated.zip) - Run GenerateFNIS_for_Users, click 'Update FNIS Behavior' Common Problems ================ Incompatibilities =============== Many people have had trouble and CTDs when using PC Exclusive Animation path. However, it is possible to make them work together, see post 411. Features ======== - Simple call to have two actors have sex - Supports callbacks via custom events - Supports global callbacks via custom events - Includes semi-intelligent animation selection - Simple sound effects - Female voice (default voice from Lovers with PK) - Ability for mods to add their own animations, without conflicts - Ability to easily add new voices - Align actors during animations using the number keys 1 and 2 - Advance or reverse animation with number keys 3 and 4 - Change animations with the number keys 5 and 6 --- Note: Under certain circumstances, the above two features are disabled - Bukkake and creampie effects - Includes 20 animations - Sex on ground or bed - Sex is based on RL time Bugs ===== - If sex finishes on actors which aren't loaded, they will continue to play the sex animation even after the system has finished with them. - Sometimes actors will be stuck halfway into walls / objects. - Actor scale size is not taken into account for positioning. - If you use TFC during sex, your controls wont be re-enabled after it finishes. Turn off TFC and type 'enableplayercontrols' to fix. - Bed alignment is broken on 80% of the animations - Need unique textures for nude suits - Actors move around some when using the AP animations - Torches - If updated with in-progress sex acts, it could break things horribly - For an unknown reason, a few people have found the mouse buttons do not work after sex finishes - Possible clipping issue with RoughMissionary - Some people have a problem if sex starts while weapons are drawn Defeated - Actor may get stuck on the ground if hunter is killed too quickly - Camera doesn't get released for some people when their weapons are drawn Cupid - Investigate this - Bug where bed is used after actors leave an area - Bug where bed is used is subsequent sex scenes even though not selected Fixed: Future Plans =========== Credits ====== Audio Files: - Lovers with PK Animation Files: - Minilovers - TDA - Blac945's up03850.7z from skup.dip.jp - JoshNZ's Animated Prostitution - Arrok Texture Files: - oli3d - Bukkake effect Version History ============= Files ==== SexiS Data.zip - Contains data files for SexiS (animations, meshes, sounds, textures). SexiS Core.zip - Contains SexiS.esm and its scripts. SexiS Cupid.zip - Contains the Cupid plugin and needed resources. SexiS Defeated.zip - Contains the Defeated plugin and needed resources.
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View File This version is no longer maintained. You'll want to go Estrus Chaurus+ maintained by Bane Master NOTE Read REQUIRED MODS & WHAT'S NEW IN v2.0 at the least. DO NOT UPDATE WHEN THIS MOD IS ACTIVE. WHAT DOES THIS MOD DO? Chaurus spit attacks will trigger an Estrus Tentacle attack and impregnation. In roughly 3 days, they Chaurus Eggs will be expelled from the host's body. WHAT CAN YOU DO? If the skeleton supports node scaling the breasts will enlarge during that time. MCM will auto-configure Estrus Chaurus based on your skeleton and it will be available if the skeleton and body mesh supports it. If this is available, you can set how large the breasts will grow. You can set how long the impregnation will last. You can turn on / off impregnation by enabling / disabling the pregnancy option. The tentacle attack will still happen but no impregnation. You can turn on / off the chaurus eggs hatching by enabling / disabling the Chaurus Infestation option. An impregnated NPC will still lay chaurus eggs. They just will not hatch. You can choose to have some residual breast growth. Breast size is not returned fully to the original size. You can remove all impregnation effects from NPCs, Companions & the Player by enabling "Prepare for uninstall" ( this can take a few min. to run). The breast enlargement feature is very experimental. It's very likely to cause CTDs. You can disable this feature in MCM by setting breast growth to "NONE". SOME THINGS TO KEEP IN MIND Don't update to a new version without first enabling "Prepare for Uninstall" and letting it cure everyone. Estrus shout abilities AND THE ESTRUS MOD ITSELF is completely unrelated to this mod. When the pregnancy effect ends:The original breast scale is restored. The victim is removed to the Chaurus Faction ( if still in it ) The perk is removed. [*]Don't save or game wait while the Estrus Tentacle magic effect is active. You'll most likely CTD. Wait a few min. before to allow for the first NiNode update to occur. [*]Breast enlargement and pregnancy will only work on body meshes that support skeletal scaling e.g. TBBP, BBP body meshes. [*]If You don't see MCM updating, use the following console command. setstage SKI_ConfigManagerInstance 1 REQUIRED MODS SKSE 1.6.16 SkyUI 4.1 Estrus For Skyrim by Cotyounoyume Either one of SkullTyrant's or xp32's custom skeletons ( latest xp32 is required if you want to get the belly to work. ) Actor Events v2.2 SexLab v1.31 FNIS 4.0 & FNIS Creature Pack 4.0 Pay attention to the requirements for these mods as well. While not required, you will not see any body part growth if your installed body mesh does not support TBBP or BBP. You will also not see belly growth if the body mesh does not have a weight painted stomach. Pregnancy-weighted TBBP Body for Bodyslide++ gives complete instructions on how to install a CBBE version. A UNPB body mesh is available with this mod ( b3lisario's UNPB BBP Pregnant Body (beta).7z. ) and can be installed over the CBBE version if you prefer the UNPB body. You may also want to look at Pregnant-Weighted-tbbp-armor 2.0 (CBBE) Pregnant Armor Meshes! (UNPB) CUSTOM RACES & SKELETONS For the base / vanilla races, the actual skeleton that contains the belly node is: skyrim\Data\meshes\actors\character\character assets female\skeleton_female.nifskyrim\Data\meshes\actors\character\character assets female\skeletonbeast_female.nif You will have to update the custom race's equivalent if it has it's own custom skeleton. SUPPORTED MODS Sexlab Arousal - Infected players are a little more horny Devious Devices - Chastity belts protect the player from infection CONFLICTS Estrus Chaurus 1.8.3 Fluids Plugin is for Estrus Chaurus 1.8.3. Most likely, you don't have it. So don't install it. Any other mod that uses node scaling on the same nodes unless specifically stated to be compatible with this mod. WHAT'S NEW IN v2.0 Supports SexLab v1.2+ Note the file name change. Don't run Estrus Chaurus.esp & EstrusChaurus.esp at the same time. The mod Actor Events adds a health triggering event. Spitting no longer is an automatic trigger however a chaurus bit attack now can trigger the animation. Estrus Chaurus DG.esp is no longer needed. Delete it. SPECIAL THANKS To b3lisario for weight painting the UNPB BBP Pregnant Body. To cotyounoyume for his work on the Estrus Mod. Ashel for the SexLab Framework. cGI for creating the Mod Installer version & tools to make it. TRANSLATIONS NOTE: If the translation is older than the current version, DO NOT replaces the esp file. Estro Chaurus ITA - RockMic Traductions françaises by aravis7 Submitter jbezorg Submitted 04/20/2013 Category Combat Sex Requires SexLab, SKSE, FNIS 4.1, FNIS Creature Pack 4.1, SexLab, SkyUI, Estrus For Skyrim, Actor Events Special Edition Compatible
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File Name: Sanguine's Debauchery File Submitter: jbezorg File Submitted: 03 Mar 2013 File Category: Combat Sex Requires: SKSE, SexLab An Alternative to Death. Enslavement Enslavement is Death. Your stuff may be lost. It may happen that a master will sell a slave to another character. They will rob you of your items and when they leave you, most likely, you won't be able to follow. At that point, they may despawn destroying your stuff as well. Be careful! Sanguine's Debauchery is an enslavement as an alternative to death mod for the player. Where enslavement provides for a continuous narrative rather than death. NOTICE: Don't be an idiot. TL:DR = Screwed up save. What Factions Enslave? Here Are the main ones: BanditFaction VampireFaction WIThugFaction ( Hired Thug quest ) WEBountyHunter ( Bounty Hunter quest ) ForswornFaction ThalmoreFaction NecromancerFaction SprigganFaction ( Flowering Spriggan quest ) Keep in mind that an NPC with "Necromancer" over their head does not necessarily mean "NecromancerFaction", Nor is an NPC with "Bandit" over their head automatically in "BanditFaction", etc.. There are many factions that are specific to the area they are occupying or specific to a quest and belong to a faction that are not slavery enabled. Escaping and Being Enslaved ( Male/Female ) While enslaved: You do not have access to Magic, Inventory, Skills. You must stay within a certain distance of your Master/Mistress. You can pick-up/activate items. If it's food, you'll immediately eat it If it's an item you can use to escape, mostly weapons, your bindings will be damaged and you'll drop the item. You can then pick it up again for the same effect. Host to a Flowering Spriggan ( Female Only ) Big thanks to Nalim for allowing me to create the Flowering Spriggan Race from his armor. While a host: You can't remove the Spriggan wrapped around you You get some cool Spriggan abilities. But... The Spriggan has other plans and will try to compel you to travel to it's desired destination. You'll be used a while before you're released once you reach the destination. Being Freed: For both spriggan and regular enslavement: There is a grace period of 1 hour game time after being freed where the player won't be attacked. After that grace period is over, the enslavement quest will fully end. [*]For regular enslavement: You can end the grace period early by going into the combat ready stance. Hired Thugs While a Thug slave: You'll be marched to your new master. The NPC who the player stole from or A bandit boss. You are free to move around but will be forced back to the leader if you go to far. The Thugs keep your stuff then head to their camp. This quest will select a killable master over a non-killable master. It's also possible for a dead character to hire thugs to hunt down the player. "killable" for this quest is an NPC that is not essential and not reserved for another quest. This pretty much means that most named NPCs will not qualify as a slave master. Animation Position Controls See the "Controls" section under Sanguine's Debauchery in MCM (Mod Configuration Menu) for options and key customization. Installing this Mod Requirements: SexLab Framework Skyrim Script Extender (SKSE) v1.6.16 Fores New Idles in Skyrim - FNIS v4.0 SkyUI v3.4 (required for Mod Configuration Menu - MCM) If you don't like the UI changes: SkyUI-Away [*]A custom body replacer ( or a BBP version of another ) CBBE BBP by Caliente UNPB BBP by Calyps [*]A custom skeleton. Custom Skeleton Replacers by Skulltyrant Perfect 3-2 Skeleton by Ning XP32 Maximum Skeleton -XPMS by xp32 [*]ZaZ-Animation-Pack (v005 min) ( ESM Must be enabled ) Already included in the BSA: Slave collar (by Gatti) Gag (by ZaZ) Strapon UNP version (by Calyps) Optional: Bodyslide CB++ Bodyslide UNP Victorias High Heel walk Animation zarias restraints by Zaria Better males - Beautiful nudes and faces - New hairstyles by Chris57 and FavoredSoul Installation: Before you begin installing Sanguine's Debauchery: Install the required mods following their instructions first. If you have this mod already installed, uninstall first using the instructions provided. Test the other mods. Make sure they are working. Then: Download the mod file from Lovers Lab. After you have extracted these files to your Skyrim data folder or, preferably, imported the archive into your mod manager and activated it. Enable both Sanguine's Debauchery and ZaZ Animation Pack in the launcher. Run GenerateFNISforUsers.exe Follow Fore's instructions. It's important that you do so. Click on "Update FNIS Behavior" button. [*]See "Starting this Mod" below. Starting this Mod Starting: Part 1: After you have installed the files and enabled sanguinesDebauchery.esp. To complete the install for a specific character: Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Select if you want the labia rings/anal egg to be added. Once the main quests begins this option will be locked. Click "INSTALL" Exit all menus. You are now ready to start by completing the drinking contest with Sam Guenvere ( available at level 14 )and wake up in the Dibella temple in Markarth Part 2: Or you may choose to avoid the drink contest. To do so: Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Select if you want the labia rings/anal egg to be added. ( Once you click "BEGIN", the next step, this option will be locked. ) Click "BEGIN" Exit all menus. You should receive the objective notification "Sanguine Is Watching" once everything has started. Unstalling this Mod Prior to 2012.01.14 Release. Make sure you are free from you master or complete the spriggan quest. In console type "set _SD_uninstall to 1" then hit enter. Save. ( repeat steps 1-3 for all saves you want to clean ) Exit the game. Uninstall Sanguine's Debauchery Run GenerateFNISforUsers.exe Start the game and load the save you created in #2 Wait a few hours game time and about a min real time. This allows running scripts that are repeating to expire/unload. Save. Either in a new slot or over the save you created in #2 ( repeat steps 7-9 for all saves you want to clean ) 2012.01.14 Release and later: Disabling Sanguine's Debauchery for a specific character. Make sure you are free from you master or complete the spriggan quest ( You may have to cycle through the "BEGIN" option ): Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Click "UNINSTALL" Exit all menus ( If you enter MCM again Sanguine's Debauchery will now only show the logo ) Wait 2 game hours to make sure all quests scripts have gone idle. [*]Save. ( repeat step 1 for all the saves you want to clean. ) You won't be able to restart Sanguine's Debauchery for this character unless you preform a full uninstall. 2012.01.14 Release and later: Full Uninstall Follow the instructions for "Disabling Sanguine's Debauchery for a specific character." for all characters that have started SD. Exit the game. Uninstall Sanguine's Debauchery Run GenerateFNISforUsers.exe Start the game and load the save you created in #2 Wait a few hours game time and about a min real time. Save. Either in a new slot or over the save you created in #2 ( repeat steps 7-9 for all saves you want to clean ) The Quests Please Note: Almost all of the quests in this Mod are handled by the Story Manager. Console quest starts won't do anything except, most likely, corrupt your save. I will not give hints on how to complete these quests here. Those spoilers will be given in the thread. If you do give away hints, please enclose them in the spoiler tag. Regarding Sanguine's Daedric Artifact: This choice must be made before you begin. When enabled, Sanguine's Daedric Artifact is bound to the player and NPCs will experience uncontrollable lust for the player. You can also look under "Help" in MCM if you are having trouble. Primary Quests: "In service to Sanguine" - This quests watches for the compleation of the Skyrim quest "A Night to Remember." Until that quest is completed ( or the Mod is manually started through MCM ), this Mod is idle and won't do anything. "Sanguine's Debauchery" - Monitors the player's health and will trigger enslavement ( the "Enslaved!" or "Flowering Spriggan" quests ) when combat conditions are met. "Entering Sanguine's Realm" - Monitors the player's actions and will trigger interactions with Sanguine / story advancements when appropraite conditions are met. "Enslaved!" - This quest is active when the player is enslaved. It controls the restrictions of the Slave (the Player) and the actions of the Master/Mistress. "Flowering Spriggan" - This quest is active when the player is made a host a to Spriggan. It controls how NPCs react to the player being a host as well as the player's discovery of why and what the Spriggan has done to the player. Secondary Quests: "Indentured Servant" - If the Player can gain the Master's/Mistress' trust, they will be given tasks to preform. As of now, the only task is the collection of gold. How the Player collects gold is completly at their discression. "Wanted!" - If the player has a bounty, rather than killing the player the bounty hunter will enslave the player and drag them back to the hold where the bounty was posted. "Payback's a Bitch" - If the player steals or pickpockets an item from a NPC that NPC may hire thugs for some revenge. These thugs will hunt the player down and enslave them. Bringing them back to the stolen item's owner. Optional Secondary Quests: Some secondary quests are optional and can be enabled/disabled through MCM. "Gold for the Wicked" - With this quest active, the Player will gain the ability to dance or whore themselves for gold. When dancing naked or with Sanguine's Daedric Artifact equipped, NPCs observing the dance will experience uncontrollable lust and queue up on the player for sex. To use the dance spell, you must be close enough to the NPC to get a dialogue prompt AND you must hold the mouse button down until Magicka stops draining. "Coveted" - Much like with dancing. If the player is naked, some NPCs will experience uncontrollable lust for the player and rape them. Addons SDpatch - frostfall.esp: Requires chesko_frostfall.esp. It makes the custom slave clothing heat sources. ( Not that it makes sense, more like an experiment in posibility. Call it a gift from Sanguine and toss in a few puns ) SDpatch - dawnguard.esp: Requires Dawnguard.esm. This makes the DLC's vampire and dawnguard factions slaver factions. SDpatch - dragonborn.esp: Requires Dragonborn.esm. This makes the DLC's Raven Rock and Cultist factions slaver factions. Patches FavoredSoul Flaccid Male Model: This is a male body texture replacer. You will need this patch if: You have loaded the "Nudes - FavoredSoulMeshes - FlaccidVersion" file from Better males Mod and it's default textures.. And have checked the "Male: Using FavoredSoul flaccid version" option in MCM. Otherwise it will look like the penis is glowing. If you have a custom male texture installing this may not give you the desired results. FavoredSoul flaccid & erect textures are almost identical except the flaccid texture is missing the portion that maps to the erect penis. If your custom male texture for the FavoredSoul Meshes have both flaccid & erect texture versions then using the erect texture should work. SDpatch-FavoredSoulMeshes-Flaccid.7z ( 11.82 MB ) bat file reset This bat file is the headsman axe solution to uninstalling Sanguine's Debauchery. You can run it via console and it will stop all Sanguine's Debauchery quests and reset all globals to their defaults. Try to uninstall through MCM first. It has better checks to make sure you're not enslaved or have any debuffs. sd_reset.7z ( 544 B ) Updates These will be posted as replies in the thread and archived here Conflicts Any mod that alters vanilla factions. - Any mod that significantly alters vanilla factions may mean that my mod won't recognize the attacker as being a member of an eligible slaver faction. Any mod that significantly alters the OnHit Event for the player. Any mod that actively manipulates the player's health during combat ( e.g. auto healing ) may make it difficult to trigger the enslavement events. Verified Conflicting Mods PCEA - PC Exclusive Animation Path WARZONES - Civil Unrest Tundra Defence Locational damage and more dynamic injuries Duel - Combat Realism SkyBoost and TES V Acceleration Layer Animated Prostitution Syynxs Perky Deadly Mutilation Verified Conflicting Mods: Addressed ( Though indirectly and you may get in situations that are bad ) The Dance of Death - Enable "Player Immunity" Frostfall Amazing Follower Tweaks - Disable companion follows PC weapon draw/stash. Troubleshooting I Keep Kneeling During Sex with the SexLab Version Setup SexLab to unqeuip the hands, as the equipped restraints trigger the kneel down animation. MCM has options that look like "$SD_OPTION_P0_HARDCORE" The directory "\Interface\Translations" in the archive contains translations. Make sure this has also been extracted / installed with the other directories. Make sure you turn off the option to not extract README files in Nexus Mod Manager. It excludes ALL txt files. Including the language translation files. Custom Races & Armor Not Showing This is dependent on the creator of custom race and how they've decided to handle armor. The Thug's never come after me. The thug quest ( WIAddItem03 ) is the 3rd in the series of four related quests. They must be preformed and completed in sequence before they are cycled through again. There is a 48 hour wait ( game time ) between quest completion before the next quest will start. WIAddItem01 - "Did you find something good?" = Picking up an item and an NPC says something like "Hope nobody misses that...", "That was just lying around? Good find.", etc.. WIAddItem02 - Rummaging through trash = Scrounging around taking things like cabbages out of barrels and containers. WIAddItem03 - Steal, Thugs hunt player = Stealing or pick-pocketing items from NPC's with a neutral or worse relationship. You don't have to get caught doing it. WIAddItem07 - Buy Dwarven artifact = Buying dwarven armor or weapons and getting a note from Calcelmo saying he's interested in acquiring it. Hand, feet, mask but no body while wearing the Spriggan armor. It's the commom 100% body weight armor bug. You can fix it in console with the following command: "player.setnpcweight 99" Man! The ending for the Spriggan quest is tedious! It's roughly an hour game time. If you have a mod that alters the game's time scale that could draw it out longer ( or shorten it ). Also. the longer you wear the spriggan armor the more powerful the armor becomes but the ending sequence lasts longer too. I Uninstalled your mod and I died! It means that while the mod was installed your character died and the mod prevented it. This mod toggles God mode on when before EndDeferredKill is preformed. BUT scripting can get saved with the character and it will overide later versions of a mod preventing an update from functioning. So. If this happens. Before you uninstall type "TIM" in console to Toggle Immortal Mode on. and keep it on during the uninstall process. When you have finished turn it off by typing "TIM" in console again. I Uninstalled your mod and I'm Immortal! If you remove SD without going through the uninstall process the player never gets EndDeferredKill run on them. Wearing the Spriggan Armor, now what? After the player becomes the host for the spriggan the next stage of the quest is triggered by a few specific comments made about the spriggan armor ( i.e. not any comment, not any comment about the armor, a few specific comments ) by NPCs. You'll get a quest update when it happens. If you have a mod the like "Reduced Distance NPC Greetings" (Steam) then NPCs will not make comments about the player's unusual appearance and the quest will not proceed. The labia rings are missing their texture. Are they a solid color or are they semi-transparent? If they're semi-transparent then they are not missing the texture. They're suppose to look that way. SD Immortality Fix Download SD_Imortal_Fix.7z ( 1.1 KB ) Load your immortal Character save. In console: Use TIM on the player to Toggle Immortal Mode on Save & exit the game Install and enable SD_Imortal_Fix. Load the save from #3 In console: Use TIM on the player to Toggle Immortal Mode off Save & exit the game. Disable and uninstall SD_Imortal_Fix. Juan Ponce de León is very disappointed. I upgraded and now I CTD whenever I try to load a save Instead of using Continue to start the last save, try going through Load instead. Additional Credit Thanks to b3lisario, Calyps, Gatti, MasterChris, Nalim, Youiko, Zaria, ZaZ Translations Provided by CGi - German ( an updated translation is available in Downloads ) aravis7 - French ( translation is available in Downloads ) Animations Licensed From Mini Lovers 0.2.3 MiniLovers0.2.3 license.pdf - The original untranslated version of this license. Dance Animations Dance Modder Resource by Umpa Additional Sex Animations Provided by casualmods.net. TDA Blac945 Previous Support Thread http://www.loverslab.com/topic/9432-sanguines-debauchery/ Click here to download this file