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Found 13 results

  1. View File Honored members of the LoversLab forums, without further ado I present to you The C.A.N.S. Framework (Cooperative Algebraic Node Sizing) By Feliks, Conceptual Design by @IronRose 1.0.0.0 IS OUT Overview What does it do? The C.A.N.S. Framework was developed to solve the conflicts that arise when multiple mods attempt to change the sizes of a single node. Most frequently this occurs in mods related to pregnancy, in which the belly and breast nodes are expanded. Historically, when more than one mod attempted to change the scale they would fight over said scale and it would fluctuate between the two sizes set by separate mods as they demanded a size or one of the two would simply be ignored. But no longer. But what does it actually do? Simply put C.A.N.S. should handle calls to change node scales, take all the requested sizes, find the size the node should be set to in a variety of ways (configurable by the user, defaults to highest value only) Now at the moment it requires compatibility patches for each mod changing node scales but the beauty of the C.A.N.S. design is that there won't need to be serious revisions, just modified code files with updates. Feliks is currently at work creating patches for several of the more popular mods. For the moment, the framework does nothing, and will do nothing by itself. Requirements: An updated copy of Skyrim. Probably the XP32 Maximum Skeleton Extended by Groovtama. (Theoretically if you're running these mods with another skeleton it would work, but beware). IF YOU'RE HAVING BUGS BE SURE TO TEST WITH THE LATEST XPMSE RaceMenu (or NiOverride) SkyUI (Built with v5, not tested with older versions) SKSE (Latest version, for SkyUI) Bugs: MCM May not display immediately, saving and reloading fixes it in every test so far, cause unknown. Errors from MCM script in papyrus log, seem to be related to retrieving data from NiOverride, do not affect functionality, unsure of cause. Disclaimers: This will do nothing without patches other than add the effect to the player. This will do nothing without patches other than add the effect to the player The Framework is in beta for the time being. See plans for more info. DEVELOPMENT PLANS ModEvent implementation of a basic feature for easy soft dependency Possible expansion of which nodes are supported Implementation (for modders and scripters) or "how you learned to stop worrying and write the code" Changes in latest version: Version 1.0 is rewritten from scratch (again) except for the MCM. Everything should work now, and provided there are no crippling bugs as I test to see if mods will actually work with it now, this will be the final major release. 1.0.0.1 is an update only needed for modders who actually take the advice I wrote in the API post, it corrects a missing return function on the registration function. Currently making sure I didn't forget any others. Expect 1.0.0.2 soon if I prove that I am terrible at this. Submitter Feliks Submitted 07/13/2015 Category Other Requires SKSE, PapyrusUtil, SkyUI(For the MCM), Mods that modify node scale. Special Edition Compatible
  2. View File This mod allows you to find where sex is started by other mods. You will get a notification and a quest marker pointing you there. Example: Random Sex Mod starts sex between Saffir and a guard behind Belethor's General Gooods. As soon as that happens this mod will show a notification about that and create a quest marker there so you can easily find it. The quest marker will be removed when the sex ends. All credit for the idea goes to Bad Dog's Sex Finder mod. This is just a different take on the same concept, written from scratch. Features: Works indoors and outdoors. Tracks up to 15 scenes in parallel (SexLab maximum). Quest markers are placed above the scene so they don't obstruct the view. MCM menu with basic profile support using PapyrusUtil. Optional notifications with participant names. Basic scene filtering. Works fine in heavily scripted load orders. Reacts to SexLab events. No polling or background scripts. Menu has overview over all currently playing scenes. Teleport to scene option in menu. Sex that involves the player is ignored (you shouldn't need to find that ). This mod will track any animation started by SexLab unless it involves the player or is filtered out in the menu. Status: stable For now I consider the mod feature complete, but if you would like to see anything added just let me know (no promises)! Submitter user_no_3453 Submitted 03/31/2017 Category Other Requires SexLab Framework Special Edition Compatible
  3. View File SexLabUtil1 (v0.17) What does it do: Activate various effects when SexLab animation starts or stops. Calm, go crazy, buff, debuff, light, etc ... Minor, utility, side effects. Things that other mods usually skip. You can also create custom macros to activate commands. Cast spells from other mods, add items, do someting with perks, change actor values, plays sound, send mod events, etc .. Requirements: whatever is required for SexLab framework 1.57 or higher to function. Instalation: - unpack attached zip (SexLabUtil1_XX.zip) - copy whats in Data directory into Skyrim\Data directory - its a simple mod, unpack and copy - activate desired effect (open ingame menu, Mod Configuration/SexLab Util One). Everything is off by default. - upgrading: make a clean save. New version is not compatible with older version. Description: for a little bit better description, read SexlabUtil1_readme.rtf. With this mod you can start(trigger) many effects when sex scenn starts, ends, sex sceen part (stage) is flagged as orgasm. You can also specify additional conditions like if its rape, day time, location, do you want effect to run only on males or only on Player or on any given NPC. Current possible conditions: At start of sex : when SL sends start event On orgasm : when SL sends orgasm event At end of sex : when SL sends end event After sex : like At end of sex, but has a special set of effects designed to run only after sex Chance : 0 -100% Actor : aggressor, viction. not part of rape Actor race : humanoid, creature, Player, Not Player Gender : male, female (support of Treat as Male/Female) Sex type : Vaginal, Oral, Anal Morality : low, high Day time : night, day Location : inside, outside Current possible effects: Off : nothing Calm : lowers aggresion. Will stop combat. Calm (whoever hits me) : each time actor gets hit, attacker gets a jolt of Calm Heroism : increase confidance. Actor is less likey to run away Frenzy : actor becomes aggresive. It may attack anyone for no reason Fear : lower confidance. Actor is more likey to run away Regeneration Stamina +20% : increased Stamina regeneration Regeneration Stamina -20% : decreased Stamina regeneration Regeneration Health +20% : increased Health regeneration Regeneration Health -20% : decreased Health regeneration Regeneration Magicka +20% : increased Magicka regeneration Regeneration Magicka -20% : decreased Magicka regeneration Heal (+1) : restore ST/HP/MG by 1 point every 3 seconds Heal (+10) : restore ST/HP/MG by 10 point every 3 seconds Heal (+100) : restore ST/HP/MG by 100 point every 3 seconds Heal (+1000) : restore ST/HP/MG by 1000 point every 3 seconds Harm (-1) : damage ST/HP/MG by 1 point every 3 seconds Harm (-10) : damage ST/HP/MG by 10 point every 3 seconds Harm (-100) : damage ST/HP/MG by 100 point every 3 seconds Harm (to near death) : drop ST/HP/MG to only 1 point every 3 seconds Alcohol : get an use something to drink every 3 seconds Poison : get and use something thats not good to drink every 3 seconds (currently not working. need to find a solution) Food : get and use something to eat every 3 seconds Disease : actor my catch a standard disease or vampirism if partner is vampire every 3 seconds Pickpocket : steal something if Pickpocket skill is high enough every 3 seconds Absorb Life : absorb vital stats (ST/HP/MG). Increase yours, lower partners every 3 seconds Learn Skill : learn a random skill from your partner if your skill is lower then partners every 3 seconds Learn Spell : learn a random spell if you dont have it yet every 3 seconds Light (campfire) : adds some light Skills improve slower (-30%): All your skills improve slower (not usefull for NPC) Skills improve faster (+30%): All your skills improve faster (not usefull for NPC) Current possible effects for "After sex": Stagger : actor will stagger, drop down Custom effects: as of v.12 you can activate spells, add items (and many other things) from any other mod. Read SexLabUtil1_readme.rtf for a description or (if you hate reading manuals) look in data\INI\SexlabUtil1.esp\ folder. Files with extension .samp should give you a good idea for how to do it. Submitter Fotogen Submitted 07/25/2013 Category Sex Effects Requires SexLab framework, SKSE 1.7+ Special Edition Compatible  
  4. Version 1.1

    2,141 downloads

    This is my first mod. Suggestions are welcome. ---Description--- Q.A.T. (pronounced "cat") is a simple utility that allows the player to designate hotkeys to enable or disable the Sexlab animation the PC is currently engaged in. It also allows for hotkeys that toggle whether the animation is aggressive and/or is a foreplay animation. ---Purpose--- Starting a brand new Skyrim character can be daunting, with the myriad of settings to configure if you run a lot of mods. This utility is meant to alleviate a small portion of that. Instead of digging through hundreds of animations to determine which ones to turn on or off and which ones to flag as aggressive or foreplay (if you can remember them), you can now just leave all animations on and play the game. Whenever you encounter an animation that you don't like or does not match the type of encounter, you can just press a hotkey to disable the animation, or reclassify it. Over a small period of time, all animations will just fall in their place. If you add a new animation pack, just install the pack and reclassify the animations as they come up. Sexlab loads all animations and their classifications during a scene so disabling or reclassifying the animation will not take effect until the next encounter. The hotkey defaults are as follows: 7: Disable/enable the current animation. 8: Toggle whether the animation is flagged as Foreplay. 9: Toggle whether the animation is flagged as Aggressive. 4: Display the current animation's status and Foreplay/Aggressive flags. 1: (Bonus hotkey) Toggle visibility of the UI for screenshots and recordings. This is the same as running the "tm" command from the console. All hotkeys can be configured via the MCM. ---Other--- I've been a long-time user of LL mods and always wanted to contribute though, as a new modder, my skills are limited. I decided to make something simple but useful. I find QAT very convenient to use and I hope you do as well. ---v1.1--- So I really messed up when I uploaded the first version and did not know you had to create an archive file so that custom scripts are included. This version should fix that. I recommend just removing the old ESP, creating a clean save and using this new version. This new version also contains a new MCM page called Group Edits. In this page, you define an animation selection or query by filling in the parameters on the screen. Actors: The number of actors involved in the animation. Tags: a comma separated list of tags that animations in the result must contain. Excluded Tags: a comma separated list of tags for animations to exclude from the result. Clicking Execute on the query will tell you the number of registered animations that will be impacted by any edits you make. On the section below called Edits, you decide how to edit the animations returned by the query. Disable will disable all animations returned by the query. You can also use the Tag text input and the Add Tag/Remove Tag options to add or remove the tag from the animations returned by the query. For example, I tend to not like pillory animations and I don't use mods that need them so I like to disable them across the board. In this scenario, I leave Actors as 2, enter Pillory into the Tags input field and leave the Exclude Tags field blank. When I execute the query, I get back 3 animations. Then, on the Edit section, I click Execute next to Disable. This will cause those three animations to be disabled.
  5. Hello, I found that a Japanese mod author/ blogger called 'obachan' (lit. mean middle-aged woman) (of course not I) has recently posted her new mod, titled as 'Sexlab Director' in her blog entry. http://skyrim-sweetslab.blogspot.jp/2015/09/sexlabdirector.html (you can find the download link by searching this entry of hers by 'download'.) [edit3]: Updated ver 1.1 (Sep. 25, 2015 released) has incorporated the additional thumbnails from MNC 8.9 alpha below, with one possible bug fix. [edit2]: she also released a collection of thumbnails for this tool for the additional creature animations included in More Nasty Critters 8.9 alpha. http://skyrim-sweetslab.blogspot.jp/2015/09/mnc89athumbpack.html The mod is in principle the registration helper for Sexlab (159c/ 160 hotfix2+), which enable the user to select new animation to be registered in SSL in a very visual way via MCM, sorted by tags such as vaginal, oral, dirty...., and also, collectively (i.e. this mod can toggle all the animation that have the tag in question on/off at once) as well as individually. The interface is designed very graphically and easy to use, and she also supplies basic English translation of MCM commentary. I think this mod will enable us to register/ un-register increasing amount of SSL animations with much less trouble. [Possible Troubleshooting: Unconfirmed]: If anyone find difficulty with the MCM menu initial registration of this tool in the completely new game (Helgen/ LAL start cell), Type "setstage SKI_ConfigManagerInstance 1" (re-registering all the MCM menus of the mods installed) from console can be helpful ONCE YOU HAVE INSTALLED/ ACTIVATED SSLFRAMEWORK ITSELF IN THE GAME. According to the author ('obachan'), it's no problem for this mod to install from the beginning (i. e. no problem for registration even when SSL framework itself is inactive).
  6. View File This is my first mod. Suggestions are welcome. ---Description--- Q.A.T. (pronounced "cat") is a simple utility that allows the player to designate hotkeys to enable or disable the Sexlab animation the PC is currently engaged in. It also allows for hotkeys that toggle whether the animation is aggressive and/or is a foreplay animation. ---Purpose--- Starting a brand new Skyrim character can be daunting, with the myriad of settings to configure if you run a lot of mods. This utility is meant to alleviate a small portion of that. Instead of digging through hundreds of animations to determine which ones to turn on or off and which ones to flag as aggressive or foreplay (if you can remember them), you can now just leave all animations on and play the game. Whenever you encounter an animation that you don't like or does not match the type of encounter, you can just press a hotkey to disable the animation, or reclassify it. Over a small period of time, all animations will just fall in their place. If you add a new animation pack, just install the pack and reclassify the animations as they come up. Sexlab loads all animations and their classifications during a scene so disabling or reclassifying the animation will not take effect until the next encounter. The hotkey defaults are as follows: 7: Disable/enable the current animation. 8: Toggle whether the animation is flagged as Foreplay. 9: Toggle whether the animation is flagged as Aggressive. 4: Display the current animation's status and Foreplay/Aggressive flags. 1: (Bonus hotkey) Toggle visibility of the UI for screenshots and recordings. This is the same as running the "tm" command from the console. All hotkeys can be configured via the MCM. ---Other--- I've been a long-time user of LL mods and always wanted to contribute though, as a new modder, my skills are limited. I decided to make something simple but useful. I find QAT very convenient to use and I hope you do as well. ---v1.1--- So I really messed up when I uploaded the first version and did not know you had to create an archive file so that custom scripts are included. This version should fix that. I recommend just removing the old ESP, creating a clean save and using this new version. This new version also contains a new MCM page called Group Edits. In this page, you define an animation selection or query by filling in the parameters on the screen. Actors: The number of actors involved in the animation. Tags: a comma separated list of tags that animations in the result must contain. Excluded Tags: a comma separated list of tags for animations to exclude from the result. Clicking Execute on the query will tell you the number of registered animations that will be impacted by any edits you make. On the section below called Edits, you decide how to edit the animations returned by the query. Disable will disable all animations returned by the query. You can also use the Tag text input and the Add Tag/Remove Tag options to add or remove the tag from the animations returned by the query. For example, I tend to not like pillory animations and I don't use mods that need them so I like to disable them across the board. In this scenario, I leave Actors as 2, enter Pillory into the Tags input field and leave the Exclude Tags field blank. When I execute the query, I get back 3 animations. Then, on the Edit section, I click Execute next to Disable. This will cause those three animations to be disabled. Submitter mayorfail Submitted 05/21/2017 Category Other Requires SexLab Framework and its dependencies Special Edition Compatible  
  7. Version 0.17

    49,600 downloads

    SexLabUtil1 (v0.17) What does it do: Activate various effects when SexLab animation starts or stops. Calm, go crazy, buff, debuff, light, etc ... Minor, utility, side effects. Things that other mods usually skip. You can also create custom macros to activate commands. Cast spells from other mods, add items, do someting with perks, change actor values, plays sound, send mod events, etc .. Requirements: whatever is required for SexLab framework 1.57 or higher to function. Instalation: - unpack attached zip (SexLabUtil1_XX.zip) - copy whats in Data directory into Skyrim\Data directory - its a simple mod, unpack and copy - activate desired effect (open ingame menu, Mod Configuration/SexLab Util One). Everything is off by default. - upgrading: make a clean save. New version is not compatible with older version. Description: for a little bit better description, read SexlabUtil1_readme.rtf. With this mod you can start(trigger) many effects when sex scenn starts, ends, sex sceen part (stage) is flagged as orgasm. You can also specify additional conditions like if its rape, day time, location, do you want effect to run only on males or only on Player or on any given NPC. Current possible conditions: At start of sex : when SL sends start event On orgasm : when SL sends orgasm event At end of sex : when SL sends end event After sex : like At end of sex, but has a special set of effects designed to run only after sex Chance : 0 -100% Actor : aggressor, viction. not part of rape Actor race : humanoid, creature, Player, Not Player Gender : male, female (support of Treat as Male/Female) Sex type : Vaginal, Oral, Anal Morality : low, high Day time : night, day Location : inside, outside Current possible effects: Off : nothing Calm : lowers aggresion. Will stop combat. Calm (whoever hits me) : each time actor gets hit, attacker gets a jolt of Calm Heroism : increase confidance. Actor is less likey to run away Frenzy : actor becomes aggresive. It may attack anyone for no reason Fear : lower confidance. Actor is more likey to run away Regeneration Stamina +20% : increased Stamina regeneration Regeneration Stamina -20% : decreased Stamina regeneration Regeneration Health +20% : increased Health regeneration Regeneration Health -20% : decreased Health regeneration Regeneration Magicka +20% : increased Magicka regeneration Regeneration Magicka -20% : decreased Magicka regeneration Heal (+1) : restore ST/HP/MG by 1 point every 3 seconds Heal (+10) : restore ST/HP/MG by 10 point every 3 seconds Heal (+100) : restore ST/HP/MG by 100 point every 3 seconds Heal (+1000) : restore ST/HP/MG by 1000 point every 3 seconds Harm (-1) : damage ST/HP/MG by 1 point every 3 seconds Harm (-10) : damage ST/HP/MG by 10 point every 3 seconds Harm (-100) : damage ST/HP/MG by 100 point every 3 seconds Harm (to near death) : drop ST/HP/MG to only 1 point every 3 seconds Alcohol : get an use something to drink every 3 seconds Poison : get and use something thats not good to drink every 3 seconds (currently not working. need to find a solution) Food : get and use something to eat every 3 seconds Disease : actor my catch a standard disease or vampirism if partner is vampire every 3 seconds Pickpocket : steal something if Pickpocket skill is high enough every 3 seconds Absorb Life : absorb vital stats (ST/HP/MG). Increase yours, lower partners every 3 seconds Learn Skill : learn a random skill from your partner if your skill is lower then partners every 3 seconds Learn Spell : learn a random spell if you dont have it yet every 3 seconds Light (campfire) : adds some light Skills improve slower (-30%): All your skills improve slower (not usefull for NPC) Skills improve faster (+30%): All your skills improve faster (not usefull for NPC) Current possible effects for "After sex": Stagger : actor will stagger, drop down Custom effects: as of v.12 you can activate spells, add items (and many other things) from any other mod. Read SexLabUtil1_readme.rtf for a description or (if you hate reading manuals) look in data\INI\SexlabUtil1.esp\ folder. Files with extension .samp should give you a good idea for how to do it.
  8. Version 1.0.1

    4,297 downloads

    This mod allows you to find where sex is started by other mods. You will get a notification and a quest marker pointing you there. Example: Random Sex Mod starts sex between Saffir and a guard behind Belethor's General Gooods. As soon as that happens this mod will show a notification about that and create a quest marker there so you can easily find it. The quest marker will be removed when the sex ends. All credit for the idea goes to Bad Dog's Sex Finder mod. This is just a different take on the same concept, written from scratch. Features: Works indoors and outdoors. Tracks up to 15 scenes in parallel (SexLab maximum). Quest markers are placed above the scene so they don't obstruct the view. MCM menu with basic profile support using PapyrusUtil. Optional notifications with participant names. Basic scene filtering. Works fine in heavily scripted load orders. Reacts to SexLab events. No polling or background scripts. Menu has overview over all currently playing scenes. Teleport to scene option in menu. Sex that involves the player is ignored (you shouldn't need to find that ). This mod will track any animation started by SexLab unless it involves the player or is filtered out in the menu. Status: stable For now I consider the mod feature complete, but if you would like to see anything added just let me know (no promises)!
  9. Version 0.4

    999 downloads

    Oblivion Body Replacer Mergers ...combine all necessary files for your body of choice to be used with one installer! This mod is actually a repository for several tools that will tell you what to download and leave rest to them. Scripts are .bat files that will do the copying part for you and packs everything to a nice semi-bash-ready / fully omod ready installer. My main goal is to make one for every Seamless Equipment supported body, plus heads after that. By semi-bash-ready I mean that there is no bash installer (OBMM yes!) and plugin files needs to be moved from the root folder. I couldn't get them to install with OBSE any other way. NOTE: Most of these files will require Universal Skeleton (controlable version) and you should have it or an equivalent anyway, so make sure to have one. Also to make boobs bounce on allowed bodies you will need proper animations like NoMaaM BBB Animation Replacer. Without a further ado, please pick your parts: Ladies DMRA HGEC Robert female (to be made, if I will) TGND2 Gentlemen Robert male (to be made) Common Oblivion Character Overhaul version 2 Update plan/priority - Robert's male merger - Tweaks to HGEC Merger - Tweaks to TGND2 Merger - Add Glass armor, robe options to DMRA Merger - Robert's female Merger
  10. Version 1.0.0.1

    7,496 downloads

    Honored members of the LoversLab forums, without further ado I present to you The C.A.N.S. Framework (Cooperative Algebraic Node Sizing) By Feliks, Conceptual Design by @IronRose 1.0.0.0 IS OUT Overview What does it do? The C.A.N.S. Framework was developed to solve the conflicts that arise when multiple mods attempt to change the sizes of a single node. Most frequently this occurs in mods related to pregnancy, in which the belly and breast nodes are expanded. Historically, when more than one mod attempted to change the scale they would fight over said scale and it would fluctuate between the two sizes set by separate mods as they demanded a size or one of the two would simply be ignored. But no longer. But what does it actually do? Simply put C.A.N.S. should handle calls to change node scales, take all the requested sizes, find the size the node should be set to in a variety of ways (configurable by the user, defaults to highest value only) Now at the moment it requires compatibility patches for each mod changing node scales but the beauty of the C.A.N.S. design is that there won't need to be serious revisions, just modified code files with updates. Feliks is currently at work creating patches for several of the more popular mods. For the moment, the framework does nothing, and will do nothing by itself. Requirements: An updated copy of Skyrim. Probably the XP32 Maximum Skeleton Extended by Groovtama. (Theoretically if you're running these mods with another skeleton it would work, but beware). IF YOU'RE HAVING BUGS BE SURE TO TEST WITH THE LATEST XPMSE RaceMenu (or NiOverride) SkyUI (Built with v5, not tested with older versions) SKSE (Latest version, for SkyUI) Bugs: MCM May not display immediately, saving and reloading fixes it in every test so far, cause unknown. Errors from MCM script in papyrus log, seem to be related to retrieving data from NiOverride, do not affect functionality, unsure of cause. Disclaimers: This will do nothing without patches other than add the effect to the player. This will do nothing without patches other than add the effect to the player The Framework is in beta for the time being. See plans for more info. DEVELOPMENT PLANS ModEvent implementation of a basic feature for easy soft dependency Possible expansion of which nodes are supported Implementation (for modders and scripters) or "how you learned to stop worrying and write the code" Changes in latest version: Version 1.0 is rewritten from scratch (again) except for the MCM. Everything should work now, and provided there are no crippling bugs as I test to see if mods will actually work with it now, this will be the final major release. 1.0.0.1 is an update only needed for modders who actually take the advice I wrote in the API post, it corrects a missing return function on the registration function. Currently making sure I didn't forget any others. Expect 1.0.0.2 soon if I prove that I am terrible at this.
  11. View File Requested by @grenadenpizza Visibility does a very simple thing: adds a detect life and dead effect to DD blindfolds. Update takeaway: Sliders added to MCM to control range. Should work, please test and report. This version comes with all of the following features: Detect Life (modified to include Daedra and Automatons) and Dead Effects An MCM to include toggles for both of those effects MCM to control range of effects A very very lackluster release post A disappointing lack of screenshots Beta Disclaimer: This version may also have some bugs, and may not apply properly to blindfolds outside of the original DD. If you notice any odd behavior (Effect not working, weird ranges, certain things not lighting up, effect lingering after blindfold unequipped, or ending while the blindfold is still on, and these are just guesses off the top of my head the CK probably has something dumber tucked away for me/you) please report it quickly in this thread including useful info (meaning which blindfold you were wearing, what the problem is, and nothing else unless asked. Load orders and Papyrus logs probably won't be all that helpful here). What does the future hold for Visibility? Bugfixes probably A separate Detection effect for Daedra and Automaton Probably anything and everything you guys suggest in this thread. A less lackluster release post Screenshots (you can help by uploading them in the thread for me to steal use) Submitter Feliks Submitted 02/28/2017 Category Framework & Resources Requires Devious Devices Assets and Integration Special Edition Compatible  
  12. Version 2.0.1

    1,434 downloads

    Requested by @grenadenpizza Visibility does a very simple thing: adds a detect life and dead effect to DD blindfolds. Update takeaway: Sliders added to MCM to control range. Should work, please test and report. This version comes with all of the following features: Detect Life (modified to include Daedra and Automatons) and Dead Effects An MCM to include toggles for both of those effects MCM to control range of effects A very very lackluster release post A disappointing lack of screenshots Beta Disclaimer: This version may also have some bugs, and may not apply properly to blindfolds outside of the original DD. If you notice any odd behavior (Effect not working, weird ranges, certain things not lighting up, effect lingering after blindfold unequipped, or ending while the blindfold is still on, and these are just guesses off the top of my head the CK probably has something dumber tucked away for me/you) please report it quickly in this thread including useful info (meaning which blindfold you were wearing, what the problem is, and nothing else unless asked. Load orders and Papyrus logs probably won't be all that helpful here). What does the future hold for Visibility? Bugfixes probably A separate Detection effect for Daedra and Automaton Probably anything and everything you guys suggest in this thread. A less lackluster release post Screenshots (you can help by uploading them in the thread for me to steal use)
  13. View File Oblivion Body Replacer Mergers ...combine all necessary files for your body of choice to be used with one installer! This mod is actually a repository for several tools that will tell you what to download and leave rest to them. Scripts are .bat files that will do the copying part for you and packs everything to a nice semi-bash-ready / fully omod ready installer. My main goal is to make one for every Seamless Equipment supported body, plus heads after that. By semi-bash-ready I mean that there is no bash installer (OBMM yes!) and plugin files needs to be moved from the root folder. I couldn't get them to install with OBSE any other way. NOTE: Most of these files will require Universal Skeleton (controlable version) and you should have it or an equivalent anyway, so make sure to have one. Also to make boobs bounce on allowed bodies you will need proper animations like NoMaaM BBB Animation Replacer. Without a further ado, please pick your parts: Ladies DMRA HGEC Robert female (to be made, if I will) TGND2 Gentlemen Robert male (to be made) Common Oblivion Character Overhaul version 2 Update plan/priority - Robert's male merger - Tweaks to HGEC Merger - Tweaks to TGND2 Merger - Add Glass armor, robe options to DMRA Merger - Robert's female Merger Submitter Puuk Submitted 01/07/2016 Category Body Replacers Requires Universal Skeleton
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