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Found 74 results

  1. View File DISCLAIMER This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. TLDR: Skyrim version of the Fallout 4 mod with the same name NON-TLDR: The goal of this mod is simple - allow the player more options in their encounters with NPCs. If you ever been disappointing in yet another quest culminating in a simple kill-or-be-killed situation, felt unsatisfied with the fate of a NPC or maybe wished they had a more prominent one in your gameplay this is the mod for you! Some examples: Assassin and tired of having to kill people you're not getting paid for? Avoid combat entirely by sneaking and restraining NPCs on your way to your target! Thief and problem with patrolling guards keeping an eye on "your" valuables? Tie them up with a blindfold so you can work in peace. Finished the quest by killing the boss but though the punishment was too harsh? Resurrect them and give them a jailcell as new "home" Want to be a bandit chief? Beat other bandits in battle and recruit them to your gang Dissatisfied with the limited home owner options in Skyrim? Take ownership of any location as your own! Want to live wild and free with the forsworn? Best the camp in battle and make them recognise you as an ally with the abduction feature! A necromancers life for you? Find a nice damp cave and obtain wandering travellers for your experiments with the bag feature! Found growing more interested in a merchant than their wares? Marry them and bring them on your trips! Want to reunite that workholic mother and her daughter? Have mom come and live with her with the set home feature! And so on, the options are generally available for all NPCs and can be combined allowing for many possible scenarios. HOW DOES IT WORK? Install the mod, the necessary perk and control spell should be automatically added to your character. Next you need to find (or "make" ahem ) a NPC eligible to put in a restrained state. There are three different categories of "candidates" * NPCs sleeping or knocked out * NPCs in bleedout or the optional knockdown state (see below) * NPCs unaware of a sneaking players presence By activating them the option to "Restrain" them will be displayed which upon selection will put them in the bound animation and the following options * Restrain - Normal use * CloneKill - Makes a copy and kills the original if possible. Try this if the NPC is having their behaviour controlled by quests or scripts causing problems if abducted normally * CloneCopy - Makes a copy and keeps the original untouched. Use this to abduct vital NPCs without breaking them. May still cause problems since some data is still shared between the versions so make this decision based on the assumption the original will break. Activating them again will offer some more options * Abduct - strips factions, hostility etc and makes them friendly towards player * Bag - puts the NPC in a bag so you can transport them elsewhere. * Release - Frees the NPC which will attack you. Sheathing your weapon may stop combat. Another option is simply leaving them, the restraints will be removed once the target is unloaded. * Strip - Unequips all items * Inventory - Shows targets inventory * KIll - As it says There are also some extra options available through the Abduction spell Bag/Summon Menu * Unbag - Releases all NPCs in the bag at your current location * Unbag-Abduct - Same as above but also automatically abducts everyone * Summon All - Summons all NPCs, both bagged and abducted to you * Summon All Restr - Summons all NPCs, both bagged and abducted to you in a restrained state * Re-abduct All - Re-applies the abduction stuff to all registered NPC in case the game did a reset or despawn on them Capturing Menu -> Restrain Options * Restrain hood - Equips a hood over restrained victims which is removed once they're released or abducted. Uses default game asset, purely cosmetic. * Quick-Restrain - Skips the verification popup and immediately restrains the NPC in normal mode * Trigger hostility - When active restraining and abduction counts as a criminal action that will prompt the NPCs nearby allies to attack Capturing Menu -> Abduction Options * Auto-Reabduct - Re-applies the edits on game load to all abducted automatically on game load (only use when needed) * FactionQuery - Pops up a window when abductin where you can decide to keep the NPCs factions or not. Keeping them *may* keep custom dialogue and functions. This is handy if you want to make a merchant your friend keep their services, not so handy if you use it on a bandit so they're seen as enemies by every friendly NPC * AutoOutfit - Will automatically applied the currently active outfit on abduction. More about outfits below * Adoptions - This will add the necessary faction for adoption options to child NPCs missing it. Capturing Menu -> Knockdown Options * Enable knockdowns - Puts NPCs in bleedout mode when the health limits are met, player HP is MORE THAN value and enemy is LESS THAN value. Triggers on physical melee or ranged attacks. It's recommended to keep this on since the default bleedout is between 0-10% and very easy to overshoot killing the NPC instead. Capturing Menu - Regarding the "Target" option You can toggle if you want the mod to work on only humans (default) or any NPC. This feature is in testing and not recommended to use. Outfit Menu * Enable Outfit Edit - Makes Abduction register any wearable item you equip or unequip. Easiest way to set an outfit up is to put on the stuff you want to wear, activate this option and then simply unequip/requip the items. After that disable the edit mode to "lock in" the outfit. * Apply Outfit to All - As it says * OnLoadRequip - Applies every NPCs outfit whenever you load the game. Is normally not needed as long as you've applied the outfit once. Recommended to keep off since it takes a few seconds to check every registered NPC. You can have five different outfits. Applying an empty outfit is a quick way to strip one or all NPCs Home Menu * Take ownership - Will turn the current cell ownership including all items and containers over to the player. WARNING - owning things/places you shouldn't may interfere with quests/npcs/whatever assuming you're not. This will NOT disable respawning (if enabled) so stored items may vanish and enemies re-appear. * Set as home, sleeping or work area - Does as it says for all abducted NPCs. Requires My Home is Your Home The tool menu accessible by sneaking and activating an abducted NPC offers the following * Restrain - Puts the NPC in tied up position again * Release - Removes the NPC from Abduction entirely, useful if you want to manage them with other mods and avoid the summon, re-abduct and other functions to mess them up. Don't worry their factions, allegiances, aggression settings and so on will remain. * Resurrect - Resurrects and puts the NPC in restrained state. Useful if they're accidentally killed or dead already when found. Won't work on NPCs set to start out as dead, they're dead-dead Jim let it go. * Kill - as it says * Vendorize - Turns the NPC into a merchant. Uses the same merchant chests as spouses setting up shops in Whiterun do. Note that it takes a few seconds for the dialogue to activate on the first activation and even longer when you change from one merchant type to another. Waiting a few ingame hours and/or travelling elsewhere and back may speed up the process. * Outfit - Brings up the outfit menu so you can apply one RECOMMENDED MODS FOR FULL FUNCTIONALITY Amazing Follower Tweaks SSE - Allows you to recruit more than one NPC at a time as well as making them much more useful and tweakable My Home is Your Home - Makes it possible to give the NPCs a home as well as designate them areas to work/guard/sleep in Relationship Dialogue Overhaul - Greatly extends the voiced dialogue for a multitude of NPC voices Animated Prostitution and/or Flower Girls SE - If you want sexy time options Public Executions - If you want to bring criminals to justice. Or innocents to injustice if that's your thing I'm not judging. Hearth Craft and/or Placeable Statics - Allows placement of various furniture, workbenches and other items. Useful to turn locations into comfy/functional homes for your abducted. KNOWN ISSUES General note: Re-abduction now skips stripping allegiances from NPCs in the CurrentFollowerFaction to prevent active companions from breaking but if you use any mods handling followers applying different/more factions for their functionality this protection won't work and they'll likely still break. If you abduct a NPC you intend BFF up it's recommended to remove them from this mod once abducted/pacified and only put them in the follower mod system once that's done. * Some abducted NPCs won't fight - Non-aggressive NPCs often lack a combat style which means they have no idea how to fight and will run away instead. Use AFT to assign one manually and the should work fine. * Abducting NPCs can break them - Just assume it will and don't use this on anyone important * NPCs may vanish, change gender/gear or act odd/hostile - This mod does not remove any attached quests/scripts/packages/etc from NPCs that control their behavior. Catching these problematic NPCs with the clone options *may* help. * Wrong amount of NPCs displayed or some missing - The registry for bagged and abducted NPCs is very simple so NPCs suffering the problems from the previous point may throw a wrench in it * Some NPCs won't be possible to recruit at all - If they lack the vanilla voice support for the necessary dialogue it won't show * Mod is not tested with Oldrim - While it actually works it's unsupported. * Bagged NPCs still talk and show the dialogue option in their spot - To prevent the NPC being unloaded by moving them to a storage cell and risk having them reset or disabled they're instead made "invisible" by having their scale set to 0.01. This will keep them persistent at least for as long as the player is in the same cell. * Abducted NPCs may turn hostile towards former allies - Many groups are set to be friendly to only specific factions and hostile to everyone else including those with no factions at all. Provided they're allied with the player recruiting the NPC will stop this but in some cases combat will prevent the recruitment dialogue. In these cases use the bag option to move the restrained actor somewhere safe where you can abduct/recruit them without interruptions. * Unbagged actors may briefly or permanently be freed - If you use a lot of HD skins, armors, script intensive items or have a slow rig dumping a bunch of NPCs near instantly at you will make the game work hard to load everything causing lag/glitches in the script checking hostility. * Can't marry certain NPCs - The mod only adds the PotentialMarriageFaction nothing else. If the NPC misses the dialogue for marriage or you fail to have fulfilled the pre-quisities this option will not be availible. You may "marry anyone" mods for it to work or issue the command "setrelationshiprank player X" where X is the required level for them to like you enough. * Some options missing for child NPCs - This is intended and will not be changed. If inappropriate actions still show up you have a mod that's changed that individual or NPC type to be read as adult for whatever reason. * Custom dialogue not showing up - In some cases you need to save and reload once for them to work * Certain Win 10 setups will block the mod from working - Unknown why, possibly related to built in or added security software. Submitter LazyGirl Submitted 05/06/2017 Category Adult Mods Requires Common sense, ver GrownUp or later Regular Edition Compatible  
  2. Welcome to Mitos' Shop eh? I always wanted some specific animations as part of my game but after months of waiting and looking around, I decided to just learn the ropes and try to do it myself. Why not? Now here I am opening my animations showcase. Anyway, on to the show! What's in here? This is where I will continue to release new animations as I create them, time permitting. Side Notes -These animations are resources for modders, meaning that a mod has to use them for you to see them in your game. (Or you could replace already existing animations with mine by changing file names, I guess that works also) -I welcome feedback on suggestions, and what to change or improve. Anyway, onto the real show! Animations Latest Release: May 20, 2015. Animations are aligned to work best with SOS (average size), max male body weight and Body By Leito 2.0 Previews: I'm all for sharing my work with the community so feel free to use these animations anyway you see fit, but if you are going to use any of my animations it'd be nice to get some recognition and a link back to this page. A PM to a link of where you are using it would be swell so I can see the animations in action! Credits - A big thank you to pornphile for his help, Animation Tutorial and his skeleton. - HUGE thanks to Leito86 for his guidance and meshes to work with. and for not losing his patience with me. I think. - Big ol' thanks to rydin for including my animations in his awesome mod Non SexLab Animation Pack - Kudos to everyone that puts out tutorials. Crack your head enough and you can learn anything.
  3. View File 27.08.16 : THIS MOD ISNT DEAD , READ MY POST ON PAGE 4 ABOUT WHAT'S GOING ON.... Now im working on this https://gyazo.com/cfca2548c9aeafad81305b848a2180c2 and made a post about that on page 4 aswell. Hello everyone , [im pretty new to this modding thing and as such don't be to harsh on this initial release As i was browsing through the Forums i stumbled upon some requests for Hooves , either for Succubus characters , Races they want to make and Etc. I found an very old file on my Computer , which basically had the Hooves that im presenting you now ( Which is why i don't know whom to credit for making the initial model).] After finally learning how to use Blender , I'm able to make smooth and goodlooking ( atleast i think so ) models. Now after my Initial release , I'm happy with the current results, and will still try to optimize the hooves. Enjoy Requirements: Longhoof: 1. The UUNP HDT Special body or CBBE HDT ( CBBE Version has been posted on page 2 by Karmilla ) 2. Bodyslide 3. New [3.0] - HDT HighHeels System And that's it i guess ShortHooves NEW!: 1. The UUNP HDT Special body (CBBE WILL BE ADDED AFTER I FIXED UUNP WHICH MEANS HighHeelsystem AND Shadow!) 2. Bodyslide 3. HHS will be added soon PS: If you have tips for fixes or a better texture for the hooves to offer , you can send them to me and I'll take a look at them ! Report Problems so we can fix them together! Installation: You should be able to just use a Modorganizer or put the files in the folder manually into the Data folder in the Skyrim directory How to Obtain : Type "help Hooves" into the console and then just type player.additem [the items ID] , now it should be in your inventory ( Yes my mod isn't very immersive..) To do list : I. Make the Forumpage look better II. Better 3D model for the Hooves III. Better Textures (ATM they look bad .. ) ; Multiple colours or even bodytint colour IV. Better Screenshots (With actual poses) V. Start creating the Credit list VI. More 2.0 Pics VII. Make a CBBE 3.0 Blend ?. Add new things to this list ! Warning / Things that Occur when using my Hooves ! : I. Only CHOOSE ONE PLEASE , DON'T KNOW IF INCOMPABILITIES OCCUR IF INSTALLING BOTH! II. LONGHOOVES: Everything should be fine by now , and clipping might only be caused in a very minor fashion by having heavy distortions! III.SHORTHOOVES : Currently there are problems when ENTERING SHADOWS and the SKINTEXTURE DOESNT LOOK ASONISHING ( But still good ) and CLIPPING INTO THE GROUND ( Fixed soon with HHS ) , and please DON'T EQUIP THEM THROUGH PSQ SINCE THE TEXTURES WILL CHANGE AND MESS UP! Support : Obviously .... I'm alone with this Project atm. But it doesn't have to be that way. You guys or girls can help me creating a good hoove mod. Like I mentioned , I would love to get help from people that actually can use 3D modeling softwares or can create good textures for the hooves. (Or both at the same time ) Obviously I will give you credit once you help me (I'm not a dick ) Permission : You can use this mod as long as you dont use it for purposes such as monitizing. And ofcourse you should mention me as the publisher of this mod somehow (Credits) Soo that's basically it for now Enjoy the initial release , and give me some feedback Milestones: 17.05.2016 Initial release of CBBE and UUNP Hooves 18.05.2016 Black and White retextures 25.05.2016 FINALLY RELEASE THE NEW BLEND 26.05.2016 An even better blend that fixed clipping and you can use Armor [Very soon] now . 31.05.2016 Fixed Clipping even more , ARMOR CAN BE USED NOW!!! PLEASE DEINSTALL 3,0 27.08.2016 New Short Hooves! UPDATE: 25.05.2016 After a hard , bloodsweating mess of Bugfixes , frustration and Blending its finally here. The new , Blended hooves. On my way to become a somewhat decent modder , I found a new friend called Zquad1 who patiently helped me fight through the mess I had . It went as far as calling my blender possessed and the niffiles that came out of it were.... (you only would understand if you wouldve worked with me on that ... and trust me .... it wasn't nice... they had their own mind NOT EVEN KIDDING ). From now on , the both of us will work on future projects ( well for now the hooves ) , and I'm happy to do so. The Hooves will take a lot of work , and will have some clipping issues ( 25.05 ) BUT THAT WILL BE GONE SOON [i hope]. So for now , have fun with the new created hooves 27.08.2016 At the current time I'm very busy , so I ask for your patience. I can't use that much time on this project anymore , which won't stop me from making more stuff , but delays it , since im pretty ocd about working in blender and trying to make perfect meshes , so bare with me C: FOR YOU GUYS : You can download the UV map and create your own textures ( Dont be afraid to share them ) and If they are really good , we can feature them in this mod as well , also , please take the clipping with a grain of salt >.> should be gone now Creditlist : MY NR.1 Zqaunt1 for helping me a huge lot and working with me on this from now on <3 II. Everybody who worked on the UNP UUNP and UUNP Special bodies ( There are a lot to name , so if you wanna be here , just contact me ill add ya) III. For whomever made the first Hooves that i uploaded so that this thread got some attention IV. Thanks to hydrogensayshdt for creating HDT HighHeels System V. AND OFCOURSE YOU FOR DOWNLOADING AND HELPING ME WITH MAKING A GREAT MOD :* Submitter FreakingGobbo Submitted 05/17/2016 Category WIP / Beta Requires UUNP ; CBBE HDT ; Bodyslide ; HDT HighHeels System Special Edition Compatible
  4. Ok so I am making some kill move animations and I just wanted to share what I have so far. It's kind of like a hand to hand kill move where you suffocate the NPC with your...wiener...yeah lol I'm working on MANY projects so I don't know when they will all be done. Stay brutal! Preview
  5. View File Description A new guild has come to Skyrim! They are looking to change the known ban on prostitution and widen the perspective to allow for Skyrim to become a source of income. There are however a lot of people disagreeing with this. You will have to convince them and in the end face up against the people with the strongest believe on the matter... The Dibella sisters who believe strongly that love and beauty shouldn't be for sale. The guild need a subject that can help them achieve this... Someone not afraid of a challenge and interested in gold glory and sex. Watch as the guild grows, gains reputation and gets privileges in the land of Skyrim. And how very slowly all the Skyrim citizens become more and more interested in sex. I'm new to this mod. I want to do everything there is to do in this mod. Game related problems. Bugs and other problems that shouldn't be there. If you think you found a bug or something else causing problems that shouldn't be there please contact me through this thread. Generally I can fix it before the next release. Feedback tips and ideas. If you think I can do something better, have a new idea or simply something you'd like to see drop a post in this thread so I may create your fantasy. There are of course a few things that simply don't fit in the mod or are too much work. but if you don't try, you never win. Credits TheSC (For the lines of text forming a quest mod) Ashal (For the Framework) Calypso (Open Resource toys(great stuff)) Thulas Mr_Death (someone i shamelessly stole an idea from in the "mod ideas plans discussion threat") TheC (Helping with design) A ton of other people (for helping me with bugfixed etc.) Submitter TheSC Submitted 08/19/2013 Category WIP / Beta Requires SexLabFramework FusRoD-ôh Special Edition Compatible
  6. View File Immersive Pet Girl Introduction Immersive Pet Girl is a mod which tries to provide an immersive experience of living a life as a pet slave girl. Being forbidden to speak, walk, wear any clothes, or use hands would pose many difficulties to such a pet girl, so it is a survival mod at its core, integrating with such mods like Realistic Needs and Diseases or Frostfall. Also, this mod intends to be a framework for adding pet play contents to other mods, so the core mod itself does not mandate any specific context or storyline regarding the player's current condition as a pet girl, which will be provided by various 'addons' later, when the core mod will be reasonably feature complete. If anyone find the idea, or the mod itself interesting enough to build upon, please don't hesitate to take them and do whatever you want to do with it. You don't even need to ask me for a permission for that Features Restrictions You are forced to crawl on the ground, with a collar and shackles. You can't fight, jump, or keep any items except for the restraints you are wearing. You can't interact with any objects with you hands. Playing a 'Fetch' You can ask other people to play a fetch with you (choose "(Look up expectantly)" in the dialogue options). In a fetch game, the person will throw a stick in a random direction, which you need to chase and pick up with your mouth and return to him or her in 30 seconds. You need to be very precise in positioning yourself, in order to pick up the stick. Upon a successful fetch, the person will throw you a random food item (including some raw meat). Sexual Activities You can also offer a sexual service to other people in order to earn your food. If you encounter a dog, it might follow you and probably try to rape you. Eating Food You can only eat foods which are lying on the ground, without using your hands. (Optional) If you have Realistic Needs and Diseases eating food from ground will fill your stomach, and maybe make you sick, if it is not fresh. Bladder System You can take a pee in a doggy style, if your bladder is full. If you hold it too long, or get hit there's a chance of wetting your legs. The pee pool will grow as you release and dry up after you finish. Drinking water will fill up your bladder faster. Drinking Water You can drink from most of water sources, like puddles, streams, and etc. (If it doesn't work, move to another location or just try it again.) (Optional) If you have Realistic Needs and Diseases, drinking water from ground will quench your thirst with some risk of getting sick. Hygiene and Bathing Your body will get dirtier as time passes by. You'll collect dust quicker if you move around much. You can bath from a water source, which will clean some of the dirt you collected on your body. (Optional) If you have Frostfall bathing will make you wet, which might have further consequences depending on circumstances. Sleeping You can sleep any place on the ground. You don't choose how much hours you want to sleep like in vanilla Skyrim. Instead, it will be determined by various factors, like temperature, wetness, status of your bladder and etc which will also affect the quality of your sleep (Requires Frostfall). Plans and Ideas Next version (0.0.4) will add more interactive options with NPCs and probably include some disposition system, so that you can gain or lose favor of other people by doing various tasks. Credits Includes a slightly modified version of a log gag mesh from ZaZ Animation Pack. Contains a female solo sequence from Leito's Animations. Thanks, and hope you enjoy it! Submitter Slaves of Tamriel Submitted 12/10/2016 Category WIP / Beta Requires SexLab Framework, ZaZ Animation Pack, ZaZ Extension Pack, Devious Devices - Assets, Heretical Resources, Fuz Ro Doh Special Edition Compatible
  7. View File The mod is focuses on adding content to non combat rape. Features: Add Lover's Victim effect to PC - that negatively effects PC for getting raped. Rapist might switch animation stage back at "Rapist Arousal / 2" probability, works for all scenes (PC/NPC) Walking around naked around aroused NPC has become very risky - based on SexLab Dangerously Nude by @Bromm83 Naked NPC are in danger of being raped by aroused NCP PC/NPC might automatically change animation, once during session. Switch probability is set in MCM menu. Planned Features: PC get raped by aroused NPC on sleep - conflicts with LC Rapist first follows PC for some time, then PC can talk/brawl with potential rapist. Use morality/aggression to tune event start Requirements: SKSE SkyUI 4.1 FNIS SexLab 1.2+ SexLab Aroused v20131203+ !!! Installation: Copy all contents of attached .ZIP file to /Data/ directory Uninstall / Cleanup: Troubleshooting: Bugs / Conflicts: Version History: v20140106 - Possibly fixed NPC rape naked PC quest not starting up - Made few fixes to NPC-NPC rape AI packages Credits: Ashal - for creating SexLab framework Bromm83 - for Dangerously Nude mod : walking around naked is generally bad idea All modding community for creating scripts, animations, textures, meshes, utilities without which none would be possible. Permissions: Do whatever you want with the mod. Submitter redneck2x Submitted 12/01/2013 Category Misc Sex Requires SKSE,FNIS,SKYUI,SexLab,SexLab Aroused Special Edition Compatible
  8. View File Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance. Long version: Armor racks using the default female model allowing more customization than normal armor racks. * Edit appearance - Standard menu, make them look however you want * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem! * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene * Follow mode - Tired of settlement shots? Have them follow you for some nature shots! * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population. * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below. HOW TO USE * Enter workshop * Place rack * Exit and customize * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector. Beyond that there are some toggles that might require more detailed explanation * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot. * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience. * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game. ANIMATIONS Animation support require Voyeur. Mod might work without it though, haven't tried. RECOMMENDED MODS Dave's Poses - Enables Voyeur to play these on the puppets Place anywhere - So you can put baby in the corner or wherever else you want KNOWN ISSUES Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this. Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct. Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers. Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this. Weapon display mode blocks animation update - Keep it off until you selected the animation Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting Logo image courtesy of "The Wandering Faun" Submitter LazyGirl Submitted 04/20/2017 Category WIP / Beta Requires Voyeur, Automatron DLC, Contraptions DLC
  9. This is the development thread for a 'light' port of SexLab to be used in Skyrim Special Edition. For the stable SexLab Framework used for Skyrim Legendary Edition, please go here: http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/ -------------------------------- SexLab Light SE v 0.1.0 Released : http://www.loverslab.com/files/file/4432-sexlab-light-se/ Installation Guide | Conversion Guide for Modders | MatchMaker Light SE If you experience any problems, I need your Papyrus logs, especially those that cover SexLab Light SE initialization to troubleshoot for you! With Ashal's permission, I'm working on a 'light' port of SexLab to Skyrim SE without relying on SKSE64 and PapyrusUtil. You can click on "Follow This Topic" (top-right corner) to keep up-to-date with SexLab Light SE's development. I have nothing but tremendous respect for the Script Extender team, but I seriously doubt SKSE64 will be here in any foreseeable future. I consider SE's 64-bit stability worth the effort, even if SexLab Light SE turns out to be only a temporary solution. Please be aware that a lot of functionality is simply impossible without SKSE64 and PapyrusUtil, while I'm now in a position to promise you some sort of release, please keep your expectations realistic also: It will take time. Without SKSE64, a lot of SexLab's code will have to be rewritten with vanilla Papyrus, most likely resulting in 10x lines of code. It would be at least a 50% conversion, 50% new mod (or even more on the latter). Also it will take time because my current priority is on FO4's Four-Play. I will try as much as possible to keep SexLab API close to Oldrim - meaning it should be possible for existing SexLab mods that don't rely on SKSE directly to be converted to SSE by their original authors in a matter of hours - but can't guarantee that. However, the SexLab custom events are obviously not available without SKSE64, so there will need to be some workarounds. There will be a large reduction in functionality across the board. Most of the 'nice-to-have' features in SexLab will probably not be there. Animation alignment might not be as good as Oldrim There won't be a proper MCM menu like Oldrim - user customizations will be limited if any at all. Ashal has offered future help to me if I hit any roadblock for this WIP port. However, please avoid confusing this port with the full Sexlab (all SexLab Light SE releases will have 0.x.x version numbers to avoid confusion). We especially want to clarify that Ashal himself is not responsible for supporting this 'SexLab Light SE' port - please refrain from bombarding him with messages asking for status updates and (after the port gets released) trouble-shooting. All questions about SexLab Light SE before and after its release should be directed to myself only for the time being. Ashal still intends to port the full SexLab to SSE, if and when SKSE64 gets released with all the stuffs he needs. Status Updates: 29 Aug: Implemented a replacement for the hook system - pretty much a like-for-like replacement, I'm quite sure most modders will be happy to use/ convert to use it, conversion will be like a 10-min effort. There's no point waiting till the weekend anymore. I'll do some final testing, package everything and I'll release SexLab Light SE 0.1.0 in a few hours! 29 Aug: Tested successfully that a few more SexLab Oldrim mods will work right away with SexLab Light SE without conversion: http://www.loverslab.com/topic/83020-sexlab-light-se-wip-discussion/?p=1993917 28 Aug: I'm delighted to confirm that the Oldrim SexLab versions of both Amorous Adventures and SexLab Solutions will work straight away with SexLab Light SE - no need for any patches, resaving the esp or doing anything special - all you'll need to do this weekend is literally install their Oldrim versions in SSE along with SexLab Light SE - and voila. Seems like my effort to keep SexLab API intact isn't for nothing. 28 Aug: Implemented a small but functional MCM (only 11 most important customization options for now) and In-Scene Controls system, a latter being another pleasant surprise (control menu brought up using a Favorite hotkey of your choice) . Also eliminated any previous (even harmless) errors and warnings in Papyrus logs that have been seen in my set 25 Aug: Done adding all the animations (i.e. translating their SLAL json's into Papyrus) for SexLab Light SE 0.1.0 as its default animations. Ignore the previous number given (I did a find for the phrase "function" which doubles the count due to EndFunction) - the final total number of default animations for 0.1.0 is 803 animations (467 human, 336 creature), each with their numerous stages of course. Still plenty I think 24 Aug: All of Leito's SLAL animations are now in. 4 json's translated into Papyrus - 20 to go ... By the end of this, my keyboard will probably have learned how to 'Ctrl + C' and 'Ctrl + V' by itself ... 23 Aug: As I pretty much now have all the core functionality working, the plan for the next couple of days is to add all the animations I got permission for to the SexLab default animations (tedious copy-and-paste mostly), replace the hook system, then make a MCM menu without SkyUI, then finally clean up everything and do extra testing, ensuring no stack dumps etc. After all that, I can see a SexLab Light SE first beta release coming (v0.1.0):This weekend is probably too much of a rush, but probably next weekend (1 - 3 September). It will come out with a SSE version of MatchMaker too so that people can start testing right away. I may also write up a few documents on how to convert a Oldrim SexLab mod to SSE using SexLab Light SE. 23 Aug: Got animation tagging to work without SKSE64 and PapyrusUtil. A pleasant surprise this, I previously expected this to be potentially impossible. Quite important as a few SexLab mod authors do prefer to pick specific animations using tags so less work for them to convert to SSE. Also good for that "Pre-sex Foreplay" MCM option. 23 Aug: Gotta test 'em all! 22 Aug: The first creature animation ! 22 Aug: Currently doing some testing for Fore for his FNIS Creature Pack for SSE (not on Nexus yet). All positive so far. 22 Aug: Strap-ons now work perfectly. Got voices to work too. As mentioned before, sounds are already working - so pretty much done on the audio functionality of SexLab 22 Aug: Got permissions from Leito86, FunnyBizness, SirNibbles and AnubiSs2167. All their popular SLAL packs will be included in SexLab Light SE by default (SLAL isn't possible due to the lack of json loading). 21 Aug: Concurrent scenes and bed use both work fine now. So do solo and threesome scenes. Cum works. Sounds work (penetration, oral, etc), but voices still need looking into 21 Aug: Got redressing to work perfectly. Fixed the issue with spells not being unequipped from the actors' hands, as seen in the previous set of screenshots. 19 Aug: The first ever multi-stage correctly-aligned animation! There are obviously still issues with the spell still being equipped during sex and no redressing. Thanks Ashal for giving the math formulas that he used for the offset coordinates, which fixed the alignment issue yesterday. 19 Aug: While trying to fix the alignment, I somehow ended up getting the multi-stages working instead! The animation timers work perfectly and the animation ends as intended too, re-enabling movement, collision and player control etc, but no redressing yet. 18 Aug: First animation started using 'SexLab SE' ever - horrendously misaligned (I know why though, shouldn't be too hard to fix), but getting there ... 18 Aug: Positioning, scaling, stripping, disabling movement and collision, and erection (SOS Light integration) all works fine now. Managed to get it to reach this familiar-looking stage of your typical SexLab scene, just before the actors start animating. The animation database is populated with the default animations, which are grabbed correctly by the API (using the GetAnimationByDefault() method at least), but can't quite get the animations to play yet. Time to hit up Fore I guess . As mentioned before, as soon as I can get the animations to play - SexLab SE can be considered a WIP as far as I'm concerned. 16 Aug: Just converted most of the animations made for Oldrim into SSE hkx format. As we won't have JSON support for a SLAL-like solution, the idea (subject to obtaining all the animators' permissions and to SexLab SE actually going ahead) is to include the default Oldrim SexLab animations, More Nasty Critters animations and the most popular SLAL packs (Leito's, FunnyBiz's, Nibbles', etc) all as the default animations for SexLab SE. 15 Aug: Triggered a sex scene with MatchMaker, got the actors to strip, move to the wherever the sex takes place, zoom out into third person and send the correct races, genders and number of actors to the SexLab's 'animation search engine'. That animation database is of course empty right now (it's heavily reliant upon PapyrusUtil's list and array stuffs and the added Utility functions from SKSE) so nothing happens after that as expected, so on to finding the most appropriate alternative to populating the animation database. Should be easy enough for tomorrow. According to CPU, might even be do-able without FNIS just like FO4. 15 Aug: Wrote a few utility functions to mimic Ashal's PapyrusUtil work with arrays and a function that converts decimal to hex. My math teacher would be proud of me. Quite important as SexLab relies on EditorIDs for races etc, which are hex, but Papyrus (without the help of SKSE and PapyrusUtil) only gives us GetFormID which returns decimal. 14 Aug: Got the SexLab system to initialize and install itself successfully on Skyrim SE without throwing any errors 14 Aug : I decided that a "Repeal and Replace" approach to this is probably the most efficient method and have commented out all SKSE and PapyrusUtil functions from SexLab, allowing all the SexLab scripts to be recompiled without those, which is a start. So far, based on what I commented out, I think the important ones should be replaceable - so I'll say the possibility of SexLab SE just went up. Now onto replacing them ... Frequently Asked Questions Q: Wait, aren't you also working on Four-Play Framework for Fallout 4, vinfamy? Does this mean Four-Play get delayed? A: Absolutely not. Four-Play is my priority and my experience with SexLab Light SE would actually help with Four-Play development. Read this for a more detailed explanation. Q: What's the difference between this and FlowerGirls ? A: This is more of a framework. My main purpose for this SexLab Light SE port is to hopefully allow authors of Oldrim SexLab mods (think Defeat, SD+, etc) to also make similar light ports to SSE. I want to replace the SKSE and PapyrusUtil element of SexLab, while keeping the structure and API of the framework as intact as possible. Also, this port won't try to be 'Nexus-friendly' in any way: all sort of kinks on LoversLab (aggressive, bestiality) will be supported as much as the lack of SKSE64 and PapyrusUtil allows. Q: Insert SKSE64 speculation here A: Please avoid speculating and making conspiracy theories about SKSE64, out of respect for what the Script Extender team has done for the community in the past. The last official update from them is "We are creating SKSE64 for the new 64-bit Special Edition. We appreciate your patience while work continues. Currently we don't have a estimated time frame for a beta release of SKSE64. " (3 April 2017). In any case, SexLab Light SE without relying on SKSE64 should serve its purpose as a temporary solution for how ever long the wait for SKSE64 is. As I pretty much now have all the core functionality working, the plan for the next couple of days is to add all the animations I got permission for to the SexLab default animations (tedious copy-and-paste mostly), replace the hook system, then make a MCM menu without SkyUI, then finally clean up everything and do extra testing, ensuring no stack dumps etc. After all that, I can see a SexLab Light SE first beta release coming (v0.1.0):This weekend is probably too much of a rush, but probably next weekend (1 - 3 September). It will come out with a SSE version of MatchMaker too so that people can start testing right away. I may also write up a few documents on how to convert a Oldrim SexLab mod to SSE using SexLab Light SE.
  10. View File Alien symbiotes spread through Mojave, making their hosts very promiscuous, but happier. Work in progress Consider this mod to be in a very early WIP stage, or an Alpha ver. It is not a real mod, just a very, very tiny part of it. So, you could try it out, have fun with it, maybe leave a comment (much appreciated), but don't make important saves with it, as it could brake something. It is safest not to use it during usual gameplay as a constantly active mod. This works only with female courier. [spoiler=Introduction] Couple weeks ago I was thrilled with great ideas found on the Alien Symbiote thread, so I've started working on a mod of my own right away. Thank you all for being so creative back there, hope that best is yet to come.. This is my first "real" mod, and I'm learning my way through this GECK'o thingy alongside making it, and for now it's been a very painful, but fun experience So, please don't expecting anything done fast. Any bug reports, ideas, comments.. are welcome! For any and all feedback about this mod please use 'support topic' button in upper right corner, and 'reply to this topic'. [spoiler=The Story] An alien race with highly developed genetic engineering skills wants to infiltrate humans in Mojave, for some(?) reason. So, they've created a symbiote, and placed it at a convinient location, where he's waiting for an unsuspecting victim (host). When it finds host, it has two goals, mature to reproduction phase, and reproduce finding new hosts, thus spreading through Mojave. To ensure this, it's directly attached to human female reproduction system, like an unavoidable sexual companion. It is capable of changing size, shape, hardness and texture instantly, and release different chems that benefit the host (so it wont be rejected), and also raise sexual arousal.. It feeds on vaginal juices and ejaculate that give him energy and genetic material to grow. What will happen when there's enough(?) symbiotes happy in their host I don't know.. (but aliens do ) There will be a way of removing it, and control their numbers, maybe meds that make it go to hybernation, lower addiction etc.. [spoiler=The Details] Done so far (partialy): North of Horowitz farmstead (where aliens are), you'll find a hollowed rock with a greenish light. After activating it you'll get some msg challenge, which is not important, but it will release the Symbiote. It's attached to you, and develops trough several stages. First it enters is incubation period, during which you'll feel some sickness. In second stage it's adapted to your imune system, so from now on you'll feel much better. You'll get a message and dialog quest is started. It will hold dialogs with doctors, scientists (etc) to learn more about Symbie, and start other specific quests once they are made. There's only one dialog with Fantastic, as I'm working on functionality for now. During this period Symbiote is young and hungry, so it will raise your lust, and after having enough sex it will go to third stage. Third (adult) stage begins with some forced masturbation, a bunch of msgs, and courier will finally see it's new symbiote friend. From now on it can reproduce, addiction is possible, and is wearable sometimes. It gives some permanent bonuses to host, and provides unique dynamic help when in danger. Symbiote behaviour is managed through repro stages, in During Repro stage Symbiote can be equipped, and there should be a dialog line (with anyone) "Wanna try out an alien ?" folowed by few sex options. Symbiote maturity stages: (mostly done) Stage 0: Incubation -> found a host, fighting immune system, duration ~30h (maybe make it a rnd 1-3days, or mcm setting) Stage 1: Young -> very tiny and hungry, duration 3 times have sex (maybe a rnd 5-10, or mcm setting) Stage 2: Adult1 -> can reproduce, addiction chance, symbiote wearable Maybe more.. I have no idea right now Effects in each stage: These are just some numbers for starters, it's yet to be balanced out. Stage 0: Sickness (-1 on all special) raises lust (in second half of period) Stage 1: raises lust gives temporary positive effects after sex (+1 on a.c.e.) Stage 2: permanent effect (AG +1, AP +20, Poison resist +15%, Rad resist +15%, Damage resist +15%, Fire resist +15%) Dynamic effects (each given once a day): - Poison detected -> removes animal poison - HP < 20% -> Restore 20-40% - SLP > 500 -> Restore 100-200 - H2O > 500 -> Restore 100-400 - FOD > 500 -> Restore 100-200 - RAD > 500 -> Restore 200-500 - Restore all limb condition by 1-10% - STD check once a day -> 10% chance of cure Addiction: Could be based on counting times helped host in danger, and/or time host spent using it (wearing). Higher addiction could result in forcing host to have more and more sex, and maybe wear the symbiote more often. Reproduction: (partialy done) Ways of reproducing (maybe something like): Sexual intercourse with another female will give her a chance to 'catch' a Symbi (just like the first host(Player)) While host is gravid there's a (low) chance that offspring will be born with a symbi of her own I don't know, anything could happen.. maybe one day there will be a bunch of little green children runnin' round desert.. Reproduction stages Before -> takes special care of host to be in good health, counts times host had sex. Duration 1 day for now. During -> Pumps lust high, and Symbiote is equippable. Also there's a dialog line "Wanna try out an alien ?" folowed by sex. If lust is over 75 it forces host to stay naked, and have simbiote equipped. If lust is over 90 host will ask nearby NPC to have sex. (not yet implemented) Gives positive effects proportional to number of hosts sex acts in Before stage. Duration 1 day. After -> Symbiote is sleeping, not helping host. Duration of this stage depends on times actor had sex. For now 2 times. [spoiler=Next steps] Next few weeks (or months) I'll primarly work on the functionality (wearing (using), addiction, reproduction). When equipped, it's size changes with lust lvl, but during sex allways using the same model, so anims could line up. The idea is that in During repro stage symbiote is equippable, and possible to use as a dildo in sex scenes. It will keep lust very high, and should be a bit harsh. Any help povided to host is proportional to times she had sex in Before repro stage. In After repro stage Symbie is sleeping, thus not providing any help to host. There are two possibilities: (partialy done) -first is having a "usual" sex anim, (symbiote dissapears) -and second, where it would be used as a dildo, thus having host play the male anims. [spoiler=To be done] Dialogs and quest for doing research on symbiote, interaction with doctors and scientists (maybe others).. As English is not my native language, it's very hard for me to write good dialogs. If there's somebody who would want to write down dialogs and/or ideas for interactions with some npc that would be awesome! Further interaction with other sexout mods, like pregnancy, etc. Make it work on everyone, and be able to activate by male courier (host would be a female companion). MCM settings, not anytime soon. Ummm, there was a bunch of things, but I realy got tired while writing this, so nothing else comes to my mind. A Note This is my first mod on LL, so please be gentle, and don't be surprised when I do something incredible stupid, as I'm a noob. I hope this wont burn down your PC, will work, and wont completly suck.. Name is totally uninnovative, but it's ok for a working title, I guess.. I really think you should not make important saves with this mod active! Compatibility, bugs and latest news Major bugs removed, hopefully. Should be playable as described in "Done so far" part above. Having sex while symbiote is wearable will always result in using it. This part needs more work, so we can call it a known bug After few months I'm back, and about to work on this mod. It will take some time to make any serious progress. Besides new NXvars, dialog and spell callbacks from Sexout, it uses Variable04 SexoutNG.FlagInUse for sex detection. There's a world edit for placing "Strange rock", but besides that it should be compatible with other mods. Requirements FNV, NVSE SexoutNG -> master SCR -> master Spectrum Warrior's Adult Resources for SCR SexoutLust -> this mod is all about lust, and pointless without it SmallerTalk - or alike Credits Prideslayer, Halstrom, Chase Roxand, Spectrum Warrior, and many more, for their great work on Sexout mods. box888, Coffinbag, sen4mi, and many more, for their ideas. LoversLab community, and all the modders out there, for making all this possible. Do a clean save if updating, or it won't work! Old version was very buggy, so I hope you don't have it anyway Submitter Borisni Submitted 02/11/2013 Category Quests Requires
  11. View File From last version the mod will focus only on animation learning What the mod does? The plugin HOOKs into SexLab framework and forces dragonborn to enjoy ONLY animations that dragonborn learned during adventures in Skyrim. This will effect ALL SexLab mods. Features: Player starts with knowing only missionary animation, to learn new animation player must see it. Learn from reading "Lusty Argonian Maid" both volumes or Letter at Haelga bulkhouse desk. Learn Vaginal animations from Dibella priestess (must have "Agent of Dibella" perk). Each priestess can teach only two animations. Learn Anal animations from Haelga (after completing "Caught Red Handed"). Can teach only two animations. Learn Dirty animation from Sybille Stentor (after completing "Kill the Vampire" and only in her bed room). Can teach only two animations. Learn animation from Lucan Valerius or his sister Camilla Valerius from Riverwood, they can teach only one animation to opposite gender PC for 100 gold, after returning Golden Claw Adventurous types can get them self raped to learn new animation. Planned Features: More animation trainers Adult books support from other authors Requirements: SKSE SkyUI 4.1 FNIS SexLab 1.3+ Installation: Copy all contents of attached .ZIP file to /Data/ directory Uninstall / Cleanup: Troubleshooting: Documentation (WIP): Notes for Modders: Any mod can teach animation simply by adding tag "PCKnownAnim" to the animation object. Please don't spam all animations with the tag, but give it as a reword to PC for completing some goal/quest. Bugs / Conflicts: Version History: v20140105 - requires SexLab 1.3+ - Learned animations are saved independent of SexLab and Lover's Hook, so they should survive clean saves and updates - Learned animations can be save to file, with MCM menu, and latter loaded from file, even with different character - Changed starting animation to Missionary - Lucan Valerius and his sister Camilla Valerius from Riverwood can teach one animation to opposite gender PC for 100 gold, after returning Golden Claw - Not forces animations on creatures - MANY bug fixes Credits: Cmod - for creating SexiS framework, though it is not used by the current version it helped me to start the mod Ashal - for creating SexLab framework All modding community for creating scripts, animations, textures, meshes, utilities without which none would be possible. Permissions: Do whatever you want with the mod. Submitter redneck2x Submitted 05/14/2013 Category Sex Effects Requires SKSE,SkyUI,FNIS,SexLab Special Edition Compatible
  12. Version Beta 3.5 & V 1,0

    6,678 downloads

    27.08.16 : THIS MOD ISNT DEAD , READ MY POST ON PAGE 4 ABOUT WHAT'S GOING ON.... Now im working on this https://gyazo.com/cfca2548c9aeafad81305b848a2180c2 and made a post about that on page 4 aswell. Hello everyone , [im pretty new to this modding thing and as such don't be to harsh on this initial release As i was browsing through the Forums i stumbled upon some requests for Hooves , either for Succubus characters , Races they want to make and Etc. I found an very old file on my Computer , which basically had the Hooves that im presenting you now ( Which is why i don't know whom to credit for making the initial model).] After finally learning how to use Blender , I'm able to make smooth and goodlooking ( atleast i think so ) models. Now after my Initial release , I'm happy with the current results, and will still try to optimize the hooves. Enjoy Requirements: Longhoof: 1. The UUNP HDT Special body or CBBE HDT ( CBBE Version has been posted on page 2 by Karmilla ) 2. Bodyslide 3. New [3.0] - HDT HighHeels System And that's it i guess ShortHooves NEW!: 1. The UUNP HDT Special body (CBBE WILL BE ADDED AFTER I FIXED UUNP WHICH MEANS HighHeelsystem AND Shadow!) 2. Bodyslide 3. HHS will be added soon PS: If you have tips for fixes or a better texture for the hooves to offer , you can send them to me and I'll take a look at them ! Report Problems so we can fix them together! Installation: You should be able to just use a Modorganizer or put the files in the folder manually into the Data folder in the Skyrim directory How to Obtain : Type "help Hooves" into the console and then just type player.additem [the items ID] , now it should be in your inventory ( Yes my mod isn't very immersive..) To do list : I. Make the Forumpage look better II. Better 3D model for the Hooves III. Better Textures (ATM they look bad .. ) ; Multiple colours or even bodytint colour IV. Better Screenshots (With actual poses) V. Start creating the Credit list VI. More 2.0 Pics VII. Make a CBBE 3.0 Blend ?. Add new things to this list ! Warning / Things that Occur when using my Hooves ! : I. Only CHOOSE ONE PLEASE , DON'T KNOW IF INCOMPABILITIES OCCUR IF INSTALLING BOTH! II. LONGHOOVES: Everything should be fine by now , and clipping might only be caused in a very minor fashion by having heavy distortions! III.SHORTHOOVES : Currently there are problems when ENTERING SHADOWS and the SKINTEXTURE DOESNT LOOK ASONISHING ( But still good ) and CLIPPING INTO THE GROUND ( Fixed soon with HHS ) , and please DON'T EQUIP THEM THROUGH PSQ SINCE THE TEXTURES WILL CHANGE AND MESS UP! Support : Obviously .... I'm alone with this Project atm. But it doesn't have to be that way. You guys or girls can help me creating a good hoove mod. Like I mentioned , I would love to get help from people that actually can use 3D modeling softwares or can create good textures for the hooves. (Or both at the same time ) Obviously I will give you credit once you help me (I'm not a dick ) Permission : You can use this mod as long as you dont use it for purposes such as monitizing. And ofcourse you should mention me as the publisher of this mod somehow (Credits) Soo that's basically it for now Enjoy the initial release , and give me some feedback Milestones: 17.05.2016 Initial release of CBBE and UUNP Hooves 18.05.2016 Black and White retextures 25.05.2016 FINALLY RELEASE THE NEW BLEND 26.05.2016 An even better blend that fixed clipping and you can use Armor [Very soon] now . 31.05.2016 Fixed Clipping even more , ARMOR CAN BE USED NOW!!! PLEASE DEINSTALL 3,0 27.08.2016 New Short Hooves! UPDATE: 25.05.2016 After a hard , bloodsweating mess of Bugfixes , frustration and Blending its finally here. The new , Blended hooves. On my way to become a somewhat decent modder , I found a new friend called Zquad1 who patiently helped me fight through the mess I had . It went as far as calling my blender possessed and the niffiles that came out of it were.... (you only would understand if you wouldve worked with me on that ... and trust me .... it wasn't nice... they had their own mind NOT EVEN KIDDING ). From now on , the both of us will work on future projects ( well for now the hooves ) , and I'm happy to do so. The Hooves will take a lot of work , and will have some clipping issues ( 25.05 ) BUT THAT WILL BE GONE SOON [i hope]. So for now , have fun with the new created hooves 27.08.2016 At the current time I'm very busy , so I ask for your patience. I can't use that much time on this project anymore , which won't stop me from making more stuff , but delays it , since im pretty ocd about working in blender and trying to make perfect meshes , so bare with me C: FOR YOU GUYS : You can download the UV map and create your own textures ( Dont be afraid to share them ) and If they are really good , we can feature them in this mod as well , also , please take the clipping with a grain of salt >.> should be gone now Creditlist : MY NR.1 Zqaunt1 for helping me a huge lot and working with me on this from now on <3 II. Everybody who worked on the UNP UUNP and UUNP Special bodies ( There are a lot to name , so if you wanna be here , just contact me ill add ya) III. For whomever made the first Hooves that i uploaded so that this thread got some attention IV. Thanks to hydrogensayshdt for creating HDT HighHeels System V. AND OFCOURSE YOU FOR DOWNLOADING AND HELPING ME WITH MAKING A GREAT MOD :*
  13. If there is one thing that has been such a fad for me lately is the look of a curvy body in a Pencil Skirt. Every time I see it I just go so so so wild. So I just had that shining moment where I decided that maybe I should try to add it in the game. I took a fashion friendly approach to it and it actually came out a bit better then expected. What I did with this Skirt is I took the time to add the nice realistic Seams as well as adding some ruffles on the Shirt. I also tried to add some releastic creasing as well. While of course it is hard to say Realistic since it dos not change from more to less as the body sways but it does have a realistic look and the trick about making stiff creased clothing is to make it to a point where it looks more workable, basically making the creases where they would most often or commonly be. These are some cute shoes I also made, they have like an elastic band and a rubber front and of course are HH2 level. I actually found these shows to be appropriate. I originally debating adding Stockings for this outfit but was convinced that for exactly this one it would not be required (though it will be made compatible with a future stocking mod). The outfit has a slight alteration as well. The White Colored shirt is a smaller ruffled version. Both versions will be available. At this date there is no TS version available but will be when I perfect the weighting of the front. Next Post...
  14. Guest

    HOSK Core Alpha

    Version 0.02a.b

    206 downloads

    Update: 0.02a.b contains fixes, optional hardcore saves and smoother stats regeneration and consumption for player, npcs not affected yet, they use old script part. Things Working: New save system Dynamic script attach system Regeneration New weight system Encumbrance Dynamic speed change Faster load Damage momentum Weapon speed Supported languages: English and Russian Known bugs: If you have more than one copy of equipped weapon/shield, it will drop from inventory. Screen sometimes does not go black upon death Q&A: What this mod will be? A complete rework of most passive trees, rework of combat, magic system, prices, items, damage, quests and many other things. A new hardcore experience. No level lists, everything placed manually. What this mod will not be? It will not be lore friendly. ever. It will not modify terrain or add new structures/lands/dungeons. It will not be compatible with any other overhaul/skill/weapon/magic/whatever mods. I won't release any patches or test anything. short-term planned features: NPC stats - adjusts stats ov every NPC/Enemy/Creature on the fly mid-term planned features: Speed momentum - you start to run slower and gain speed over time. Rescaled weapons damage - everything hits X times harder Weapon momentum - piercing damage based on weapon weight, attack speed based on weapon weight. long-term planned features: Remade magic system Remade combat system Redone passive trees Redone vampirism & lycantropy Redone everything
  15. View File Bystanders react to sex. Remake of SexoutCrowds mod. Description I missed Crowds so much I had to start a remake Initially it should have more or less the same functionality as the original. Right now NPC's will allways play cheering anims, but are 'aware' of sex type, raping etc, what will be used in future. MCM settings are empty for now. I guess it would be a good solution to have reactions like cheering, protesting, joining sex, starting another sex between npc's, etc, mapped through MCM settings to current sex data as A/O/V/Bestiality/Rape/Gay/Lez/1-2-3-some. There could also be checks for actors data, like factions, SCR Lists with Actor and Cloth data, or whatever.. As you can see it's all a big mess in my head right now, so I'll try to think things over before actualy implementing them Instructions Use FOMM to install this mod after having requirements working. Please report any bugs to this mods support topic (button in top right). Compatibility, bugs, latest news Initial version could be very buggy and horrible things may happen. I hope it's not a complete disaster, as I won't be able to work on it much in the next few weeks. Some NPC's are left in wrong places, besides other bad things. Requirements SexoutNG - 2.6.76 (or newer) Credits Prideslayer for making SexoutNG, and original Crowds. Astymma, Halstrom, and many others for making sexout mods. LL community and all Fallout fans.. Submitter Borisni Submitted 03/13/2013 Category Misc Sex Requires
  16. Hi. At first of all i have to say that english is not my native or favorite language. So be polite please. I will try to speak understandable but my messages may looks like piece of shit sometimes. Ok. I'm trying to make and add some animations for SexLab. For practise i'll make some animations in acrobatic poses. The first sequence: Well... I promised and here it is =) The first version of the mod: SexLabFSAnimations_1.0.0.zip Version 1.0.0 contains one sequence: "FS Acrobatic Blowjob" ----- Requirements ------------------------------------------------------------- SexLab Framework REQUIRES SexLab 1.38 OR NEWER ----- Installation Procedure -------------------------------------------------- This mod does not replaces any SexLab scripts, so you can install it with any other SexLab animation mod. After properly installing SexLab Framework, follow these steps. Download the latest zip package and extract it's content into your Skyrim's data folder or install it via any mod manager Navigate to your Skyrim's data/tools/GenerateFNIS_for_Users folder and run the GenerateFNISforUsers.exe utility. If you have a custom animation skeleton installed (very likely) make sure you check the "Skeleton arm fix" patch. Click the big button that reads "Update FNIS Behavior" You should see a line that says "Reading SexLab ..." if not you've done something wrong. Activate the SexLabFSAnimations.esp file in your list of active mods and plugins. Start Skyrim and reset SexLab animation registers: Game - open MSM menu -> setting mods -> SexLab-> Restructuring and cleaning - > Reset registers Animation Now you should see the animation "FS Acrobatic Blowjob" in the list of SexLab animations. You did it. ----- Uninstalling ---------------------------------------------------------------- Save your game and exit from Skyrim. Delete SexLabFSAnimations.esp from Skyrim's Data folder or deactivate it in your list of active mods and plugins or uninstall it via your mod manager. Start Skyrim, load yor save and reset SexLab animation registers: Game - open MSM menu -> setting mods -> SexLab-> Restructuring and cleaning - > Reset registers Animation You did it. ----- Animation Sources ----------------------------------------------------------------- 3ds max 2010 animation sources for modders: FS_AcrobaticBlowjob.zip ----- Permissions ----------------------------------------------------------------- It is TOTALY open sourced and free for any external use and/or modifying/publishing by anyone.
  17. Hello again! I bring you a quick and very rough WIP (In my mind Alpha). Normally I wouldn't release/make public something like this but I'm honestly in a busy moment in RL and cannot continue to really spend the time and effort required to refine it further for like another week or so. So I thought it would be best that I make this topic to here some feedback from users and maybe get some help from the more experienced modders. Basically, since the success of Belly collision and stuff some people have been wondering about the power of HDT and why not extend it to muscles/other parts of the body. Well, here's your answer. I've attached the test skeleton, my alpha weighted CBBE BodySlideable mesh and my (thigh only) enabled hdt file that I've just been doing some preliminary testing with. Please keep in mind that this stuff is more or less meant for at least novice modders who know how to at the bare minimum weight paint in OS and know their way around JFF somewhat decently. I do plan on refining it to the best of my abilities when such time permits though (wanted to integrate these weights and hdt values for the HDT body v.2) But I would be deeply thankful for any community support and would be sure to credit you! (Hell, you could take this stuff, and refine it yourself and release it under your own name if you want!) FEATURES: As it stands right now I've only roughly weight painted the following: - HDT Upperarm Right and Left bone (there's a problem with too many weights in this area so that's why this one is tricky) - HDT Calf Bone (Right and Left) I've never actually tested this in game with HDT yet though - HDT Thigh (This is meant to be 1 bone weight for the whole thigh) - HDT Outer Thigh (This is meant for the 'outer' portion of the thigh) - HDT Inner Thigh (This is meant for the 'inner' portion of the thigh) - HDT Waist (This is meant for the areas to the side of the belly paint) As I mentioned, my current weights are atrocious and meant more as a alpha test. Feel free to edit them in OS/3DSmax/Blender If anyone is interested in helping out and they would like a short guide on how to edit weight paints in OS to further help out, let me know I think I can probably write up a short guide on how to do it. I also really wanted to share a demo video of the thighs pseudo jiggle (it's not too good on most animations, but whenever the player stops running or walking you get this really nice jiggle effect) but my bandwidth and computer are kinda crappy right now. I seriously need to clean out my computer, setup a better modding workflow and clean my skyrim. Oh, and I should also play some skyrim and take a break from modding once in awhile. Those dam greybeards keep telling me to go get them this horn you see... Actual Relevant Bone Names: HDT L PreThigh => bone to make jiggle HDT L Thigh => bone for weight painting HDT R PreThigh => bone to make jiggle HDT R Thigh => bone for weight painting HDT R PreCalf => bone to make jiggle HDT R Calf => bone for weight painting HDT R PreWaist => bone to make jiggle HDT R Waist => bone for weight painting HDT R PreUpperArm => bone to make jiggle HDT R UpperArm => bone for weight painting HDT L PreOuterThigh => jiggle HDT L OuterThigh => painting HDT R PreOuterThigh => jiggle HDT R OuterThigh => painting ISSUES: - Their are mesh seam gaps around the neck, hands and possibly the feet. Easily fixable and if you know how to get rid of the lockseam sliders and small seam slider via xml editing, you can remove this problem. (I was just too lazy to do it myself really) - The bounce kit only contains the data for thigh enabled jiggle. If you want to add calf/waist/upperarm jiggle just add the bone data, select a motion object the weight paint/muscle is most likely to reflect in a simplified physics universe, take a guess on the shapes (or copy the shape data from the default ragdoll) add the Pre-bone as a keyframe object, have it set to the same exact shape as the normal bone. Add a new constraint between the pre-bone and the bone. - The 4 weights per vertex is a hard coded limitation of the engine. It states that not more than 4 weights may act on a given vertex at the same time. So don't enable the thigh jiggle and the Outer thigh + Inner thigh jiggle all at the same time. (If it's not animated or used at the same time then the paints are fine even if there's more than 4, at least from my half-assed testing someone more experienced can tell better than I) - There's probably more but I really am exhausted right now, I'll get back at this whole modding thing later... Credits: Groovtama - His/Her Work on making the custom skeleton Vioxsis - His/Her Work on helping out with the Original HDT Body weight paints Canderes - Helping/Sharing his 3DSMax ragdoll files which let me pull up some rough thigh collision data (also for the video lessons xD) blabba - some dude who just puts tweaks on other's hard work. Project Flesh Alpha v.1.rar
  18. Summary: Outbreak is an adult oriented FPS and TPS (First Person and Third Person) survival experience that takes place within a sandbox style environment. In Outbreak you will guide your female player character through the planet Korhal, which is in the midst of a massive viral outbreak that is turning it's citizens into monsters. Amidst the destruction you must do your best to survive the violent and sex crazed zombies that now roam about the planet. Unlike games such as DayZ and the likes, this is a single player game first and foremost (at least for now). So to compensate for the lack of player driven content/events our goal is to have a number of npc event's and goals for the player to play with or work toward. Also unlike most single player games, there will be multiple ways of completing the game, each unlocking more content for you to explore. This could be a new area or an additional ending for you to see. There will still be a "Main" plot for those who want to stick to the primary story, but similar to games like Skyrim or Oblivion this is not forced on the players to complete it in order to experience all of the game. Since this is a shooter, you can expect to see guns and melee weaponry in the game. Ammo will be scarce, so knowing when to stick to the use of melee weapons will be key. To further compound things, fire arms will be disabled by High Security zones which block their use while the player is within them. To circumvent this, you may acquire Black Market weapons which use expensive and much rarer ammo. On the Topic of gameplay, not only will you have to utilize concepts such as stealth and fighting, but you will need to ensure your character stays fed and if enabled, keep tabs on their bathroom time as well. Unlike most Zombie games, your character is not immune to the virus, nor will your game end if they succumb to it. This lets you have the chance to play as the infected as you spread the virus to new victims. To help ease your burdens, your character will be able to grow and level up. Allowing each character to specialize in certain skills to help them succeed in the field. Also unique upgrades can be found by exploring the Corruption and Tech paths, which are earned by simply finding/buying the upgrades for the Tech path and choosing certain "darker" actions for the Corruption path. The Development Team and Engine Details: Wisdomcube - aka Me, I do most of the PR stuff, and atm I'm doing a large majority of the work here on the game. Anon01 - aka our part time coder Anon02 - aka our part time assistant writer MD - aka our Primary Coder Engine Stuff Originally started as a UDK3 project, has since moved to UE4 however. UDK (Unreal Development Kit), UE4 (Unreal Engine 4) 360 Gamepad Compatible More Information available here on my Blog: http://gcftg.blogspot.com/2014/12/outbreak.html
  19. View File Warning in Advance: This small mod does not provide any texture (original) files itself , only tweaked .esp files. In other words, it means that: Needless to say, this mod requires the original SoS (either full or light) package as its requirement to function correctly. You also need to find the matching set of textures of smooth male body/ hands texture for elves somewhere by yourself. So, this description (and the 'mod' itself as well) presupposes the basic knowledge of manual install. The original version of this small tweak come from the request/ find thread posted by GimmeBACON, titled as 'Smooth Elves'. These modified .esp file(s) enable male Altmer (High Elf)/ Bosmer (Wood Elf) / Dunmer (Dark Elf) to use different body / hand textures (diffuse/ normal map) from other races like Nords, Imperials.... and Orcs. Requirement: - The Latest build of SoS - Schlongs of Skyrim (Full v 3.00.004 or Light v 1.04) - Its requirement (SKSE etc.). +++ How to Install: 1. Install the ordinary SoS - Full / SoS - Light at first (Be sure to back up the original .esp file (s)!) 2. Overwrite the original .esp (s) with modified .esp (s) from this package. 3. Prepare your favorite 'smooth' textures of body/ hands diffuse/ normal maps, namely: - malebody_1.dds - malebody_1_msn.dds - malehands_1.dds - malehands_1_msn.dds 4. Put the 'smooth' textures (prepared in 3) into the new sub-folder, called 'elf', located in the following path: textures\actors\character\male(\elf) 5. [Full only] Prepare your favorite 'smooth' texture(s) of the genital - malegenitals_1.dds (actually, the default three types of the schlong share the same diffuse map (skin texture)) (- hum.dds for optional leito schlong add-on) 6. [Full Only] Put the texture(s) (prepared in 5) in the following subfolder, called 'elf', in the following paths respectively: - textures\actors\character\SoS\Smurf Average\Elf - textures\actors\character\SoS\VectorPlexus Regular\Elf - (as for Leito Schlong Add-on)textures\actors\character\SoS\Leito\Elf * VectorPlexus Muscular uses Regular's diffuse, so you don't have to install the texture for Muscular add-on separately. ** Be sure not activate SoS - Leito Addon.esp unless you use it (I put it in the [optional]folder). No texture comes with this pack itself, so you have to find and install the required textures by yourself. Without the additional textures installed, elves in the game will not be shown up correctly (like blue-skinned ghosts?) Uninstall: It's OK to install/uninstall in the middle of the game AS LONG AS you revert back to the original .esp file(s). Otherwise, I don't recommend to uninstall the .esp file (s) (and especially, SoS Full in general). +++ Credits: VectorPlexus / Smurf/ b3lisario for SoS Original (http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/) Leito86 for SOS - Leito Schlongs Addon (http://www.loverslab.com/files/file/1847-sos-leito-schlongs-addon/) And, GimmeBACON for the basic concept of the mod. What I did is just a very hasty and simple edit. Submitter y_sengaku Submitted 06/18/2017 Category Body Replacers Requires SoS - Schlongs of Skyrim (Full/ Light) (http://www.loverslab.com/files/file/498-sos-schlongs-of-skyrim/) Special Edition Compatible  
  20. Version 0.2

    1,926 downloads

    Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance. Long version: Armor racks using the default female model allowing more customization than normal armor racks. * Edit appearance - Standard menu, make them look however you want * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem! * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene * Follow mode - Tired of settlement shots? Have them follow you for some nature shots! * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population. * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below. HOW TO USE * Enter workshop * Place rack * Exit and customize * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector. Beyond that there are some toggles that might require more detailed explanation * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot. * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience. * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game. ANIMATIONS Animation support require Voyeur. Mod might work without it though, haven't tried. RECOMMENDED MODS Dave's Poses - Enables Voyeur to play these on the puppets Place anywhere - So you can put baby in the corner or wherever else you want KNOWN ISSUES Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this. Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct. Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers. Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this. Weapon display mode blocks animation update - Keep it off until you selected the animation Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting Logo image courtesy of "The Wandering Faun"
  21. Version v1.3

    1,757 downloads

    UPDATE! (FIXED THIS TIME) NEW IN 1.3: This mod adds support for Argonian characters, allowing them to use ZaZ gags. FAQ: I was very disappointed when I saw that ZaZ pack does not support argonian characters when it comes to gags, so I decided to make them supported myself. I used BodySlide 2 Outfit Studio to properly align the gag with the head. I'm no expert at 3D modelling, so please, report any issues you come across. I will add more gags in the future. REQUIREMENTS: Latest Zaz Animation Pack http://www.loverslab.com/files/file/156-zaz-animation-pack-2015-07-02/ CREDITS: (I AM NOT THE OWNER OF THE MESHES OR TEXTURES) Original model by xaz from Zaz Animation Pack; Made using BodySlide 2 Outfit Studio by Ousnius & Caliente; Photoshop CS2 by Adobe; Screenshots by me; PLEASE REPORT ANY BUGS/ISSUES ON THE FORUM PAGE! *I play tested the mod on a clean Skyrim build with only SKSE, ZaZ, SkyUI and LoversLab installed. If the animations don't work - try to equip the gag through the ZaZ MCM menu by going into "slots" and choosing any available gag.
  22. Version 0.1

    877 downloads

    Downloads : the download section for this file says the size is 0bytes because it doesn't know,the file size is 63MB(mega bytes) and the mirror is a working download link,i uploaded it on that mirror because its faster than loverslab, (for me at least,it takes eons to download files uploaded in here) however im currently uploading it to loverslab as well.(it might take some time) Don't forget to download the patch ! or you won't see gauntlets in the game ! Summary : a retexture and a remesh of the inquisitor armor set,im open to positive suggestions and feedback.This is still in early beta and i plan to improve it as much as i can hopefully with the help of seasoned modders,mod users and all other members of the modding comunity alike,i would very much appreciate positive feedback and constructive ideas in any field. Instalation : just put the data folder in your skyrim instalation directory -i've included an optional folder with all kinds of optional things such as engraving removals etc... -the textures are 4096x4096 mostly so it might cause a slight pause when you equip the sword for example Important Note : This is a standalone set and will work by itself,it does not require anything else. -however,it will retexture the following,if installed after them : la vallete gauntlets(you can use adenian gauntlets they look exactly like the la valette gauntlets) ice sword(from game of throens armor compilation mod) inquisitor heavy plate armor(from the inquisitor armor set,it only retextures one armor set not all of them) talos cape(from cloaks of skyrim) How to get it : can be forged under the ebony section in any forge troughout skyrim,vendors might end up having it on sale as well. A Request : i don't have anyone to showcase this set for me,if any fellow screenshot artist is willing to showcase this set for me,they would very much have my gradidute. Future plans : -pretty much the reason this mod is still in early beta is because i wanted to improve it as much as i could before i released it,this is where you come in,with your help i'd like to improve it as much as possible before its release since im beggining to run low on ideas. -change the Set's name from Grand Imperium to Divinity Weapons and Armor set upon its release. On a personal note.....: back when i first started this (around one week ago) i asked a rather seasoned senior modder whom i respected if i could use his dawnguard paladin gloves in my mod as a standalone,he said i should throw away my garbage,and that he wouldn't let my still in early alpha mod was ugly.im sure you can tell that he wasn't very encouraing,i asked him if he was upset or something and he was pushing his frustration into me,he told me no no no no don't get the wrong idea im not being a jerk your pile of crap is simply too ugly......by continuing my modding adventure i now feel like i've proven him wrong,hopefully thats the case. Permissions : you can use my stuff in whatever you like (it would be nice if you credited me,authors deserve at least that much)....i owe this attitude and free way of thinking to people like KnelTotenschwur and Lordofwar,i got tons of respect for people like them. made by : antigirl222 Email : antigirl222@gmx.us tools used : nifscope paint creation kit credits : devinpatterson(AGOT sword of ice,permission was required and granted) lordofwar(witcher assets) KnelTotenschwur(inquisiotr armor set meshes(permission was required and granted) Nikinoodles(cloaks of skyrim assets,permission was granted on the mod page by author) oregano(feedback,helped with lots of clipping fixes,lots of great ideas)
  23. Version v2014-01-05

    39,759 downloads

    From last version the mod will focus only on animation learning What the mod does? The plugin HOOKs into SexLab framework and forces dragonborn to enjoy ONLY animations that dragonborn learned during adventures in Skyrim. This will effect ALL SexLab mods. Features: Player starts with knowing only missionary animation, to learn new animation player must see it. Learn from reading "Lusty Argonian Maid" both volumes or Letter at Haelga bulkhouse desk. Learn Vaginal animations from Dibella priestess (must have "Agent of Dibella" perk). Each priestess can teach only two animations. Learn Anal animations from Haelga (after completing "Caught Red Handed"). Can teach only two animations. Learn Dirty animation from Sybille Stentor (after completing "Kill the Vampire" and only in her bed room). Can teach only two animations. Learn animation from Lucan Valerius or his sister Camilla Valerius from Riverwood, they can teach only one animation to opposite gender PC for 100 gold, after returning Golden Claw Adventurous types can get them self raped to learn new animation. Planned Features: More animation trainers Adult books support from other authors Requirements: SKSE SkyUI 4.1 FNIS SexLab 1.3+ Installation: Copy all contents of attached .ZIP file to /Data/ directory Uninstall / Cleanup: Troubleshooting: Documentation (WIP): Notes for Modders: Any mod can teach animation simply by adding tag "PCKnownAnim" to the animation object. Please don't spam all animations with the tag, but give it as a reword to PC for completing some goal/quest. Bugs / Conflicts: Version History: v20140105 - requires SexLab 1.3+ - Learned animations are saved independent of SexLab and Lover's Hook, so they should survive clean saves and updates - Learned animations can be save to file, with MCM menu, and latter loaded from file, even with different character - Changed starting animation to Missionary - Lucan Valerius and his sister Camilla Valerius from Riverwood can teach one animation to opposite gender PC for 100 gold, after returning Golden Claw - Not forces animations on creatures - MANY bug fixes Credits: Cmod - for creating SexiS framework, though it is not used by the current version it helped me to start the mod Ashal - for creating SexLab framework All modding community for creating scripts, animations, textures, meshes, utilities without which none would be possible. Permissions: Do whatever you want with the mod.
  24. This site needs more orange. The Resources download contains the following: - HDT Vag 3DS MaxFile 2011 (Requires HCT 2012 or 2013) - Exported XML The Test download contains the following: - Citrus Mesh with HDT enabled Vagina - XML for the HDT Vagina Test Download Info: - You need SOS mod, with a hdtm.xml attached to the male body or SOS mesh itself with correctly placed Collisions - You will need to adjust animations to align them somewhat properly. - The Vag has it's own seperate UV Map! However in the nif it's set to the skin shader! I have come to learn that this is incompatible and that if you want to have the Vag using the skin shader you need to reserve a portion of space on the Main body texture for it. OR use the default shader. As I am not well versed in the ways of textures or which is easier for texture authors I will defer to the opinion of anyone who makes a texture for the Mesh. Havok Demo of Vag: The only thing not included is textures. There are none made AFAIK So feel free to make some and share. Credits: Vioxsis - For skinning the mesh Canderes - Help on setting up initial HDT Rig. Blabba Additional Credits: Yoo Kimbale People over in the chat (Click Orange banner in my sig) Permissions: You are free to edit, modify and re-distribute the files however you see fit provided you include the aforementioned credits. If you post anything elsewhere, I'd like to ask you to also consider posting it here on LL as a mirror. Resources.rar Test Vag.rar
  25. View File Downloads : the download section for this file says the size is 0bytes because it doesn't know,the file size is 63MB(mega bytes) and the mirror is a working download link,i uploaded it on that mirror because its faster than loverslab, (for me at least,it takes eons to download files uploaded in here) however im currently uploading it to loverslab as well.(it might take some time) Don't forget to download the patch ! or you won't see gauntlets in the game ! Summary : a retexture and a remesh of the inquisitor armor set,im open to positive suggestions and feedback.This is still in early beta and i plan to improve it as much as i can hopefully with the help of seasoned modders,mod users and all other members of the modding comunity alike,i would very much appreciate positive feedback and constructive ideas in any field. Instalation : just put the data folder in your skyrim instalation directory -i've included an optional folder with all kinds of optional things such as engraving removals etc... -the textures are 4096x4096 mostly so it might cause a slight pause when you equip the sword for example Important Note : This is a standalone set and will work by itself,it does not require anything else. -however,it will retexture the following,if installed after them : la vallete gauntlets(you can use adenian gauntlets they look exactly like the la valette gauntlets) ice sword(from game of throens armor compilation mod) inquisitor heavy plate armor(from the inquisitor armor set,it only retextures one armor set not all of them) talos cape(from cloaks of skyrim) How to get it : can be forged under the ebony section in any forge troughout skyrim,vendors might end up having it on sale as well. A Request : i don't have anyone to showcase this set for me,if any fellow screenshot artist is willing to showcase this set for me,they would very much have my gradidute. Future plans : -pretty much the reason this mod is still in early beta is because i wanted to improve it as much as i could before i released it,this is where you come in,with your help i'd like to improve it as much as possible before its release since im beggining to run low on ideas. -change the Set's name from Grand Imperium to Divinity Weapons and Armor set upon its release. On a personal note.....: back when i first started this (around one week ago) i asked a rather seasoned senior modder whom i respected if i could use his dawnguard paladin gloves in my mod as a standalone,he said i should throw away my garbage,and that he wouldn't let my still in early alpha mod was ugly.im sure you can tell that he wasn't very encouraing,i asked him if he was upset or something and he was pushing his frustration into me,he told me no no no no don't get the wrong idea im not being a jerk your pile of crap is simply too ugly......by continuing my modding adventure i now feel like i've proven him wrong,hopefully thats the case. Permissions : you can use my stuff in whatever you like (it would be nice if you credited me,authors deserve at least that much)....i owe this attitude and free way of thinking to people like KnelTotenschwur and Lordofwar,i got tons of respect for people like them. made by : antigirl222 Email : antigirl222@gmx.us tools used : nifscope paint creation kit credits : devinpatterson(AGOT sword of ice,permission was required and granted) lordofwar(witcher assets) KnelTotenschwur(inquisiotr armor set meshes(permission was required and granted) Nikinoodles(cloaks of skyrim assets,permission was granted on the mod page by author) oregano(feedback,helped with lots of clipping fixes,lots of great ideas) Submitter antigirl2000 Submitted 05/21/2014 Category WIP / Beta Requires Nothing Special Edition Compatible  
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