Search the Community
Showing results for tags 'WIP'.
-
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
-
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
-
Version 1.1
21,939 downloads
I've been away from my PC for a few weeks (I still am) and I didn't bring the SlaveTown file with me. When I get home I'll put out an update, pinky promise. NOTE: There is currently no way to remove the collar without console commands, there will be a quest to remove it in the future. Description This is a simple mod intended for people playing with weaker characters - Prostitutes, Nobles etc. It allows you to make a deal with bandits so that you can pass through their territory unharmed. In return, you can offer your body to bandits all across Skyrim. Requirements You need Sexlab and the Zaz Animation Pack to use this mod Where do I start? Go to the Silver Blood Inn in Markarth and talk to Runjorn to start the mod. -
Version 0.1
1,016 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)-
- Armor&Weapons Set
- Weapons
-
(and 3 more)
Tagged with:
-
Version 1.2
4,039 downloads
This is the Draenei Race mod i have been working on ATM its still a WIP but i believe its atleast ready for some basic testing and feedback from everyone, It has its own custom body meshes, its own skeleton & and meshes for its tail, hooves & horns... Added SeveNBase TBBP & UNP Original body,meshes & textures, to use these instead of the default, Goto the optional folder inside the main Draenei Race Meshes & texture folder and copy and paste the contents of the SeveNBase TBBP or UNPO folders into the main Draenei Race folders, I am still working on UNPB just working out some problems with the meshes Added horns based on original Draenei race mod from Oblivion and added a slight glow to them, Added new eye colours including a colour changing set depending on if you in the light or in a shadow, they are the red set of eyes, Added a optional folder to he meshes, if you want the glowing hooves & horns just take the meshes from the optional folder and move to main mesh folder If you dont like either of the included horns just delete the mesh of the one you dont like, for the red and black smaller horns delete Horns.nif, for he glowing blue horns delete Horns2.nif Specials - Aura Whisper Shout Slow Time Shout Spells - AbDraenei - Your Draenei blood gives you <50>% resistance to Frost. Power Nord Battle Cry Skill Bonus Archery - 10 Illusion - 5 Block - 5 Smithing - 10 Speech - 5 Destruction 5 Conujuration - 7 Starting Stats Health - 75 Magicka - 90 Stamina - 70 Carry Weight - 400 Health Regen - 0.2000 Majicka Regen - 1.2000 Stamina Regen - 1.0000 there are still issues i know some of the colors dont quite match yet and a few other litle things so dont point these out please, but if you have any general comments or suggestions im always willing to listen and learn from what people have to say C32 Credits to Poontank & GBSModdrs for the Original oblivion Draenei race this is based on and there horns mash usage for my mod.. -
Version 0.1Alpha
125 downloads
This is a very early test version of my bulles for Skyrim o get some feedback, at the moment they fire from CROSSBOWS so you will need Dawnguard DLC to be able to use them, to get them in console type help bullets to get there code, as i said this is a very early version just for feedback i know the texures are not complete and the animations are off but this was just converted to crossbow to get them ou there for testing -
Version v20140106
123,329 downloads
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. -
Version 0.02a.b
218 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 -
Version Beta 3.5 & V 1,0
7,818 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 :* -
Version v2014-01-05
41,576 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. -
Version 0.1
8,892 downloads
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.. -
Version 0.18a
7,847 downloads
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 -
Version 1.0
244 downloads
Hey everyone, It's taken me a long, long time to do this, but I guess now is as good a time as any. I'm releasing this as a Modders Resource. It's essentially a massive building (The Cats Paw Publishing House & Brothel) which I've been working on/off over the past several years. There are multiple cells, interiors, rooms, all based around the concept of a publishing house and brothel. It also has a ton of references to old games like Duke Nukem, Fallout 1 and 2, and other media. It includes: - Main Reception Area - Toilets - Games Room - Bar - Kitchen - About 8 different rooms for the girls. - A dungeon. - Maintenance Area - Janitor's Closet - Backroom Casting "Audition" Room - Security Room - 3 Themed HoloSuite Studios - Printing Floor - Generator Room - Storage Room - Meeting/Board Room - Publishing Office - Miss Kitty's Wing - Elevator - A "Bath" area which is unconnected right now. It was supposed to be a complex quest mod where you helped Miss Kitty Junior run her business. Sort of like Coito Ergo Sum, which I was unaware of when I stated developing this mod and only became aware of quite late in development. It was supposed to tie in with Odessa's Sexout Soliciting. You can find the location itself in the Strip, next to Vault 21. There are a few placeholder NPCs running around, and the very beginnings of some quests which aren't implemented properly ingame that reflect that. But the main onus of the mod are the assets and the interior space. Bear in mind, as this is an unfinished, WIP project, there are a lot of bugs and issues. The entire front of the building was placeholder. A lot of assets are missing, and the quests don't work. As I've said, it's more about the actual interiors and the space itself, and what you as a modder may wish to do with it. Over the years I've realised this is just one of those projects I'm never going to finish. I've been holding onto the files hoping I'd muster the enthusiasm/will to finish it but it just wasn't going to happen. I'd like to offer a massive and sincere apology to both NepoznatiNN and A.J who put tons of time and effort making custom assets for me for this mod. BruceWayne also deserves a mention for the amazing female NPCs he made, which are included in a separate esm file. Many others helped too and I've credited the assets I've included here, all of which are free to use. Basically, feel free to use this as you will, so far as you credit me for the environment and obviously all the people and assets I made use of myself. Enjoy, and I'm sorry it took so long to do this!-
- Cats PawEnvironment
- Interior
-
(and 4 more)
Tagged with:
-
Version 0.11.0
36,969 downloads
TLDR - Automatically detects and matchmake all nearby NPCs FEATURES Scenes can be started with or without player character Genderswitch toggle Continuous operation toggle Creatures and same sex matching toggle Can start group scenes up to the five actor limit HOW TO USE * Install mod * Equip "Carnival" power * Crouch and active it to access settings menu * Stand and use it to trigger the matchmaking system SETTINGS IncPlayer - Toggles if player should be included in the scenes or not Player Female/Male - Sets players SexLab gender allowing them to us opposite gender animations Scan Def/EXT - Default or extended scan mode. Extended is without any limit on distance meaning it'll tag pretty much every loaded NPC. Only recommended to use in small interiors where a range check is unnecessary in which case it *might* be slightly faster than default mod ScanRange - Set how far to look for NPCs in default mode LoopDelay - Set how long to wait before starting a new scan once the previous is finished. Set to 0 to disable looping and automatic re-scanning/matchmaking. To quickly exit a running looped scanner simply unequip the Carnivale spell to prevent any more scans from starting. MatchLvl - Set which scenes and actors to use. LvL 0 will attempt to set up mixed scenes, LvL 1 allows same sex scenes no mixed ones are possible and LvL 2 does the same but for creature/animal scenes Same6Old vs Same6New: Toggles between different matchmaking modes where the new one might work better for same sex matchups. 5some/4some/3some ON/OFF: Enables or disables these types of matchings, useful if these have too few animations for your composition of NPCs resulting in scenes being frequently replayed MATCHMAKER PRIORITIES MatchLvL 0 = Group with 5 -> Group with 4 -> Group with 3 -> Pair MatchLvL 1 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Same sex pairs of whichever gender is left MatchLvL 2 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Female with beast -> Same sex pairs of whichever gender is left KNOWN ISSUES Scenes may occasionally fail to start - Large area scans take time to complete which means once done the tagged NPCs may have wandered off, died, been unloaded by the game or otherwise become invalid for animations. Groups of 5 failing - Included animations only support MMMMF or FFFFM groups FUTURE PLANS None, this was mainly a test to play around with the SLLSE framework. For anyone wanting more features and options the excellent Random Sex mod is being ported to SSE. CREDITS Vinfamy for SexLab Light SE and MatchMaker Light SE which I used for source reference material-
16
-
- WIP
- SexLab Light SE
-
(and 1 more)
Tagged with:
-
Version 0.2b
775 downloads
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.-
- Schlongs of Skyrim
- SoS
- (and 4 more)
-
Version 0.51
3,061 downloads
This small Racemenu plug-in file is my first mod that I've ever 'created', with help of automated vwr Racemenu Mod Maker (http://www.nexusmods.com/skyrim/mods/49349/). It includes some variants of overlay files of male (not female) body hairs, comprising of chest, armpit, arms, pubes, back, butt, legs, and hands. # 43 variants of the body hair in sum (0.5a) As for the color balance of the body hair/ vanilla hair color and the pattern of body hairs (where the body hair is to be added), check the following albums: Body Hair Color - Vanilla Hair Color: http://imgur.com/a/sQcNu Pattern of the Body Hairs Added (v 0.51): http://imgur.com/a/8hodD The body hair textures had been adapted from other original modder's resource files, like .psd file of Bodyhair Nude Male HD by MysticBinary82 (http://www.nexusmods.com/skyrim/mods/265/) and that of SOS - Custom Body Textures for Schlongs of Skyrim by Lord Skass (http://www.nexusmods.com/skyrim/mods/39609/). What I did was just to tweak their colors, and to add alpha channel in order to be susceptible to the color change of Racemenu. I reduced their maximum resolution to 2K (2048x2048) (due to be handled by my potato laptop), sorry. Yes, you can change your PC's body hairs' color of this small plug-in in accordance with your male PC's hair color or any other color as you like. Possible Incompatibilities: I found that 'UVMAP' of the male body 'overlay' is allegedly based on better male (FS version) regardless of the body texture. So..... I desperately tried, but failed miserably in applying hair overlay to the groin area (between the genital and male body mesh) to reduce the seam between them. In order to hide the seam (when you add more pubes hair on your PC's crotch), I instead recommend to use the genital re-texture of: Vitruvia - Skin texture overhaul for males (http://www.nexusmods.com/skyrim/mods/82948/) that has very thick black public hair around the crotch (to hide the seam between the textures). In The latest build of Racemenu (3.4.5), the face overlay function is by default disabled due to some CTD possibilities when get decapitated. Updating (since v 0.2+) Just overwriting the file from my old pack would be suffice. You don't have to uninstall the plug-in just for update. Recommended mods to be used together with this plug-in: Showracemenu Precache Killer: http://www.nexusmods.com/skyrim/mods/33526/ Vitruvia - Skin texture overhaul for males (for possible mismatch between SoS genital and Pubes): http://www.nexusmods.com/skyrim/mods/82948/ Permission: For my part, I'm happy if you wish to re-use my part of contribution of this pack without any inquired permission. Some (in fact, almost whole) of the assets (textures), especially since v 0.5+, however, are not my works. They actually belong to the mod authors credited below. Thus, you have to get permission from the original authors (Lord Skass, concerning the files with the suffix _ls) first if you wish to utilize his assets in this pack for your own creation. Credits: Bodyhair Nude Male HD by MysticBinary82 (for body hair): http://www.nexusmods.com/skyrim/mods/265/ SOS - Custom Body Textures for Schlongs of Skyrim by Lord Skass (for additional body hair assets in v 0.5+): http://www.nexusmods.com/skyrim/mods/39609/ vwr Racemenu Mod Maker by vwr: http://www.nexusmods.com/skyrim/mods/49349/ PapyrusCompilerPlus by by Amadar: http://www.nexusmods.com/skyrim/mods/74672/ -
Version 0.51.5
117,045 downloads
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. -
Version 0.2
2,964 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" -
Version 0.2
1,915 downloads
Basic animation player with support for external sources to add more idles, idle length, randomization, tags, naming and stuffs This is functionality was originally integrated in my PuppetMaster mod but I decided to break it out for ease of development and reuse. It is not a stand-alone mod and will do nothing on it's own, it simply provides some convenience functions to other addons. WHAT IS THIS An idle player with some extra features over the usual "playidle" command * Custom events - "VoyeurIdleStart" and "VoyeurIdleEnd" allows detection of when an idle starts or ends making it possible to make sure idles can finish or aren't blocked by an already ongoing one * Randomization - Keyword tagging allows playback from a select group of idles. * Expansion - "registerIdle" allows external sources to expand the library of idles * Labels - Give any idle a description making it easier to identify. * Duration - Specify idle duration to make control and chaining of several easier, requirement for the start and end events to work since there is no way to detect the duration from the idle directly AFAIK. This requires you to play the idle first, time it and then pass the duration in the register command. HOW TO ADD MORE IDLES I've included a sample mod "VoyeurAnimationLoader" showing how this can be done. Core function with type and default value below. function registerIdle(idle inIdle, int inDuration = 10, keyword inKeyword = none, string idleName = "unnamed", bool waitForFinish = true) To access the script from another mod you need to add the Voyeur:VoyeurAnimationHandler quest referance cast it as Voyeur:VoyeurAnimationHandler. Sample below from the loader will create the handle and add the magnolia dance idle to Voyeur. There are other ways to do this but they're not covered in the source currently. Voyeur:VoyeurAnimationHandler handle = voyeurHandle as Voyeur:VoyeurAnimationHandlerhandle.registerIdle(IdleMagnoliaSong05, 10, none, "Magnolia" ) OTHER FUNCTIONS Checks if the idle is registered. bool function findIdle(Idle inIdle) Returns the id of the passed idle, -1 if not found. int function findIdleNumber(Idle inIdle) Returns an int array with all idles with the matching keyword (not tested) int[] function getAllAnimationNumbersWithKeyWord(Keyword inKeyword) Returns number of registered animations, useful if you want to use your own selector rather than the default built in int function getNumberOfanimations() Returns the name of the matching idle id String function getAnimationName(int idleId) Plays the specified idle on the actor bool Function playRegisteredIdle(Actor inActor, int idleId) Play a random idle from all registered (not untested) bool Function playRandomIdle(Actor inActor) Play a random idle tagged with matching keyword (not untested) bool Function playRandomIdleWithKeyword(Actor inActor, Keyword inKeyword) Shows the default animation selection menu int Function showAnimationSelector(int inCurrentChoice = 0) BUILT IN SUPPORT Dave's Poses HALP PLZ NO WORK! Well I have no idea what I'm doing, I just make random edits and slam that compile key until the errors are gone. Plus this is more a resource than a mod and currently it isn't prioritized for any support whatsoever since I'm focusing on other projects. Try it out, poke around in the source, add or remove functions, use it as a base for your own mod or make a superior version or whatever. Just link back to this page if you use anything from it. If you fix/optimize something or have reasonable suggestions feel free to leave a comment about what and how and I'll see if it can be integrated on the next (if any) update. SHOULD DO LIST * Try to change idle definition from an integrated struct to it's own class/object separating functions and making things easier to update/manage * Add a Message object to the idle struct (or class) meaning a notice can be registered and displayed even in environments where debug.notification isn't availible * Add a holotape interface to compliment the Message menu, combined with the addition of the message variable above the name could be displayed in top left corner when toggling through idles making it easier to keep track of what's selected * Maybe add some way/mode to have the game start a timer on idles without a set duration and a way for the player to issue a "break" when they end. This would allow the user to set/modify duration without having to use stopwatch or similar ancient methods * Add some way to delete idles and/or the option to move them to a "disabled" storage * Make it possible to register more than 128 idles * Add a custom event mods can send to inform Voyeur they've added new idles to the registration queue rather than the current oninit/onload variant. CREDITS DocClox for help and ideas-
1
-
- WIP
- proof of concept
-
(and 1 more)
Tagged with:
-
Version 2.01
8,779 downloads
KEEP IN MIND THIS IS WORK-IN-PROGRESS! Changes may be needed to be done and the file will be reuploaded. Only the most recent version will be supported. Future bodytypes may be added. NEWEST VERSION IS CURRENTLY DOWN FOR INVESTIGATION. PLEASE REMAIN PATIENT. File Name: Syndra File Submitter: Stahlvormund101 File Submitted: 15.03.2017 File Category: Armor and Clothing Requires: UNPB History about this project and Credits (can be skipped): Spoiler This armor is made to resemble the Classic Syndra Skin from League of Legends as close as possible. It consists of Armbands, Boots (the leggings), Shoulderparts, the main chest armor, a helmet with white hair and a helmet without a wig. It is craftable at the Anvil, can be enchanted and improved at the Workbench. Requirements: UNPB Credits: romeozero who made the armor, rigged the textures and is the main workforce SeriousPermissions aka SkyrimGTX for fixes and improvements Giorgio Palombi for providing the texture sets CPU for invaluable counsil and support Installation: -Install UNPB Body Replacer. Any UNP-based body replacer should work too but failures in size and neck seam may appear -RECOMMENDED: Install the Mod via NMM or MO respectively OR Drop the files into your Skyrim main directory, replace if asked -In game, you can either craft the armor at an Anvil or use AddItem Menu or Console commands to find it KNOWN BUGS: -none currently Legal: Do not upload this file anywhere without my permission. If you have questions regarding it, ask them in the support topic or contact me via PM. You may alter the file for your own personal usage but do not upload the altered version without my permission either. -
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...
-
- WIP
- HappySparkles
-
(and 2 more)
Tagged with:
-
View File Hey everyone, It's taken me a long, long time to do this, but I guess now is as good a time as any. I'm releasing this as a Modders Resource. It's essentially a massive building (The Cats Paw Publishing House & Brothel) which I've been working on/off over the past several years. There are multiple cells, interiors, rooms, all based around the concept of a publishing house and brothel. It also has a ton of references to old games like Duke Nukem, Fallout 1 and 2, and other media. It includes: - Main Reception Area - Toilets - Games Room - Bar - Kitchen - About 8 different rooms for the girls. - A dungeon. - Maintenance Area - Janitor's Closet - Backroom Casting "Audition" Room - Security Room - 3 Themed HoloSuite Studios - Printing Floor - Generator Room - Storage Room - Meeting/Board Room - Publishing Office - Miss Kitty's Wing - Elevator - A "Bath" area which is unconnected right now. It was supposed to be a complex quest mod where you helped Miss Kitty Junior run her business. Sort of like Coito Ergo Sum, which I was unaware of when I stated developing this mod and only became aware of quite late in development. It was supposed to tie in with Odessa's Sexout Soliciting. You can find the location itself in the Strip, next to Vault 21. There are a few placeholder NPCs running around, and the very beginnings of some quests which aren't implemented properly ingame that reflect that. But the main onus of the mod are the assets and the interior space. Bear in mind, as this is an unfinished, WIP project, there are a lot of bugs and issues. The entire front of the building was placeholder. A lot of assets are missing, and the quests don't work. As I've said, it's more about the actual interiors and the space itself, and what you as a modder may wish to do with it. Over the years I've realised this is just one of those projects I'm never going to finish. I've been holding onto the files hoping I'd muster the enthusiasm/will to finish it but it just wasn't going to happen. I'd like to offer a massive and sincere apology to both NepoznatiNN and A.J who put tons of time and effort making custom assets for me for this mod. BruceWayne also deserves a mention for the amazing female NPCs he made, which are included in a separate esm file. Many others helped too and I've credited the assets I've included here, all of which are free to use. Basically, feel free to use this as you will, so far as you credit me for the environment and obviously all the people and assets I made use of myself. Enjoy, and I'm sorry it took so long to do this! Submitter ChancellorKremlin Submitted 09/27/2017 Category Modders Resources Requires Sexout, SCR, Adult Resources for SCR, Spectrum's Sex Toys, Aradia Kato Armor.
- 3 replies
-
- Cats PawEnvironment
- Interior
-
(and 4 more)
Tagged with:
-
View File TLDR - Automatically detects and matchmake all nearby NPCs FEATURES Scenes can be started with or without player character Genderswitch toggle Continuous operation toggle Creatures and same sex matching toggle Can start group scenes up to the five actor limit HOW TO USE * Install mod * Equip "Carnival" power * Crouch and active it to access settings menu * Stand and use it to trigger the matchmaking system SETTINGS IncPlayer - Toggles if player should be included in the scenes or not Player Female/Male - Sets players SexLab gender allowing them to us opposite gender animations Scan Def/EXT - Default or extended scan mode. Extended is without any limit on distance meaning it'll tag pretty much every loaded NPC. Only recommended to use in small interiors where a range check is unnecessary in which case it *might* be slightly faster than default mod ScanRange - Set how far to look for NPCs in default mode LoopDelay - Set how long to wait before starting a new scan once the previous is finished. Set to 0 to disable looping and automatic re-scanning/matchmaking. To quickly exit a running looped scanner simply unequip the Carnivale spell to prevent any more scans from starting. MatchLvl - Set which scenes and actors to use. LvL 0 will attempt to set up mixed scenes, LvL 1 allows same sex scenes no mixed ones are possible and LvL 2 does the same but for creature/animal scenes Same6Old vs Same6New: Toggles between different matchmaking modes where the new one might work better for same sex matchups. 5some/4some/3some ON/OFF: Enables or disables these types of matchings, useful if these have too few animations for your composition of NPCs resulting in scenes being frequently replayed MATCHMAKER PRIORITIES MatchLvL 0 = Group with 5 -> Group with 4 -> Group with 3 -> Pair MatchLvL 1 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Same sex pairs of whichever gender is left MatchLvL 2 = Group with 5 -> Group with 4 -> Group with 3 -> Pair -> Female with beast -> Same sex pairs of whichever gender is left KNOWN ISSUES Scenes may occasionally fail to start - Large area scans take time to complete which means once done the tagged NPCs may have wandered off, died, been unloaded by the game or otherwise become invalid for animations. Groups of 5 failing - Included animations only support MMMMF or FFFFM groups FUTURE PLANS None, this was mainly a test to play around with the SLLSE framework. For anyone wanting more features and options the excellent Random Sex mod is being ported to SSE. CREDITS Vinfamy for SexLab Light SE and MatchMaker Light SE which I used for source reference material Submitter LazyGirl Submitted 09/04/2017 Category Adult Mods Requires SexLab Light SE Regular Edition Compatible
- 26 replies
-
- WIP
- SexLab Light SE
-
(and 1 more)
Tagged with:
-
View File This small Racemenu plug-in file is my first mod that I've ever 'created', with help of automated vwr Racemenu Mod Maker (http://www.nexusmods.com/skyrim/mods/49349/). It includes some variants of overlay files of male (not female) body hairs, comprising of chest, armpit, arms, pubes, back, butt, legs, and hands. # 43 variants of the body hair in sum (0.5a) As for the color balance of the body hair/ vanilla hair color and the pattern of body hairs (where the body hair is to be added), check the following albums: Body Hair Color - Vanilla Hair Color: http://imgur.com/a/sQcNu Pattern of the Body Hairs Added (v 0.51): http://imgur.com/a/8hodD The body hair textures had been adapted from other original modder's resource files, like .psd file of Bodyhair Nude Male HD by MysticBinary82 (http://www.nexusmods.com/skyrim/mods/265/) and that of SOS - Custom Body Textures for Schlongs of Skyrim by Lord Skass (http://www.nexusmods.com/skyrim/mods/39609/). What I did was just to tweak their colors, and to add alpha channel in order to be susceptible to the color change of Racemenu. I reduced their maximum resolution to 2K (2048x2048) (due to be handled by my potato laptop), sorry. Yes, you can change your PC's body hairs' color of this small plug-in in accordance with your male PC's hair color or any other color as you like. Possible Incompatibilities: I found that 'UVMAP' of the male body 'overlay' is allegedly based on better male (FS version) regardless of the body texture. So..... I desperately tried, but failed miserably in applying hair overlay to the groin area (between the genital and male body mesh) to reduce the seam between them. In order to hide the seam (when you add more pubes hair on your PC's crotch), I instead recommend to use the genital re-texture of: Vitruvia - Skin texture overhaul for males (http://www.nexusmods.com/skyrim/mods/82948/) that has very thick black public hair around the crotch (to hide the seam between the textures). In The latest build of Racemenu (3.4.5), the face overlay function is by default disabled due to some CTD possibilities when get decapitated. Updating (since v 0.2+) Just overwriting the file from my old pack would be suffice. You don't have to uninstall the plug-in just for update. Recommended mods to be used together with this plug-in: Showracemenu Precache Killer: http://www.nexusmods.com/skyrim/mods/33526/ Vitruvia - Skin texture overhaul for males (for possible mismatch between SoS genital and Pubes): http://www.nexusmods.com/skyrim/mods/82948/ Permission: For my part, I'm happy if you wish to re-use my part of contribution of this pack without any inquired permission. Some (in fact, almost whole) of the assets (textures), especially since v 0.5+, however, are not my works. They actually belong to the mod authors credited below. Thus, you have to get permission from the original authors (Lord Skass, concerning the files with the suffix _ls) first if you wish to utilize his assets in this pack for your own creation. Credits: Bodyhair Nude Male HD by MysticBinary82 (for body hair): http://www.nexusmods.com/skyrim/mods/265/ SOS - Custom Body Textures for Schlongs of Skyrim by Lord Skass (for additional body hair assets in v 0.5+): http://www.nexusmods.com/skyrim/mods/39609/ vwr Racemenu Mod Maker by vwr: http://www.nexusmods.com/skyrim/mods/49349/ PapyrusCompilerPlus by by Amadar: http://www.nexusmods.com/skyrim/mods/74672/ Submitter y_sengaku Submitted 05/21/2017 Category Models & Textures Requires Racemenu (http://www.nexusmods.com/skyrim/mods/29624/) Special Edition Compatible