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DAR/OAR - Live Action View File "And yet it moves..." Galileo Galilei Description This mod uses Dynamic/Open Animation Replacer to make vanilla idles lewd. Includes FOMOD install for separate female and male standing, sitting, interaction, movement, magic, shouting, sleeping, and lollygagging modules for SE and LE. Adult oriented functionality relies on arousal from SexLab Aroused Redux (OSLAroused works too). Most adult animations are preinstalled, and included with permission from Gunslicer and RohZima. Includes idles for females and males in randomized, faction, and arousal based groups. Features Optional MCM menu (DAR) Toggles - globally for male/female per each group or per character. (DAR) Support for player-made vanilla replacer animation sets via MCM menu toggles. One custom aroused toggle implemented for now. (DAR) Customized animation cooldown after combat/swimming/sleeping. (DAR) Randomized animation sets with customizable randomizable set duration globally or per character (DAR). Manually and autosave/load global and actor profiles via PapyrusUtil (DAR). Lewd standing and movement animations play when a non-hostile sees or is seen by the character and the threshold is lowered for a higher relationship rank (OAR). Refer to the spreadsheet or the OAR Nexus page (located inside mod folder, .xlsx file) on how to modify your own custom sets. Hard requirements Compatible SKSE LE or SE; Any PapyrusUtil LE or SE containing JsonUtil for scripted version. Dynamic Animation Replacer LE (1.2 or higher) or Open Animation Replacer 2.2.2 for SE and Detection plugin. and their respective requirements. Soft requirements Double DAR animation limit to 32K LE or SE; FNIS LE or SE and/or Nemesis for conditions targeting non-vanilla animations; 7-Zip for automated bat installation of downloaded animations; 32-bit Windows NT for Robocopy command in .bat files; SexLab Aroused Redux LE (28b) or SE (29) to see adult content properly; OSLAroused for OStim/O(pen)sex; and their respective requirements. Recommended mods Installation 0-A) Mod Manager - Install 0.3.9b FOMOD with Mod Organizer 2, or any other mod manager capable of FOMOD install. 0-B) Manual install (absolutely not recommended) - copy and paste numbered folders from 0.3.9b into "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions" in every case except script-free OAR. For script-free OAR only the directory is meshes\actors\character\OpenAnimationReplacer\Live Action\submodnamehere\animations. Download the desired mods listed in the spreadsheet. It is safe and recommended to skip unwanted mods and to seek newer mods for OAR, e.g. modesty. Paste archives inside LA_Auto folder. Run "Extract_and_rename.bat" INSIDE the LA_Auto folder! NB! Do NOT run in existing folders hosting important data! Data could be erased permanently without warning! Run Cathedral Assets Optimizer on animations if playing Skyrim Special or Anniversary Edition. Skip this step for Skyrim Legendary Edition. Paste the generated numbered folders to "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions" . The directory is instead meshes\actors\character\OpenAnimationReplacer\Live Action\ for script-free OAR. Run FNIS or Nemesis (optional, only required for registering non-vanilla animations). Play. Wait 2-3 minutes for animations to load after save load (DAR only, OAR preloads in main menu). It's done when NPCs stop T-posing. If you want to override with other mods, increase or decrease priority, e.g. 340001 -> 301 (lower) or -10091 (lower than vanilla) or 9999901 (higher than this mod). Upgrading without uninstalling Upgrading from 0.3.9 to 0.3.9b - Overwrite json files in scriptless OAR installation. Otherwise identical to 0.3.9. Upgrading from 0.3.8 to 0.3.9 - Overwrite contents. Download and use FallrimTools to delete Live Action.esp scripts from your save file. Scripts not backwards compatible with 0.3.8. New save needed in every case. Mod animation assets from GS-Poses by Gunslicer, RZIAP III and Elegant Flying by RohZima with permission. Permissions All HKX files included in this mod belong to Gunslicer and RohZima. You may not reuse animation assets included in this mod without express permission from the original creators. You may not use elements or assets of this mod in paid or paywalled mods. You may use the custom conditions files and code included in this mod in your mod without asking for permission, but credit me as the original creator of these custom conditions files and code. MIT license for code/text files, except HKX files, which require separate permission from their respective creators. F.A.Q. Known Issues or Bugs Conflicts with other DAR conditional animation replacers depending on conditions. Higher number wins, so increase the value of whichever condition folder you want to override the others. Script, FNIS, and Nemesis mods override DAR. Disable/uninstall/toggle off overriding mods. When using SexLab Aroused Redux, enable NPC arousal to affect NPCs. Toggle off SLAR aroused animations, or they will override this mod. Otherwise, you could duplicate mt_idle.hkx in each affected folder with mt_idle.hkx and rename it to leito_aroused_f_1/2 or leito_aroused_m_1/2.hkx and keep the setting enabled. Credits Thanks to: Gunslicer and RohZima for permission to use their animation assets and for creating the wonderful GSPoses, Immersive Animation Pack III, and Elegant Flying Animations. Felisky for developing the Dynamic Animation Replacer mod; Ershin for developing the Open Animation Replacer mod; rmaku for solving the out of bounds array bug and general programming advice; ajelloacc for GS Poses visual guide; botticelli for alternative NPC scan function code; viterra for debugging NPC script; Ashal for SexLab and PapyrusUtil; fishburger67 for SexLab Aroused Redux; meh321 for ConsoleUtil and SSE/Bug fixes; All the animators whose animations inspired me to write the conditions files; dylbyll for MCM Creator that saved a lot of time; Mattiewagg for Modding Skyrim - Scripter's guide; Jeremy Hanna for the Cipscis Papyrus guides; Bethesda Softworks for developing Skyrim and CK; Brucoms for developing the TES3 Readme Generator this readme was made with; The SKSE developers for making all of this possible; The xEdit developers for allowing me to avoid the CK almost entirely; And you for playing. Change Log Submitter slizer40000 Submitted 07/29/2020 Category Animation Requires Dynamic Animation Replacer or Open Animation Replacer, SKSE, SexLab Aroused Redux or equivalent (recommended), FNIS or Nemesis (optional) Special Edition Compatible Yes
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Version 0.3.9b
53,245 downloads
"And yet it moves..." Galileo Galilei Description This mod makes use of Dynamic Animation Replacer to dynamically replace vanilla and custom idles. It will not contribute towards animation limit. Includes FOMOD install for separate female and male standing, sitting, interaction, movement, magic, shouting, sleeping, and lollygagging modules for SE and LE. New: Includes automated installation via batch file for animations for which permission was not obtained. Newer: MCM for global and actor specific toggles that you can save to .json, and script based randomized animations. Newest: Simple is best. OAR sets without any scripts or plugins for SE/AE. All-ages content is standalone. Adult oriented functionality relies on arousal from SexLab Aroused Redux (OSLAroused works too). Most adult animations are preinstalled, and included with permission from Gunslicer and RohZima. Includes idles for females and males in randomized, faction, and arousal based groups. Features MCM menu Toggles - globally for male/female per each group or per character. Support for player-made vanilla replacer animation sets via MCM menu toggles. One custom aroused toggle implemented for now. Customized animation cooldown after combat/swimming/sleeping. Randomized animation sets with customizable randomizable set duration globally or per character. Manually and autosave/load global and actor profiles via PapyrusUtil. Refer to the spreadsheet (located inside mod folder, .xlsx file) on how to modify your own custom sets. Coming soon™ Something else. No more scripting. Hard requirements Compatible SKSE LE or SE; Any PapyrusUtil LE or SE containing JsonUtil. Dynamic Animation Replacer LE (1.2 or higher) or SE (1.1 or higher); and their respective requirements. Soft requirements Double DAR animation limit to 32K LE or SE FNIS LE or SE and/or Nemesis for conditions targeting non-vanilla animations. 7-Zip for automated bat installation of downloaded animations; 32-bit Windows NT for Robocopy command in .bat files; SexLab 1.62 LE or SexLab 1.63 Beta 8 SE or newer; SexLab Aroused Redux LE (28b) or SE (29) to see adult content properly; OSLAroused for OStim/O(pen)sex; and their respective requirements. Recommended mods Installation 0-A) Mod Manager - Install 0.3.9 FOMOD with Mod Organizer 2, or any other mod manager capable of FOMOD install. 0-B) Manual install (absolutely not recommended) - copy and paste numbered folders from 0.3.9 into "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions" in every case except script-free OAR. For script-free OAR only the directory is meshes\actors\character\OpenAnimationReplacer\Live Action\submodnamehere\animations. Download desired mods listed in the spreadsheet. It is safe and recommended to skip unwanted mods. Paste archives inside LA_Auto folder. Run "Extract_and_rename.bat" INSIDE the LA_Auto folder! NB! Do NOT run in existing folders hosting important data! Data could be erased permanently without warning! Run Cathedral Assets Optimizer on animations if playing Skyrim Special or Anniversary Edition. Skip this step for Skyrim Legendary Edition. Paste the generated numbered folders to "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions" . The directory is instead meshes\actors\character\OpenAnimationReplacer\Live Action\ for script-free OAR. Run FNIS or Nemesis (optional, only required for registering non-vanilla animations). Play. Wait 2-3 minutes for animations to load after save load (DAR only, OAR preloads in main menu). It's done when NPCs stop T-posing. If you want to override with other mods, increase or decrease priority, e.g. 340001 -> 301 (lower) or -10091 (lower than vanilla) or 9999901 (higher than this mod). Upgrading without uninstalling Upgrading from 0.3.8 to 0.3.9 - Overwrite contents. Download and use FallrimTools to delete Live Action.esp scripts from your save file. Scripts not backwards compatible with 0.3.8. New save needed in every case. Mod animation assets from GS-Poses by Gunslicer, RZIAP III and Elegant Flying by RohZima with permission. Permissions All HKX files included in this mod belong to Gunslicer and RohZima. You may not reuse animation assets included in this mod without express permission from the original creators. You may not use elements or assets of this mod in paid or paywalled mods. You may use the custom conditions files and code included in this mod in your mod without asking for permission, but credit me as the original creator of these custom conditions files and code. MIT license for code/text files, except HKX files, which require separate permission from their respective creators. F.A.Q. Known Issues or Bugs Conflicts with other DAR conditional animation replacers depending on conditions. Higher number wins, so increase the value of whichever condition folder you want to override the others. Script, FNIS, and Nemesis mods override DAR. Disable/uninstall/toggle off overriding mods. When using SexLab Aroused Redux, enable NPC arousal to affect NPCs. Toggle off SLAR aroused animations, or they will override this mod. Otherwise, you could duplicate mt_idle.hkx in each affected folder with mt_idle.hkx and rename it to leito_aroused_f_1/2 or leito_aroused_m_1/2.hkx and keep the setting enabled. Credits Thanks to: Gunslicer and RohZima for permission to use their animation assets and for creating the wonderful GSPoses, Immersive Animation Pack III, and Elegant Flying Animations. Felisky for developing the Dynamic Animation Replacer mod; Ershin for developing the Open Animation Replacer mod; rmaku for solving the out of bounds array bug and general programming advice; ajelloacc for GS Poses visual guide; botticelli for alternative NPC scan function code; viterra for debugging NPC script; Ashal for SexLab and PapyrusUtil; fishburger67 for SexLab Aroused Redux; meh321 for ConsoleUtil and SSE/Bug fixes; All the animators whose animations inspired me to write the conditions files; dylbyll for MCM Creator that saved a lot of time; Mattiewagg for Modding Skyrim - Scripter's guide; Jeremy Hanna for the Cipscis Papyrus guides; Bethesda Softworks for developing Skyrim and CK; Brucoms for developing the TES3 Readme Generator this readme was made with; The SKSE developers for making all of this possible; The xEdit developers for allowing me to avoid the CK almost entirely; And you for playing. Change Log- 6 reviews
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Post Quests NPCs Show Player Character Due Respect WIP View File War, war never changes. And because Bethesda didn't implement ANY conditions to Generic Dialogue which might ACKNOWLEDGE your Player Character's in-game accomplishments properly, you may begin to feel that what you do in game doesn't even matter. This mod WIP aims to fix that as much as possible. Till then. Mod On! Game On! SO...if you are tired of being disrespected by RE Merchants, SCAV Babes, Diamond City NPCs, other Generic NPC's and Caravan Guards despite the fact that you are the Castle Storming, Monster Slaying GENERAL of the Minutemen and you feel like I do that the PC should receive better treatment in dialogue by these NPCs whenever they have accomplished something momentous in the game, then this mod will make that happen for you. Why Bethesda didn't take the time to condition out the random dialogue of Diamond City Generic NPC's who say, "You ain't gonna last once you leave the Wall, so don't get chummy." DESPITE the fact that you've been successful at defeating NUMEROUS raider gang leaders AND took out the QUEEN Mirelurk at the Castle, I will never understand. They also don't condition out the generic dialogue which says, "If you don't live here, you ain't nobody. Got it?" EVEN after you've bought Home Plate. Seriously? AND as a bonus, if you also happen to use the Flirty Commonwealth mod by VaultFalcone then the Generic Diamond City NPC's will actually have something more to say than, "Yeah?" once you activate this mod. ROFL! Yep. That's the ONLY thing they say normally that isn't rude. My ESP-ESL includes ALL UFO4P dialogue corrections for every dialogue line I edited so it is OK to place it BELOW/AFTER the UFO4P and BELOW/AFTER the Flirty Commonwealth mod because I didn't touch the vanilla edits of Flirty Commonwealth which was only one that removed the "Random END" flag on the last dialogue entry that says, "Yeah?" Oh, and Caravan Guards aren't gonna keep warning you not to "eye" the Brahmin or threaten to "end you wastelander" anymore after you have been given Bunker Hill as a settlement, because they work for YOU now! I definitely give them the Minuteman dialogue faction because Bethesda really didn't give them that much to say. It's nice to hear them say, "Hello Sir" and "General" instead. Feel me? IF you don't use the Flirty Commonwealth mod, then most of the Diamond City Generic NPC's won't have much to say to you anymore if you completed "Taking Independence" OR made Diamond City into a working Workshop Settlement (which should add the LocTypeWorkshopSettlement keyword to its Location DATA), but, "Yeah?" UNLESS - you do what I do and give these NPC's the Minutemen Dialogue Faction with the console. Here is a sample of the batch files I use to #1. Make any NPC the PC Ally & Friend. #2. Make ANY Generic Voiced NPC a member of the Minutemen with the Minutemen Dialogue Faction. (NOT Old People, Ghouls or Children...they don't have any Minutemen Dialogue voice files) #1. MA.txt (Make Ally) setfactionrank 106C30 0 setfactionrank 106C31 0 #2. MD.text (Minutemen With Dialogue) setfactionrank 68043 0 setfactionrank 17E8A7 0 NOW, if you DON'T want to complete the Minuteman quests BUT you are using a Diamond City Settlement mod, then giving Generic NPC's there the Workshop Dialogue Faction/GenericFarmerDialogue Faction will ALSO expand their "Hello's" which my mod basically gets rid of because MOST all of them were rude. Nobody gets to be rude to the famous General of the Minutemen in my game. Feel me? #3. MS.txt (Make Settler with GenericFarmer Dialogue) setfactionrank 337F3 0 setfactionrank c8608 0 setfactionrank 155251 0 There's actually more stuff you can put in the MS.txt which can allow you to assign ANY NPC to a settlement, but that's not the focus of this mod. Getting them to have something to SAY after you take away the rudeness.....is. Oh, and there's few things that Generic Farmers say which aren't all that respectful to the PC either, but IMHO, Thuggy's PiperCaitCurieDialogueOverhaul.esp from Settler and Companion Dialogue Overhaul adds more than enough "respectful" dialogue which makes up for the difference. BUT....it really needs to be patched for the BEST results. See the pic I uploaded for an example. (Yes, I've been editing FlirtyCommonwealthMale.esp for my own uses for quite awhile, but the basics which make it a great mod are still intact.) But again, Diamond City would need to be a full settlement and the Generic Diamond City resident would have to have that dialogue faction. Small price to pay. SO.....need play testers and suggestions about what other RUDE dialogue should be conditioned to GO AWAY after certain quests are completed. Those who are following this mod and provide feedback that is implemented will be credited for their input. OH, and there are way TOO many Diamond City & Caravan NPC beautification mods out there for me to even think about making hard edits to those records just to add dialogue factions. Easier to use the console on a case by case basis. Just saying. There is ONE very popular Diamond City quest mod that I know of which also makes edits to random Diamond City dialogue by adding conditions which relate to it's quests which stop the rudeness AFTER you become the mayor I guess. You can decide when you want the dialogue to go away, BEFORE or AFTER their quests complete by where you put my mod. Since they don't actually ADD to the dialogue like I do, it's probably best to ensure my mod "wins" the edit conflict. Your choice. These edits basically accomplish the same thing in the same technical way but for different reasons. There's also ONE exterior DC guard comment in the FENS Sheriff mod that will conflict because they conditioned it not to play after a certain quest stage but it's easily patched or ignored. NOBODY gets to call my PC a "Scavver" if I can find a way to condition it out. The Pip-Boy on my wrist, my shiny POWER ARMOR and the DC Radio should be all the "introduction" any Commonwealth denizen needs to decide it's best to treat my SS with respect. Many Unique Voiced NPC's who are ALWAYS rude "after hours" or in general have been given new lines to say or their rudeness was just "Conditioned" out after you are the Famous General of the Minutemen OR, Diamond City is a working settlement. Some of the dialogue will help you to "roleplay" an off-hours romance with them if you are so inclined, but you may have to take them to an interior cell and give them the CA_IsRomantic = 1 setting to make that work. No, I don't plan to make a "Romance Myrna" quest, despite her being SMOKING hot in my game. Colette (if she's alive in your game of course), Ellie (Not rude but she gives you the brush off after her normal Hellos are done playing), Geneva (Brush Off not rude per se), Moe (Totally rude), Myrna (Scary Rude), Polly (rude), Becky (Boring Three Repeating Lines Rude), Mrs Codman (Stuck-up Rude), etc., etc., etc., WIP. As an added BONUS because this mod was originally intended to only change the RE Merchants dialogue to NOT be rude to compliment my SCAV Babes mod, I have EXPANDED the Generic Merchant Dialogue pool to allow you to drop ANY FemaleBoston/FemaleRough/MaleBoston/MaleRough voiced NPC with the appropriate factions (Mine or Vanilla Workshop Factions) into ANY game cell, workshop or not, AND they will be WORKING vendors. You don't have to make my mod a master file if all you are going to do is use the basic workshop factions for Bar, Clothing, Armor & Weapons. The RE General Merchants already cover MISC items so I didn't bother with that. The only problem arises if your BASE workshop container references that the BASE game Factions point to are EMPTY. I highly recommend the DLC Leveled List Integration mod to help with that OR any other mod which "enhances" the base Workshop Vendor BASE Containers. I've found that Doctor dialogue already works "out of the box" by giving the NPC Record the appropriate factions and the in-game reference a "virtual" settlement location. You can see how I did it in the SCAV Babes mod. Easy Peasy. Credits: Bethesda for F04 & the CK ElminsterAU and the xEdit Team for https://www.nexusmods.com/fallout4/mods/2737/ LeahTheUnknown who recently made a comment on her Discord about how nothing she did in F04 mattered because it didn't CHANGE anything. Hopefully, I can change that for her since she's given SO much to the community over the years. FYI - IF you aren't doing the Minuteman quest line and you don't want Diamond City to actually have a "WORKING" settlement, you CAN just add the proper KEYWORDS to the Worldspace LOCATION data to allow the RUDE dialogue to be conditioned to go away for you. Here's an example of my "NON-working" Settlement WIP, that has the appropriate Keywords. I used the LocHasKeyword - LocTypeWorkshopSettlement condition SO...that's really all the Location Data needs to have for the dialogue edits to work for you IF you aren't going to do "Taking Independecne." Submitter Tinman2u Submitted 04/02/2023 Category WIP / Beta Requires
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I am working on a faction that will trade or not trade with the player, depending on certain conditions. To test it, I created a simple xmarker and test it with the getdisabled condition in the faction->vendor tab. Test 1: I start the game with the xmarker in disabled state and the merchant is not trading ✅ I enable the marker and the merchant is trading ✅ I disabled the marker and the merchant is still trading ❌ I can't toggle it OFF again ? Test 2: I start the game with the xmarker in enabled state and the merchant is trading ✅ I disable the marker and the merchant is still trading ❌ Again, I can't toggle it OFF ? Is this condition only checked once in life-time? Is the trading mood only one way and can't be disabled again? My little scenario is just a test for a more complex one, so I am primarily interested into this ON/OFF thing and how I can use the conditions in the faction. Thank you!
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Is it possible to apply a keyword to a player after a certain event has happened that will remain with them throughout the rest of the game, and becomes a variable that can be used in conditions to produce different outcomes? For example, let's say a player is a virgin, and so when talking to someone, they have the option to lie and say they are NOT a virgin. But after they've had sex (and no longer a virgin), the option would display as lie to say you ARE a virgin? The keyword would be applied during a SexLab scene where sex happens, and that would stick through out the game completely. Is it also possible to use spell effects for similar outputs? Such something akin to a curse or sickness that can be removed over time, wither through an event or just drops of after a number of days? Let's say for example, if you have sex, you become experienced and the effect is applied? The affect is renewed each time sex is performed but after so many days of not doing it, you lose that experience and the effect drops off? If there are mods that do this, happy to be pointed to where so I can break them down and examine them to learn. I hope I'm making sense. Thanks!