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Blogs

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  • no one shall defeat le mighty mojojojaniqua
  • Delhi Babes offer incomparable love to the fellows Delhicall$girl$club$
  • From the Personnel Files of Vault 86 - The Men and Women of Vault Tec
  • buttnine's Sienna Blog
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  • LoversLab modding for Dummies
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  • Delhi Escorts Offer Jubilation to Your Soul without Hassles
  • HOW TO FIX???
  • 「A HUGE SHIP IS APPROACHING!!」
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  • Progression of Shadowverse nude mods and regular mods for the game
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  • A Bard's Dreams
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  • Mirror's Broken, Please Evacuate!
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  • MrHuxley's Story Blog
  • Argonian and Imperial walks into the bar
  • s Blog
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  • Conglomerate
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  • banlu's Blog
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  • Honey Posts
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  • The Many Lives To Toy With
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  • Skyrim Porn Stories
  • How thigs turned out like THAT!???
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  • Image Dump
  • Devious Stories
  • I just wanted to share some screenshots!
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  • The Melody of Frozen Trees
  • Gregaaz's Skyrim Blogs
  • Hello I'm searching for someone to give me the Glow color mod for the daedric armor because the mod was removed from Nexus pleas
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  • How to Treat CTDs (and some other stuff) in Skyrim LE
  • SkyLovers says things.
  • Skyrim SE Girls Nessa & Muiri
  • Random stuff
  • Character Creating, is always difficult. [4k Wallpapers]
  • Privthing
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  • Can some one make some custom factions for sexout
  • Cabbitcutie's Blog
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  • Sims 4 Fnaf cc that works with wicked whims
  • Life’s a Cock, now suck it!
  • Keera's Retex Blog
  • Notes to self for future reference
  • Milesaz's Sexy 3d Renders
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  • Lets Play Enderal (english translation)
  • LLab Bot RPG Images storage
  • The Best Hentai Porn Games!
  • DotsSims World
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  • kyriebunnylover's Blog
  • Conan Exiles - Paula
  • BMOM - Build My Own Mod(s) - my shipyard
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  • Its a question of Honor !
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  • Stories
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  • Tales of Iron Vol.2
  • The Young Witch Who Wanted to See The World
  • Working On The Slave Trade
  • Bang it out
  • Blazingsai's Character Bios
  • Loogie's Blog
  • TheNoble's Picture Collection
  • Bloode Castle
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  • Part 1 OC turned into cow kinky Skyrim mod adventure ​​​​​​​?
  • Working Girl
  • Gafina's ordeal
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  • Make Your Day Unforgettable with Shreya Sehgal
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  • Adventures in HDT SMP for Skyrim SE
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  • Skyrim porn request pls
  • First lovers lab post ( Feat. my Skyrim character)
  • quickflick's Blog
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  • Pete the Necromancer rides again...... or is that rises again?
  • Tiress' corner
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  • Ky's Blog of crappy stuff
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  • B0LT's screenshot dump
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  • Fallout4. Adventures Of Ichiro.
  • Dragonborn Stories (frosted Edition)
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  • Skyrim Picturebooks
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  • Adult adventures of my heroes from SSE.
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  1. View File Lustful Void Description: A Stellaris lewd mod! Basically, I plan on fully updating and integrating old mods (with permission from the authors), with ideas and mechanics from other mods such as SG (Sexual Gameplay) and SSX (Stellaris Sexy Xenos and more) as well as completely new ideas. A lot of progress has been made so far, and LV has grown to a point where it has many of its own unique things made by me and others that contributed to it so far. As stated in the title, this is still very much a WIP. However, I'm trying to get it done as fast as possible while still maintaining quality. This mod is made with ALL dlc's in mind, but should still work just fine if you don't have a specific one or any. Also unless stated otherwise, it should work with the latest Stellaris version (look at the upload date and any paradox major update release dates!). Current Features: 14 Lewd Leader Traits. 50 Lewd Biological Traits. 12 Lewd Robotic Traits. Some traits have synergy bonuses with each other and more will be added with time. 4 Origins, 10 Civics and 14 Sexual Technologies., which have various special mechanics, policies and decisions. Lots of things from MASSA. (Thanks Darkspleen!) Lots of anomalies and events, many of which have been updated and integrated from MASSA, but also new ones unique to LV. My own custom hybrids system with inspiration from other mods like Sexual Gameplay and MASSA. Mono-gender and Futanari mechanics with the ability to convert entire planets to one or the other with the right tech. Dairy and Sex building chains that adds Milk Cows and many Prostitution related jobs (more to come!). Lewd Megacorp branch office buildings and 2 civics which can change by combining them with certain base game civics. All non-leader traits affect LV jobs, usually in the form of a bonus ormalus to production (bigger breasts give more milk ofc). Breeding tradition (first of many!) Sexopolis fully integrated. (Thanks Buttson117!) Lewd Advisor (voiced by LalaLexxi). 21 Lewd (and optional) rooms. Lots of optional loading screens as a way to say sorry for taking so long lol (all credit goes to the actual artists!) Many things I can't remember! lol You can also find an options menu in the edicts tab where you can turn off any event pop-ups if they start to get annoying. Also please report any bugs you might find! (preferably on the discord server) Installation: Required: The main Lustful Void archive (Lustful Void.zip). Extract the contents to (...\Documents\Paradox Interactive\Stellaris\mod), if you don't have a "mod" folder create one there. Portrait Patches: You need the Base Game Portraits Gender Patch for pops to change when using mono gender (and futa) traits. Unfortunatly I don't have time to make patches for other species mods anymore, but I did write a basic guide you can find here to make your own! Optional: Everything else. Also, only use one loading screen set! All credit for loading screen art go to their respective artists (see credits). Another note...delete all the old mod folders and .mod files! then extract the new .zip file's contents to the mod folder. You will have duplicate and broken mods if you don't do this! Compatibility: Any portrait mods that change base game files or have separate sets of portraits for genders will need a patch. Basically, pops won't change gender without it, only leaders will. Here's a quick way to know if you need Protrait Patches. You use the mod it patches. (Note you actually need the original mod!) Do you need all of them? No, look at the first step. Do you need them at all? No, they are optional. LV works just fine without them. How do you install them? Just like any other non-steam mod, extract in (...\Documents\Paradox Interactive\Stellaris\mod). I recommend using this UI mod - UI Overhaul Dynamic...or gene modding will be a nightmare. Seriously though get a UI mod! FAQ!: Coming soon! lol Translators, if you share translations for specific versions I can easily make them separate add-ons. Because I can't maintain them myself, I will then be able to upload new versions as they get shared. New Changelog: Old Changelog: Discord: You can join the discord server here. If you want help, you're more likely to get it there. Credits/Contributions: Onimonipea for his BnB mod and allowing me to update/integrate it. darkspleen for his MASSA mod and allowing me to update/integrate it. tarin for his The Galaxy is a Dark Place mod and allowing me to update/integrate it. theman221 for his SG mod. Even though I haven't taken over his mod, I have appropriated some ideas and reworked mechanics from it. Toronam for his SSX mod and allowing me to take some ideas from it. Buttson117 for his Sexopolis mod. Zaroth_0 for ideas and localizations. Tamwin5 for help with ideas, balancing, organizing the new people and sending me motivation! Dagome_Iudex / Rein for event ideas and helping with guides. vunrtdofrt for optimizations and saving me a lot of time. Raana for ideas and civics. Noots for the traits they made. Boss Hoss, Cleadaro7 and Woon for organization and hiring LalaLexxi (voice actress) for the advisor add-on! Creeper for trait descriptions, megacorp civic icons and other art assets (eventually). Also see his mod here because why not! Xanderdraft117 for working on the basic code for the megacorp buildings and civics. Alobee for art assets. Specifically the new megacorp buildings. Kyiper for his crime events! Kan for their anomalies! glanducra for their hybrids tweaks! All the other people on discord I didn't mention because I forgot your names (sorry!) Artists: I will keep this post updated as much as possible. I'm doing this in my free time though and am just one girl...so please be patient! lol Tip Jars! Permissions: Please ask me before using anything within this mod. This does not include artwork from the listed artists and any directly copied ideas from other mods. Also, don't upload this anywhere else please! This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Submitter Lithia<3 Submitted 04/08/2019 Category Stellaris Requires Handholding! View File
  2. View File Intimate Encounters Intimate Encounters Version 0.1.2 Erotic content with focus on quality, historic plausibility, and seamless integration into Crusader Kings III. Features Carnalitas Sex Scenes A modular sex scene generator to improve variety and quality for Carnalitas sex scenes, for both genders (consensual only so far). These scenes may show up whenever a mod requests a Carnalitas sex scene. Example: Using the Carnalitas "make love" interaction. Events Erotic events for different occasions. Ideally you will only recognize it's from Intimate Encounters when the content is more explicit than usual. There are 9 events so far, most of which require specific circumstances. Be patient, it may take a while until one shows up. Content spoilers: Activities Host a masked orgy. Who knows who will show up? Content spoilers: Discord Feedback and bug reports are always welcome. You can visit our discord server at: https://discord.gg/P7ng6WnD8E Requirements Carnalitas Conflicts Project Amatorius Rex: A test/example project with partially duplicate content. Do not use, leads to localization clashes with Intimate Encounters. Credits Writing and Coding by Ernie Collins Writing by Inerrant Coding by Siudhne Submitter IntimateEncounters Submitted 12/28/2020 Category Crusader Kings 3 Requires Carnalitas
  3. View File Bannerlord Mod: Captivity Events Captivity Events Description Captivity adds custom events to captivity system (captor, captive), prostitution menu, and the loss of armor and weapons for the player, various parameters to loss of renown to relationships as well as quests to retrieve missing equipment. A key feature of this mod is the ability to customize your own events with images and your own event chains and dialogue. Help Required Need more artists to create some non-adult backgrounds. Need more writers for more events to cater to more tastes. Translators. Reminders Delete the old mod completely before installing new one. VERY IMPORTANT! If you are installing manually please read the README as well. This mod affects save-data make sure to make backups of your saves. This mod requires MCMv4. LL Version Additional Content Contains some modified event text that doesn't follow nexus guidelines. Contains the Gif Sub Module. Links Nexus Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226/?tab=description "Remember LL will always be updated first." Discord Link: https://discord.gg/nQRBmg7 1031 is out! New Features and Themes! Custom Module Loader Supported Event Writers, please refer to zCEDefaults inside of fomod, move it to Mount & Blade II Bannerlord\Modules Road Map (Coming Soon) New Flavor Packs for Events - Standardized art in the making. New Events - More general events. (LOOKING FOR WRITERS) Randomized Captors - Captors will be selected at random from the party, not just party leader as it is currently. Delayed Events - Support for events that should happen sometime after another event. Tutorial Write-Up - Tutorial in how to use this framework is currently in the works. Leveling and Expansion for Brothel - Leveling, bonus rooms and slavery dialogue. Animated Scenes - In brothel (currently blackscreen) and in other scenes. Custom Scenes for Events - Teleports you into a custom attached scene that you created in mod tools from captivity events. Already Supported Scenes for Events - Teleports you into a conversation scene from an event. Randomized/Conditional Images - Randomize background images based on conditions or weight. Custom Events and Loader - Make your own events and load them to work with this mod. Battle Scenes - Start new battles (ambushes, plain battles) and spawn hostile parties from the events. Moving Images and Custom Images - Insert your own images or make animated images using the animation XML. Various Custom Conditionals - Various Custom Conditional (Location Flags, Raiding Flags, Day/Night Etc) included in the XSD file for you to work with your events. Custom Quests and Strip Consequence - Lose your gear on loss and go on a quest of chance to reclaim it after escaping. Random Events - Random Events that don't require captives. Captor Events - Events where you are the captor. Brothel - Own your brothel where you can enjoy yourself, work as a prostitute or become an owner and put your captives to work. Custom Skills - Custom Skills/Flags Supported. Create New Characters - New custom generated companions/captive heroes via events. Progress Events - Support for events that require a party to stay in place for a duration. Companions/Spouses - Companion/Spouse will be included within the events. Teleport Support - Teleport the party or prisoner across the map to various destinations through the events. Special Thanks to LogRaam - For the special CEEvents Story Compiler and assisting with the Mod. YoungSailorGlitter - For assisting with implementation of Custom Events into the Mod. @YoungSailorGlitter SadSun - For writing some of the default events. @SadSun TB - For assisting with writing and image finding. @transfer Stronggater - For assisting with writing dialogues. @stronggater Sin Lord Creations - For creating the images used in default events. Click Here To Support. Ruihan - For assisting with bug fixes. Please message me if you have any trouble installing https://www.loverslab.com/profile/5266607-badlistener/ Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this. Please Enjoy! Submitter BadListener Submitted 04/27/2020 Category Misc Adult Mods Requires Bannerlord, MCMv4  
  4. View File Stellaris Sexy Xenos and more (SSX) 1.11.8 SSX 1.11.8 for Stellaris 3.0.3 and beyond Only the SSX and SSM species classes have the portraits. It's normal if the other species classes are empty, it's because it's impossible to add a new cityscape without his own species classes. I do not know how to write english, but i will do my best. I am a french amateur modder, i'm watching the mods in this site for stellaris for more than one year. But with the recent arrival of new modders, i am encouraged to come out of the shadows. In my mods you can find: .27 species traits .17 leaders traits .7 technologies .10 civics .7 cityscapes .20 species : 139 xeno furred nekos 86 nekomimis 128 xeno furries by dr.comet 91 xeno deers 154 xeno horses 97 egyptian themed humans (2 genders) 102 xeno rabbits (2 genders) 83 lewd humans 80 dreanei 104 fox furrys 86 dog furrys 219 more manga styled humanoides 126 manga elfs (gendered and more) 91 succubus 76 overcustomized dragon furry sexy horrors 85 Blue succubus 48 animes girls by Oota Yuuichi 119 sharks and orcas 56 same xeno horses but only with the arts by Twistedscarlett60 43 gardevoir inspired sexy aliens .3 machines models (experimental) (need synthetic dawn) 61 cat bots ( A.R.A. from Fluff Kevlar ) 6 chromed bots 126 anime synths ( specialized ) .1 prescripted countrie .3 events .And many content not listed. Localisation: english french, german, russian (partial) All others localisation are minimaly supported (english text, no more "trait_leader_warm_nuts" or others things like this) Installation : All four files are mods. The portraits, traits and more and cities files are standalone. The countries file is not really interesting I must add more stuff seriously. But SSX traits and more rewrite species_has_happiness in 00_rules and opinion_friction in 00_opinion_modifier file, it's not critical, the game wil not crash if it's re-rewritten by an other mod. The ui for the ruler window and the pop window in the planet view are also modded, it's incompatible with any mods changing those windows. (sometime a crash, sometime that look messy) ( requirements! ) Sexyxenos Countries = Just More Flags, Sexyxenos, Sexyxenos Traits I dont mind if you take and/or change the files for your mods. Do not put the NSFW pictures on steam workshop if you don't like to live dangerously. If you really really want to do a repost, write at least a description and give the source. Check the rules of the website where the repost is done. If the loverlab is difficult to reach from your country you are more than allowed to repost it in a better place. Feel free to give me some feedbacks and ideas. Even if I'm rarely here. All graphics belong to their originals authors Credits : Thanks to Abominus for the german localisation Akinaruto for the french localisation Lockeslylcrit and PrincessWoona for the english localisation Ailine for the russian localisation Pravus for the succubi species Powaqqatsi for many portraits Void Node for many portraits The big amount of artists i have not credited for the huge cultural heritage they create like fluff kevlar, dr comet, iskra, twistedscarlet, waero, freedomthai, alfa995, f-r95, kanel, fensu, magnaluna, neoartcore, wisperingfornothing, tsampikos and many missing names I will add over time. Submitter Toronam Submitted 01/07/2018 Category Stellaris Requires Stellaris  
  5. View File Description: My first attempt at modding (so don't take me out back and shoot me if something doesn't work), Make Space Sexy Again (MASSA) is intended to add a number of events ranging from colony centric to anomalies that, as the mod's title indicates, will make space sexy again. Needless to say this mod will involve sex and sex related acts and is NSFW. Themes in this mod will include tentacle-sex, sex with xenos both sentient and not (bestiality warning; not implemented yet), slavery, rape, and the use of machines (both robotic and not) for sex. I would like to take this moment to make it clear that I do not condone any of these things in real life and believe that women should be treated with the utmost respect. Other Considerations: There are a number of ideas I'm toying with that involve theman221's trait mod, but I'm holding off on that for the meantime. As of right now I'm trying to get the spawn rate for my anomalies to be fairly common, without being overwhelming. It would be MASSIVELY helpful if you guys could give me some feedback on this. I would also love to get feedback from you guys for specific events, ideas for events, and pictures. Even if I don't use your idea or feedback, immediately or otherwise, know that it is still useful. Some of these ideas may simply be beyond my ability to implement at this time, but might be feasible later on. As of right now, in terms of selectable options for events, this is my general train of thought: Xenophile: Sex is always desirable. Will usually result in society research and happiness Xenophobe: Sex with xenos will usually be considered rape, although this is acceptable if your people are doing the raping. Expect loss/gain of influence with the occasional gain in physics research and minerals. Militarist: Will usually see sex with xenos as rape (unlike with xenophobes raping xenos won't explicitly be okay) and will warrant a violent response. Expect influence gain/loss, physics reasearch, and maybe society research. Pacifist: I honestly have no idea what I'll do for this. It'll probably be similar to xenophiles. Materialist: They'll have a similar outlook as militarists, except they'll won't to study the xenos. Expect engineering research. Spiritualists: Will view the xenos as demons or divine beings. There will be a variety of things involved, but expect influence gain/loss, happiness modifiers, and ethics drift. Authoritarian: Will want to use the xenos as slaves or tools and generally want to maintain the social status quo. Egalitarianism: Basically the opposite of authoritarianism. Honestly I don't know what I'll do with this ethic in most cases, so don't expect to see it often. Contributions: I cannot stress enough just how much mk40 has contributed to this mod. The custom portraits, modifier images, and trait images are all thanks to him. Abominus has been kind enough to provide some German translations LordLovecraft has provided some great suggestions, and made some of those suggestions into code himself, as well as pointed out a number of errors I've made. Links to the pictures' authors are in a readme file in the mod. Installation: Extract the file into Documents\Paradox Interactive\Stellaris\mod and activate the mod in the game launcher. If you are updating from before 0.15 I highly suggest you delete your MASSA folder and freshly install the mod. Full Changelog: Submitter darkspleen Submitted 01/07/2018 Category Stellaris Requires View File
  6. View File WILD LASCIVITY WILD LASCIVITY 1.4.0.0 Info: I consider this mod as an essential complement for a highly lacivious immersion of the space. Currently this Mod mainly contains sexual themes focused on Incest and Bestiality. >>>Lustful Void Mod<<< Special Thanks to: Progenitor2000 (German Localisation) Coolcoop (Corrected English Localisation) Meiton_88 (Finding and Fixing Minor Things) This is a mod that is still being tested, until what is proven the complements and mechanics that it brings for now are functional. Probably the results and rewards, and even the costs of the decisions, seem strange or exaggerated. If you have better ideas to balance the mod and make it more playable just contact me. If you notice errors in the texts, it's because I'm not a native english speaker and much less professional. So, if you want to improve my texts you can help me. Any help and hint is welcome. LOAD ORDER: Lustful Void Wild Lascivity If you use LV Smaller Pics Patch, place it in the middle of both. Create a new game, do not use with saves from previous versions. Major changes. FIXES AND PATCHES: (READ before Downloading or Reporting an Error) Summary of the Mod: This mod is focused for the moment on the interaction with hives, animals and ancient entities. What this mod contain exactly? (I will mention only some of the main features of this mod) -MOTHERLY HIVE (Hive Mind ORIGIN) (UTOPIA DLC Required - Under Test) A new type of hive with fewer penalties and more ability to cooperate with other species. (Not compatible with Devouring Swarm or aggressive and intrusive civic.) It provides a bonus in relationships. It includes special mechanics with unique events for its type. -Fauna Breeding (Planet Decision) You can force your people to mate with the planetary wildlife to boost social research. For now there are only 4 possible outcomes of single-line events. -Titanic Life Breeding (Planet Decision) You can force your people to mate with the Titanic Life to boost society research. For now there are only 4 possible outcomes of single-line events. -Exotic Fauna Search (Planet Decision) Start an expedition in search of unknown, strange and probably highly dangerous specimens. More than 10 possible results. While the expedition is in progress you receive a 10% boost in society research on the planet. -Uplift Exotic Fauna (Planet Decision) Create a random species using the Exotic Fauna as test subjects. This will start a special project on the selected planet. The species class is selected randomly and their base Traits are always the same. -Allow exploration for the scientific leader. (Planet Decision) This decision will initiate a special project with multiple results. (It must be a non-artificial habitable planet without a colony that is within your borders.) -New Strategic Resource: Exotic Fauna Only obtained by Exotic Fauna Search (Planet Decision) The amount can vary, but it is common that you almost always find even one creature if you are lucky. This new resource can be used for other projects. And More Decisions. -Archeological site: The Eternal Spirit This archaeological site will rarely appear randomly or with small probability with the decision of scientific exploration on uncolonized planets. Keep in mind that the archeological site is generated on any planet within the borders of who manages to activate it. TIPS Be careful when making decisions. Since for the moment many results are random and conditioned by few traits. So Spamming decisions means a possible loss of resources. In Scientific Exploration it is very rare for your scientist to die and a quick way to get experience. Fauna Searching and Scientific Exploration is an easy way to get advances in Society Research during the Early Game. Notes: Decisions require certain technologies that are in the vanilla game and complete another set of conditions. "Allow exploration for the scientific leader (Planet Decision)" is not available for Gestalt Empires. (UPDATED: Exploration available but with generic texts for common organics species. Using it with machines breaks with immersion.) The AI empires cant use the decision functions, since they could spam events. At the moment the limit of projects that you can take simultaneously was removed. So you can make the decision on other planets while doing it on one, so you can spam events. Genocidal Empires cannot use this content. Or at least most of its content. This mod does not take into account the Machine Empires, in a next update maybe i will create a variant for events. But at the moment they can use some features. (There is more variety of images in the events, but I made quick captures.) (Not all events are strictly sexual. Sexual content depends, in some cases, on the traits of each species.) Future Planned Content/To Do: -More events (Fauna and Titanic Life) In queue -Interestings Chain of events for "Scientific Explorations" and "Exotic Fauna Search" In queue -Anomalies and Random Events In queue -Interventions in primitive worlds via decisions. (Make a crop circle and abduct a cow or some shiet) In queue -Work in content for Hive Empires. < < < -Correct writing errors and improve texts. Volunteers are needed -Extra THICC Species Portraits. (Vanilla Alternative Versions) < < < Made by someone else Notes from versions: Incompatibility: Compatible with everything. For the moment. Balanced game not promised. Submitter The Lustful Spirit Submitted 07/10/2019 Category Stellaris Requires Lustful Void
  7. Version 1031.2

    61,112 downloads

    Captivity Events Description Captivity adds custom events to captivity system (captor, captive), prostitution menu, and the loss of armor and weapons for the player, various parameters to loss of renown to relationships as well as quests to retrieve missing equipment. A key feature of this mod is the ability to customize your own events with images and your own event chains and dialogue. Help Required Need more artists to create some non-adult backgrounds. Need more writers for more events to cater to more tastes. Translators. Reminders Delete the old mod completely before installing new one. VERY IMPORTANT! If you are installing manually please read the README as well. This mod affects save-data make sure to make backups of your saves. This mod requires MCMv4. LL Version Additional Content Contains some modified event text that doesn't follow nexus guidelines. Contains the Gif Sub Module. Links Nexus Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/1226/?tab=description "Remember LL will always be updated first." Discord Link: https://discord.gg/nQRBmg7 1031 is out! New Features and Themes! Custom Module Loader Supported Event Writers, please refer to zCEDefaults inside of fomod, move it to Mount & Blade II Bannerlord\Modules Road Map (Coming Soon) New Flavor Packs for Events - Standardized art in the making. New Events - More general events. (LOOKING FOR WRITERS) Randomized Captors - Captors will be selected at random from the party, not just party leader as it is currently. Delayed Events - Support for events that should happen sometime after another event. Tutorial Write-Up - Tutorial in how to use this framework is currently in the works. Leveling and Expansion for Brothel - Leveling, bonus rooms and slavery dialogue. Animated Scenes - In brothel (currently blackscreen) and in other scenes. Custom Scenes for Events - Teleports you into a custom attached scene that you created in mod tools from captivity events. Already Supported Scenes for Events - Teleports you into a conversation scene from an event. Randomized/Conditional Images - Randomize background images based on conditions or weight. Custom Events and Loader - Make your own events and load them to work with this mod. Battle Scenes - Start new battles (ambushes, plain battles) and spawn hostile parties from the events. Moving Images and Custom Images - Insert your own images or make animated images using the animation XML. Various Custom Conditionals - Various Custom Conditional (Location Flags, Raiding Flags, Day/Night Etc) included in the XSD file for you to work with your events. Custom Quests and Strip Consequence - Lose your gear on loss and go on a quest of chance to reclaim it after escaping. Random Events - Random Events that don't require captives. Captor Events - Events where you are the captor. Brothel - Own your brothel where you can enjoy yourself, work as a prostitute or become an owner and put your captives to work. Custom Skills - Custom Skills/Flags Supported. Create New Characters - New custom generated companions/captive heroes via events. Progress Events - Support for events that require a party to stay in place for a duration. Companions/Spouses - Companion/Spouse will be included within the events. Teleport Support - Teleport the party or prisoner across the map to various destinations through the events. Special Thanks to LogRaam - For the special CEEvents Story Compiler and assisting with the Mod. YoungSailorGlitter - For assisting with implementation of Custom Events into the Mod. @YoungSailorGlitter SadSun - For writing some of the default events. @SadSun TB - For assisting with writing and image finding. @transfer Stronggater - For assisting with writing dialogues. @stronggater Sin Lord Creations - For creating the images used in default events. Click Here To Support. Ruihan - For assisting with bug fixes. Please message me if you have any trouble installing https://www.loverslab.com/profile/5266607-badlistener/ Common Issues If you are experiencing crashes on startup please remember to unblock all dlls in \zCaptivityEvents\bin\Win64_Shipping_Client\. If less than 100 events are loading. Make sure your folder looks like this. Please Enjoy!
  8. Version v. Floofy Cat! 0.6.0 (3.1+)

    333,085 downloads

    Lustful Void Download Page Description: A Stellaris lewd mod! Basically, I plan on fully updating and integrating old mods (with permission from the authors), with ideas and mechanics from other mods such as SG (Sexual Gameplay) and SSX (Stellaris Sexy Xenos and more) as well as completely new ideas. A lot of progress has been made so far, and LV has grown to a point where it has many of its own unique things made by me and others that contributed to it so far. As stated in the title, this is still very much a WIP. However, I'm trying to get it done as fast as possible while still maintaining quality. This mod is made with ALL dlc's in mind, but should still work just fine if you don't have a specific one or any. Also unless stated otherwise, it should work with the latest Stellaris version (look at the upload date and any paradox major update release dates!). Current Features: 14 Lewd Leader Traits. 50 Lewd Biological Traits. 12 Lewd Robotic Traits. Some traits have synergy bonuses with each other and more will be added with time. 4 Origins, 10 Civics and 14 Sexual Technologies., which have various special mechanics, policies and decisions. Lots of things from MASSA. (Thanks Darkspleen!) Lots of anomalies and events, many of which have been updated and integrated from MASSA, but also new ones unique to LV. My own custom hybrids system with inspiration from other mods like Sexual Gameplay and MASSA. Mono-gender and Futanari mechanics with the ability to convert entire planets to one or the other with the right tech. Dairy and Sex building chains that adds Milk Cows and many Prostitution related jobs (more to come!). Lewd Megacorp branch office buildings and 2 civics which can change by combining them with certain base game civics. All non-leader traits affect LV jobs, usually in the form of a bonus ormalus to production (bigger breasts give more milk ofc). Breeding tradition (first of many!) Sexopolis fully integrated. (Thanks Buttson117!) Lewd Advisor (voiced by LalaLexxi). 21 Lewd (and optional) rooms. Lots of optional loading screens as a way to say sorry for taking so long lol (all credit goes to the actual artists!) Many things I can't remember! lol You can also find an options menu in the edicts tab where you can turn off any event pop-ups if they start to get annoying. Also please report any bugs you might find! (preferably on the discord server) Installation: Required: The main Lustful Void archive (Lustful Void.zip). Extract the contents to (...\Documents\Paradox Interactive\Stellaris\mod), if you don't have a "mod" folder create one there. Portrait Patches: You need the Base Game Portraits Gender Patch for pops to change when using mono gender (and futa) traits. Unfortunatly I don't have time to make patches for other species mods anymore, but I did write a basic guide you can find here to make your own! Optional: Everything else. Also, only use one loading screen set! All credit for loading screen art go to their respective artists (see credits). Another note...delete all the old mod folders and .mod files! then extract the new .zip file's contents to the mod folder. You will have duplicate and broken mods if you don't do this! Compatibility: Any portrait mods that change base game files or have separate sets of portraits for genders will need a patch. Basically, pops won't change gender without it, only leaders will. Here's a quick way to know if you need Protrait Patches. You use the mod it patches. (Note you actually need the original mod!) Do you need all of them? No, look at the first step. Do you need them at all? No, they are optional. LV works just fine without them. How do you install them? Just like any other non-steam mod, extract in (...\Documents\Paradox Interactive\Stellaris\mod). I recommend using this UI mod - UI Overhaul Dynamic...or gene modding will be a nightmare. Seriously though get a UI mod! FAQ!: Coming soon! lol Also translators I'm not trying to ignore you! I just need to set up a proper way for you to see what I change with localizations as it constantly changes while I add and fix things. New Changelog: Old Changelog: Discord: You can join the discord server here. If you want help, you're more likely to get it there. Tip Jars! Permissions: Please ask me before using anything within this mod. This does not include artwork from the listed artists and any directly copied ideas from other mods. Also don't upload this anywhere else please! This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  9. View File Get intimate with Hello guys A while ago I played a mod for CKII by the name of Sexlife. With that mod you, as a male character, could have sex with your spouse, concubine or lover. While it was very promising, the developer unfortunately stopped working on it. I tried to expand on it myself but I quickly found out that expanding someone else's mod wasn't very easy, especially when you are inexperienced like myself. So I set out to make my own mod, the fruit of my labor is in front of you. With this mod called 'Get intimate with' you, as either a male or female character, can basically have sex with your spouse, concubine or lover. The sex scenes are explained through several in-game events, during these events you also get certain options that allow you to change how the sex scene between the player character and the other character develops. I hope you enjoy the mod and like I said I am completely new to modding and writing erotic texts, so if you find any bugs or if you have other pieces of advice please let me know. As you can see the mod is currently at version 0.6, I am still planning on adding different events and situations. Submitter Dinges001 Submitted 03/23/2020 Category Crusader Kings 2 Requires  
  10. View File [CK2] Grey World Grey World A more toned-down adult themed mod for CK2. Less high fantasy and more medieval romance (or the porn parody thereof). Follows vanilla sensibilities (and game rules) for supernatural content. Features : Masquerade: Decision to start a reasonably replayable event chain. Requires seduction focus. Harvest: Some fairly simple events for characters with the rulership focus. Requirements: Way of Life DLC (will do literally nothing without it) Strongly Suggested: - Monks and Mystics DLC - Reapers Due DLC - A sexual traits mod Installation: Unpack file into mod-folder ( C:\Users\User\Documents\Paradox Interactive\Crusader Kings II\mod). Activate in launcher. Compatibility: Dark World/ Luxuria Fantasia: No known incompatibilities on a mechanical level. Should be reasonably aware of (some) traits, etc. thanks to some scripted triggers. The tonal shift may be a bit jarring though. No known (or expected) incompatibilities. Tested with a total overhaul mod. Credits: ngppgn and noxbestia for Bigger Events v2. Used for most events in this mod. dewguru for Dark World: Reborn. What little coding I know I learned by reverse engineering his mod. lockeslylcrit for Luxuria Fantasia. Whatever I didn't steal from dewguru I probably stole from there. Cheri Song for Cheri Scripting Library. If any compatibilities work it's because of this. Changelog: Submitter UtherLabDragon Submitted 03/06/2020 Category Crusader Kings 2 Requires Way of Life DLC
  11. View File ====================== == Circumcision mod == ====================== This mod add new traits to male character allowing them to be uncircumcised or circumcised. Other characters migh have preferences on the matter and will have varing opinion of the characters. Using targetted decision on yourself, on your family and on your prisonrs, you can also change the status of a man (obviously, it is only available one way!). There are also a few events and actions available that will trigger when appropriate. The various cultures and religions will act as appropriate when it comes to making the circumcision decisions. As per some request I have received, options and traits relating to female circumcision were added. This content is turned OFF by default and needs to be enabled in the game rules (when starting a new game). Some of these decisions can be usefull, for instance when having issues with a wife who is generating too many bastards. If you notice something wrong, let me know and I will try to fix it. Suggestions are also more than welcome. Note that althought this mods works extremely well with Dark World Reborn, it does not require it. This mod is completely compatible with the vanilla CK2 (no required DLC). But it does require version 2.8 or later of the game. ================== == Installation == ================== Simply download the zip file unzip it in your crusader king mod folder (make sure the CircMod.mod file and the CircMod folder are DIRECTLY in the mod folder). Your mod filder is in your users document (~Paradox Interactive\Crusader Kings II\mod\) When launching CK2, the mod should be available in your mod list. ======================== == Credits and thanks == ======================== A big thanks to the Dark World Reborn by dewguru. The inspiration of this mod came from his excellent work. Some of this mods mechanics are also heavily inspired by his work and the way he handled other "dick related" status. A huge thanks to Herring for creating great new custom icons for the traits of this mod. Submitter coleman1 Submitted 02/08/2018 Category Crusader Kings 2 Requires Vanilla Crusader King 2 (2.8 or more) View File  
  12. Version 1.11.8 (4 june 2021)

    186,167 downloads

    SSX 1.11.8 for Stellaris 3.0.3 and beyond Only the SSX and SSM species classes have the portraits. It's normal if the other species classes are empty, it's because it's impossible to add a new cityscape without his own species classes. I do not know how to write english, but i will do my best. I am a french amateur modder, i'm watching the mods in this site for stellaris for more than one year. But with the recent arrival of new modders, i am encouraged to come out of the shadows. In my mods you can find: .27 species traits .17 leaders traits .7 technologies .10 civics .7 cityscapes .20 species : 139 xeno furred nekos 86 nekomimis 128 xeno furries by dr.comet 91 xeno deers 154 xeno horses 97 egyptian themed humans (2 genders) 102 xeno rabbits (2 genders) 83 lewd humans 80 dreanei 104 fox furrys 86 dog furrys 219 more manga styled humanoides 126 manga elfs (gendered and more) 91 succubus 76 overcustomized dragon furry sexy horrors 85 Blue succubus 48 animes girls by Oota Yuuichi 119 sharks and orcas 56 same xeno horses but only with the arts by Twistedscarlett60 43 gardevoir inspired sexy aliens .3 machines models (experimental) (need synthetic dawn) 61 cat bots ( A.R.A. from Fluff Kevlar ) 6 chromed bots 126 anime synths ( specialized ) .1 prescripted countrie .3 events .And many content not listed. Localisation: english french, german, russian (partial) All others localisation are minimaly supported (english text, no more "trait_leader_warm_nuts" or others things like this) Installation : All four files are mods. The portraits, traits and more and cities files are standalone. The countries file is not really interesting I must add more stuff seriously. But SSX traits and more rewrite species_has_happiness in 00_rules and opinion_friction in 00_opinion_modifier file, it's not critical, the game wil not crash if it's re-rewritten by an other mod. The ui for the ruler window and the pop window in the planet view are also modded, it's incompatible with any mods changing those windows. (sometime a crash, sometime that look messy) ( requirements! ) Sexyxenos Countries = Just More Flags, Sexyxenos, Sexyxenos Traits I dont mind if you take and/or change the files for your mods. Do not put the NSFW pictures on steam workshop if you don't like to live dangerously. If you really really want to do a repost, write at least a description and give the source. Check the rules of the website where the repost is done. If the loverlab is difficult to reach from your country you are more than allowed to repost it in a better place. Feel free to give me some feedbacks and ideas. Even if I'm rarely here. All graphics belong to their originals authors Credits : Thanks to Abominus for the german localisation Akinaruto for the french localisation Lockeslylcrit and PrincessWoona for the english localisation Ailine for the russian localisation Pravus for the succubi species Powaqqatsi for many portraits Void Node for many portraits The big amount of artists i have not credited for the huge cultural heritage they create like fluff kevlar, dr comet, iskra, twistedscarlet, waero, freedomthai, alfa995, f-r95, kanel, fensu, magnaluna, neoartcore, wisperingfornothing, tsampikos and many missing names I will add over time.
  13. So I'm working on my first mod. This is just a test mod, copy pasting code from both LV and the Wild Lascivity addon Mods. So I did the best that I could and got the events to show up in a test game, but not the choices or images I was able to put it. I would like some help seeing what I'm missing and how to fix up the code. Please and thank you to anyone who helps out. LVtestEvent1.zip
  14. I'm trying to make a very small event chain but I'm having trouble using the ROOT and FROM scopes. The basic idea is to give another option to raise a character's relationship with their spouse/lover by using a decision to invite them to a special dinner. Right now, I've got a functioning, but basic decision and event to accomplish this. This isn't sufficient because what I have is only good if this is only being used by the player, and I'd like the AI to be capable of using the decision as well. The reason is the options in the events (minus backing out of the scenario) run the risk of the characters (including the player if the AI is the initiator) getting the gluttonous trait and a guarantee increase in weight depending on the option chosen. Because gluttonous is such an awful trait and increasing the weight variable is something that not many players would want, I want to add an option for the target to decline, ending the chain. I have tried making this event. The problem I'm having is that whenever I accept the offer I try to send the actual dinner event back to the character that used the decision, but instead the event plays for the character who had chosen to accept the invitation, They are also the only character present in the dinner event. In the following post I'm going to post the code that I currently have. To make it a bit clearer, the flow of how I want things to go vs. how things are with my functioning incomplete chain goes like this: (How it currently is: FROM: Decision -> FROM (with ROOT): Event) (How I want it to go: FROM: Decision -> ROOT: Event -> FROM (with ROOT): Event) (How it is when I try to implement my extra event for FROM: FROM: Decision -> ROOT: Event ->ROOT (Alone); Event)
  15. Version 3.01

    647 downloads

    ====================== == Circumcision mod == ====================== This mod add new traits to character allowing them to be uncircumcised or circumcised and makes them behave as historicly accurate as possible. Other characters migh have preferences on the matter and will have varing opinion of the characters. Using targetted decision on yourself, on your family and on your prisonrs, you can also change the status of a man (obviously, it is only available one way!). There are also a few events and actions available that will trigger when appropriate. The various cultures and religions will act as appropriate when it comes to making the circumcision decisions. As per some request I have received, options and traits relating to female circumcision were added. This content is turned OFF by default and needs to be enabled in the game rules (when starting a new game). Some of these decisions can be usefull, for instance when having issues with a wife who is generating too many bastards. If you notice something wrong, let me know and I will try to fix it. Suggestions are also more than welcome. ================== == Installation == ================== Simply download the zip file unzip it in your crusader king mod folder (make sure the CircMod.mod file and the CircMod folder are DIRECTLY in the mod folder). Your mod filder is in your users document (~Paradox Interactive\Crusader Kings III\mod\). When launching CK3, the mod should be available in your mod list. Alternatively, you can manually add the following to your dlc_load.json file {"enabled_mods":["mod/CircMod.mod"],"disabled_dlcs":[]} ======================== == Credits and thanks == ======================== This is a CK3 port of the original circ mod for CK2. Here are the credit of the original mod. A big thanks to the Dark World Reborn by dewguru. The inspiration of this mod came from his excellent work. Some of this mods mechanics are also heavily inspired by his work and the way he handled other "dick related" status. A huge thanks to Herring for creating great new custom icons for the traits of this mod. ================== == Change log == ================== V3.01 ----- - Initial port of the ck2 mod. Basic functionality only.
  16. View File CircMod ====================== == Circumcision mod == ====================== This mod add new traits to character allowing them to be uncircumcised or circumcised and makes them behave as historicly accurate as possible. Other characters migh have preferences on the matter and will have varing opinion of the characters. Using targetted decision on yourself, on your family and on your prisonrs, you can also change the status of a man (obviously, it is only available one way!). There are also a few events and actions available that will trigger when appropriate. The various cultures and religions will act as appropriate when it comes to making the circumcision decisions. As per some request I have received, options and traits relating to female circumcision were added. This content is turned OFF by default and needs to be enabled in the game rules (when starting a new game). Some of these decisions can be usefull, for instance when having issues with a wife who is generating too many bastards. If you notice something wrong, let me know and I will try to fix it. Suggestions are also more than welcome. ================== == Installation == ================== Simply download the zip file unzip it in your crusader king mod folder (make sure the CircMod.mod file and the CircMod folder are DIRECTLY in the mod folder). Your mod filder is in your users document (~Paradox Interactive\Crusader Kings III\mod\). When launching CK3, the mod should be available in your mod list. Alternatively, you can manually add the following to your dlc_load.json file {"enabled_mods":["mod/CircMod.mod"],"disabled_dlcs":[]} ======================== == Credits and thanks == ======================== This is a CK3 port of the original circ mod for CK2. Here are the credit of the original mod. A big thanks to the Dark World Reborn by dewguru. The inspiration of this mod came from his excellent work. Some of this mods mechanics are also heavily inspired by his work and the way he handled other "dick related" status. A huge thanks to Herring for creating great new custom icons for the traits of this mod. ================== == Change log == ================== V3.01 ----- - Initial port of the ck2 mod. Basic functionality only. Submitter coleman1 Submitted 09/21/2020 Category Crusader Kings 3 Requires CK3  
  17. Soulgem Oven 3 emits events that can be listened for in fourth party mods to perform actions when something happens within SGO. They may sound useful, but coming up with ways to actually make them useful may take some creativity. For the most part, they are intended just to be informational. Event List These are the events you can listen for. SGO.OnGemProgress Actor Who, Int[7] GemCounts This event is emitted when a gem within an actor progresses to the next full stage of development. This means when a gem goes from like, Petty to Common. The GemCount array is a list of how many gems of each type their are. So GemCount[0] is how many Soulgem Fragments (less than petty) are inside, and GemCount[6] is how many Black Soulgems are inside. SGO.OnMilkProgress Actor Who, Int BottleCount, Int Overage Emitted every time an actor progresses another full bottle of milk. So if you have 1 bottle ready to be milked, this will be emitted when it finally reaches to 2. The overage value is how many bottles more you *would* have produced after wait/sleep/travel but were at the cap. SGO.OnSemenProgress Actor Who, Int BottleCount Emitted every time an actor progresses another bottle of semen. Works the same as OnMilkProgress. SGO.OnBirthing Actor Who Emitted when an actor is starting to birth a gem. It is emitted before all the moaning and stuff. If there are multiple gems to be birthed, it will be emitted for each iteration e.g. before each gem. SGO.OnBirthed Actor Who, Form What Emitted when a gem has popped out of an actor. SGO.OnMilking Actor Who Emitted when an actor is starting to milk themselves. Works the same as OnBirthing. SGO.OnMilked Actor Who, Form What Emitted when a bottle of milk has popped out an actor. Works the same as OnBirthed. SGO.OnWanking Actor Who Emitted when an actor has started to masturbate. Works the same as OnBirthing. SGO.OnWanked Actor Who, Form What Emitted when a bottle of semen as popped out of an actor. Works the same as OnBirthed. SGO.OnInserting Actor Who, Form What Emitted when an actor begins inserting a gem into themselves. SGO.OnInserted Actor Who, Form What Emitted when an actor finishes inserting a gem. SGO.OnInseminating Actor Who, Form What Emitted when an actor starts getting artificially inseminated. SGO.OnInseminated Actor Who, Form What Emitted when an actor has finished getting artificially inseminated. Example Usage How Mod Events Work. Somewhere in your script initialisation you will want to register for the event just like any other event. self.RegisterForModEvent("SGO.OnWanking","MyWankingCallback") Then you need to create that event callback. Event MyWankingCallback(Actor Who) Debug.Notification(Who.GetDisplayName() + " fap fap fap.") Return EndEvent And now every time an actor wanks it will print a notification about it.
  18. Req knowledge: UDFs, blocktypes, forms and refs, advanced use: arrays Also required: NVSE 4.6+ 1. Why? 2. Standard events, handling them, parameters. 3. Using the standard parameters as filters 4. Removing event handlers 5. NVSE events 6. User-defined events 1. Why? As a modder there are certain things that you know aren’t impossible, but you’d rather not do them because it causes conflicts and other problems. How would you go about: altering a ‘personal hygiene’ variable every time someone activates a sink, tub or toilet? playing a woozy double vision image space modifier every time the player consumes booze? playing a wolf whistle sound every time an actor unequips their clothing? playing the theme from The Good, the Bad and the Ugly every time you equip a revolver? setting a chance of a booby trap materializing and going off if certain locked doors are opened by the player? monitoring changes in an actor’s AI packages, so that you can force them to stick to the one they’re supposed to follow? marking each item that is dropped from player inventory in a particular cell for deletion, to avoid savegame bloat, or to mimic things getting picked up because you’re not around to watch over them? having people say custom dialog whenever they hit other people with a particular weapon or weapon type? The only way I can see so far of doing any of those is attaching an object script to an item, with a one-frame blocktype like OnActivate, On(Actor)Equip, OnOpen, OnPackageChange, OnDrop or OnHit(With) signaling that these events happen so you can do something about it. The problem there is you can’t just go around attaching object scripts to vanilla forms without inviting conflicts with other mods changing anything about those forms, and creating a need for separate patch mods resolving those conflicts. FNV already has a significantly reduced maximum number of mods that can be loaded compared to other Beth games, and if a large portion of those are simple patches, that’s just a waste. Not to mention you have to make those patches, and keep repeating to people reporting problems to install them, in the right order. Another issue is that you’ll usually need to attach the same script to a lot of objects if you want it to work correctly. This means all the base forms for sinks, toilets & tubs for your hygiene mod, or all the revolvers if you wanted to have people say "Yippee-ki-yay, motherfucker" if they hit others with revolvers. And what about mod-added items that could just as easily apply? Would you like to make a patch for each and every revolver mod out there? Not me. A lot of times your script will also fire when it’s not needed: you want your item cleanup script to only work on some actors, or only want to have a chance of booby traps on some door refs while other doors sharing the same base form should be safe. The only way of detecting if the necessary conditions apply is by already running the script, and already inviting the conflicts by simply having it on the form. These headaches are enough to make you want to skip adding some cool functionality altogether sometimes. What if... - we could be notified of anything being activated, opened, dropped, hit, consumed etc without attaching scripts to vanilla forms? - we could filter being notified according to what is being activated or who’s doing the activating, what is being opened or who’s doing the opening, etc? That’d be sweet, huh? It’s exactly what event handlers do. 2. Standard events, handling them, parameters. Event handlers are UDFs that you register with NVSE to be called whenever their associated event happens. These handlers are then set for the rest of the game session; even if you load a different save, they are still valid until you actually restart the game. If I want to be notified whenever anything whatsoever is activated or dropped, for instance, I register an event handler with SetEventHandler every time the game is loaded: SetEventHandler "OnActivate" myActivateEventHandler SetEventHandler "OnDrop" myDropEventHandler and then every time something is about to be activated or dropped, NVSE will call your event handler before proceeding with the activation or dropping. Remember that: certain functions that would work in a regular block will not in their equivalent event handler, because what's about to happen hasn't yet. Using the GetActionRef function in an "OnActivate" handler will probably not return anything - luckily you'll be provided with the same intel via the handler's parameters. In the case of the “OnDrop” event, NVSE will pass along the dropper as first parameter, and the dropped item as second. So your myDropEventHandler needs to be able to capture them, in that order: Scn myDropEventHandler ref rDropper ref rDropped Begin Function {rDropper, rDropped} … End If you don’t have those variables ready to capture the parameters, nvse will report an error. In the case of the “OnActivate” event, you need to remember that the terminology with the OnActivate script block and the activate function in vanilla can be confusing. Light switches, sinks and triggers are found under “activators” in the geck although they always seem to be activated by an actor. While it looks like an actor activates something like a container ref, when you force it via script it’s actually the container ref doing the activating: rContainerRef.activate rActorRef The “OnActivate” event, then, first expects the activator, the thing that looks to be activated, and then the thing or actor that seems to activate it, which you’d be able to retrieve from a regular OnActivate script block with GetActionRef. So let’s put it this way: Scn myActivateEventHandler Ref rActivator ref rActionRef Begin Function {rActivator, rActionRef} … End Most of the standard event handlers, the ones that correspond with regular blocktypes, come with standard parameters like that. They will always be sent, be ready to receive them. (The params don’t have to be called that, of course, the names are just meant to distinguish what they are.) 3. Using the standard parameters as filters These handler parameters can be used as filters, by adding them as parameters to the SetEventHandler function when you register the handler. This makes it so that your event handler is only called in when it’s needed, and you should obviously use such filters as much as possible. Also make sure that whatever they filter on is actually a valid form, otherwise the filtering will bug out and it'll be as if no filter was applied. Because you may choose to only use one filter, or none at all, you need to specifically state on which parameter you’re filtering, the first or the second, and couple them with double colons (like you do with ar_Map): SetEventHandler "OnDrop" myEventHandler "first"::playerref "second"::myCoolgunForm In OBSE, the “first” was called “ref”, and the “second” was called “object”, and this is still possible in NVSE: SetEventHandler "OnDrop" myEventHandler "ref"::playerref "object"::myCoolgunForm However, unlike OBSE, NVSE allows either of those filters to refer to a ref, base form, or even a formlist (!) containing refs and/or base forms and/or more formlists, when applicable. So using “first” and “second” is much less confusing in that regard. So, give or take some scripting in the actual event handler scripts, the problems from the introduction should be a lot less problematic with the following events and filters set: 1. SetEventHandler "OnActivate" myEventHandler "first"::formlistofallsinkforms "second"::playerref 2. SetEventHandler "OnMagicEffectHit" myEventhandler "first"::playerref "second"::ChemIncCHAlcohol 3. SetEventHandler "OnActorUnequip" myEventhandler ; check what’s unequipped with the handler’s parameter 4. SetEventHandler "OnActorEquip" myEventhandler ; check what’s equipped with the handler’s parameter 5. SetEventHandler "OnOpen" myEventHandler "first"::formlistofdoorrefs "second"::playerref 6. SetEventHandler "OnPackageChange" myEventHandler "first"::rActor "second"::rPackage 7. SetEventHandler "OnDrop" myEventHandler "first"::playerref ; check the cell and the dropped item in the handler 8. SetEventHandler "OnHitWith" myEventHandler "second"::myCoolGunorListofGuns For the package monitoring problem, it’s also entirely possible to monitor packages starting, changing and ending in one and the same handler: SetEventHandler "OnPackageStart" myEventHandler "first"::rActor "second"::rPackage SetEventHandler "OnPackageChange" myEventHandler "first"::rActor "second"::rPackage SetEventHandler "OnPackageDone" myEventHandler "first"::rActor "second"::rPackage In this case you can use the GetCurrentEventName function to figure out what event has called your handler: Scn myEventHandler Ref rActor ref rPackage string_var sv_event Begin Function {rActor, rPackage} Let sv_event := GetCurrentEventName if eval sv_event == "OnPackageStart" ; do something elseif eval sv_event == "OnPackageChange" ; do something else endif End 4. Removing event handlers It’s entirely possible that you provide certain settings in your mod that cause an event to no longer apply. Also, event handlers are still valid if you re-load a different save but not re-start the game, so you want to build in some safety by removing a handler if, for instance, that different save hasn't gone through some init yet that the handling needs. To remove a handler you use RemoveEventHandler, with the same syntax as the one you used when you set it: RemoveEventHandler "OnActivate" myEventHandler "first"::rActivator "second"::rActionRef The above will remove the event handler being called when those filters apply. If those are the only ones you set in the first place, you might as well skip the filters: RemoveEventHandler "OnActivate" myEventHandler So yes, you can set and remove an event handler being called under some filters and not others. 5. NVSE events Aside from events related to vanilla blocktypes, you can also register handlers to be called when certain meta-game events happen. This is especially of use for mods that write some type of co-save files etc. (After testing, it seems this is for NVSE plugins only.) 6. User-defined events As if all of that wasn’t cool enough, you can fire off custom events that other people can register to in the same way as they would a standard one, and receive information that you send along with it. This is more naturally of use to modders working on some type of general functionality, wishing to let other modders know that something happened that is of note and non-continuous, something that can classify as an ‘event’. Perhaps you’ve overhauled sneaking and wish to advertise that according to your sneaking mod, the player’s been detected or has successfully hid, whether or not vanilla functions agree. Perhaps your mod needs to go through a series of init scripts before it’s functional and you wish to let dependent mods know that yours is ready for action when it’s done. Perhaps you want your inventory sorter to not only notify others that sorting took place, but also send along information on where everything ended up. Perhaps even you’ve been slaving over a naughty mod that monitors naughty things happening until one of the naughty people involved encounters some type of climactic event and you wish other naughty mods to know this so they can do cool stuff like play appropriate sounds and what not. In each of those cases, all you really need to do is dispatch an event with the DispatchEvent function, which should at least be followed by an event name, optionally a stringmap with intel, and optionally another string overriding the default sender name: DispatchEvent "eventName":string args:stringmap sender:string DispatchEvent "SomeEventName" Array_var ar_mystringmap ; populate ar_mystringmap DispatchEvent "SomeEventName", ar_mystringmap DispatchEvent "SomeEventName", ar_mystringmap, "somestring" And the mods wishing to register a handler to it will do it as normal, with the following limitations: - because there are no standard parameters to use, you can’t use filters when setting handlers for custom events - the only parameter that the handler UDF needs and has to have is an array var that can capture the stringmap that’s always received, even if none was dispatched: SetEventHandler "SomeEventName" myEventHandler Scn MyEventHandler Array_var args Begin Function {args} … End If no stringmap was dispatched, it’ll only contain the 2 standard elements: [eventName] == "SomeEventName" [eventSender] == "SomeSenderString" (usually == "DispatchingMod.esp") The dispatcher can determine “SomeSenderString” by explicitly adding the third optional parameter in the DispatchEvent line. If it’s left blank it’ll be the dispatching mod’s name. If a stringmap was dispatched, the standard elements are added to it. That’s it. Go forward and modify.
  19. Version 1.07

    2,049 downloads

    ====================== == Circumcision mod == ====================== This mod add new traits to male character allowing them to be uncircumcised or circumcised. Other characters migh have preferences on the matter and will have varing opinion of the characters. Using targetted decision on yourself, on your family and on your prisonrs, you can also change the status of a man (obviously, it is only available one way!). There are also a few events and actions available that will trigger when appropriate. The various cultures and religions will act as appropriate when it comes to making the circumcision decisions. As per some request I have received, options and traits relating to female circumcision were added. This content is turned OFF by default and needs to be enabled in the game rules (when starting a new game). Some of these decisions can be usefull, for instance when having issues with a wife who is generating too many bastards. If you notice something wrong, let me know and I will try to fix it. Suggestions are also more than welcome. Note that althought this mods works extremely well with Dark World Reborn, it does not require it. This mod is completely compatible with the vanilla CK2 (no required DLC). But it does require version 2.8 or later of the game. ================== == Installation == ================== Simply download the zip file unzip it in your crusader king mod folder (make sure the CircMod.mod file and the CircMod folder are DIRECTLY in the mod folder). Your mod filder is in your users document (~Paradox Interactive\Crusader Kings II\mod\) When launching CK2, the mod should be available in your mod list. ======================== == Credits and thanks == ======================== A big thanks to the Dark World Reborn by dewguru. The inspiration of this mod came from his excellent work. Some of this mods mechanics are also heavily inspired by his work and the way he handled other "dick related" status. A huge thanks to Herring for creating great new custom icons for the traits of this mod.
  20. Version 1.1

    5,739 downloads

    THIS MOD HAS BEEN DISCONTINUED IT WILL NOT BE UPDATED ANY FURTHER HERE. IT WILL BE IN THE FUTURE MERGED INTO "LUSTFULL VOID" DEVELOPED BY LITHIA. Description This is a small modification I made. It adds a custom enclave which my spawn in your empire. Having good relations with them may give you large rewards. BESTIALITY WARNING! This mod concentrates entirely on interactions with the enclave which is made up of "Space Beast" or "Monsters". Finished Features: Short Guide:(Dont read if you want to explore the story yourself) Future Plans: -some random events -a custom hangar bay -more interactions with the enclave Disclaimer: I did not make any of the artworks used for the events. They were all made by their respective artists. If you have Ideas I could include in the mod, any pictures I could use for the events, please contact me, or you might wanna help me in future development please contact me
  21. View File This is a simple mod that listen to events and call the SlaveTats API, making it easy to developers to add SlaveTats support without adding a mod dependency. What this means? For Users: if you have any mod calling this, just keep this installed with SlaveTats and it will work, no need to configure. For Modders: Submitter weird Submitted 07/12/2015 Category Framework & Resources Requires SlaveTats Special Edition Compatible
  22. View File Shalien's Strange Phantaisies Shalien's Strange Phantaisies In this strange world, the solitude may lead to strange things. This mod is still in development, expected bugs, crashs and pregnancy. Content Events ! - A strange man wander the world, some say he may know some of the darkest secret of the human mind - In the silence of the night, muffled moans can be heard, what cause them ? - Your life is stressful ? Too much pressure ? Maybe you should try this new method to "release" some steam With "Crusader Milk" : - A rumor goes about a women and her huge breasts. Discover the wonder hidden inside this gorgeous orbs Installation 1. Download the archive from this page ! 2. Extract it using your favourite zip extractor 3. Copy the .mod file and the folder into the Crusader Kings 2 mod folder 4. This mod add traits ! This mean it may break saves (sorry) Requirements This mod require : - Crusader Kings 2 - Luxuria Fantasia - Crusader Milk Can you add ... Maybe, post your idea here and add the "feature" flair -> https://github.com/shalien/Strange-Phantaisies/issues I found a bug Good ! You may post it here -> https://github.com/shalien/Strange-Phantaisies/issues I fixed something ! Great ! If you know how to use git / github and pull request go here -> https://github.com/shalien/Strange-Phantaisies/pulls Submitter shalien93 Submitted 01/26/2020 Category Crusader Kings 2 Requires luxuria fantasia, crusader milk  
  23. Version 0.0.1a

    50,184 downloads

    This is a simple mod that listen to events and call the SlaveTats API, making it easy to developers to add SlaveTats support without adding a mod dependency. What this means? For Users: if you have any mod calling this, just keep this installed with SlaveTats and it will work, no need to configure. For Modders:
  24. View File THIS MOD HAS BEEN DISCONTINUED IT WILL NOT BE UPDATED ANY FURTHER HERE. IT WILL BE IN THE FUTURE MERGED INTO "LUSTFULL VOID" DEVELOPED BY LITHIA. Description This is a small modification I made. It adds a custom enclave which my spawn in your empire. Having good relations with them may give you large rewards. BESTIALITY WARNING! This mod concentrates entirely on interactions with the enclave which is made up of "Space Beast" or "Monsters". Finished Features: Short Guide:(Dont read if you want to explore the story yourself) Future Plans: -some random events -a custom hangar bay -more interactions with the enclave Disclaimer: I did not make any of the artworks used for the events. They were all made by their respective artists. If you have Ideas I could include in the mod, any pictures I could use for the events, please contact me, or you might wanna help me in future development please contact me Submitter tarin Submitted 05/13/2018 Category Stellaris Requires stellaris View File
  25. It's often the case that you need to handle a "sensitive" event in some mod code. These events are things like OnHit, OnAnimationEvent, and OnItemAdded. What these events have in common is that in some cases they can be produced in large busts. An event handler that takes too long handling those events can result in an overloaded script system that overflows its stack and gets suspended, with unpleasant results for your game. Another kind of event that exhibits this problem is one generated by a cloak, and it follows that trigger box events can also cause similar overloads. In all cases, the problem is the same, efficient handling of the events. While some will say "don't use cloaks ever", that's a gross over-statement that takes a dogmatic approach to cloaks. Problems have arisen because the pattern shown in the CK cloak tutorial is quite bad, and adding scripts with cloaks is generally a bad idea, but cloaks in general are no worse than any other event that can fire rapidly in bursts - probably less bad than an OnItemAdded running on the player. The central problem with script in these handlers is the basic problem of taking too long to execute. This is caused simply by doing too much in the handler script. Scripts that go off and potentially do heavy work are almost certain to cause an issue unless additional measures are taken. A favorite pattern is the "busy state", which uses Papyrus built-in states to avoid overload. In this pattern, after a successful call to the event handler, additional calls to the handler will do nothing unless the first call has completed. The code looks something like this: This approach is fine is you just want to know the event is being hit by something. It's good for situations like an OnHit event where you want to know the player is being hit in combat, but you don't need to handle every hit, just as many as you can - and the player won't really notice those hits you didn't process. But, quite frequently, the reason you're running an event handler is because you need to get all the events. You really don't want to miss any. This is most likely with an OnItemAdd, where you're looking for a particular item. An appropriate filter is the recommended solution to OnItemAdd performance risks, and that's great if you know exactly what items you are interested in, and the list is small. If the list is huge, or you don't know the items but simply that they have a certain keyword, or came from a certain mod, then filtering is probably unsuitable. Nevertheless, where you can use a filter, that should be your first approach, as filters are very good at reducing the number of event calls, so you don't have to run a lot of code on irrelevant items at all. But let's suppose a filter is not going to cut it. Imagine you are doing what I wanted to do recently, which is to detect every DD key the player obtains. There are now many mods that create their own uniquely flavored DD keys, and so it's not enough just to check for the default DD keys any longer - if it ever was. I could do this... There are no states needed in this case. It's not ... terrible ... the work done in the handler is strictly bounded, and once the _DFKeyFound global gets set, further calls early-out and do nothing. Though, of course, a massive inventory flood coming from emptying Sanguine's chest in SD+, or the prison confiscation chest, or similar, probably wouldn't ever set that value, and the script would run a lot of times. Possibly a couple of hundred times in a single burst - but it's not such a huge script it would bring down your game - it would just take a while to clear. But ... if you then piled more load on top, it might become an issue. So, the above code would probably be ok, but it's still a little worrying. It could be better. We could do less. What is the minimum we could do? One approach could be this: FormListAdd is for all intents instantaneous compared to any Papyrus execution; the cost is entirely dominated by the Papyrus overhead. Somewhere else there is a regular service routine that pulls everything out of the lists and deals with it. How that's done properly is a topic of its own, and I don't want to get stuck in that, so let's just pretend it's easy to iterate over each list and process the items. One list is mostly going to be full of "None". This is the least we could reasonably do in a handler, and it won't miss any items. The down side of this is that we absolutely must service those lists reliably or they will grow without bound, and probably cause a CTD. That is also probably an unacceptable risk. What if the Papyrus servicing the lists fails? Here's the compromise I came up with for DF: In this case, if the list is overflowing, we back off and stop adding - items will be lost - but this is better than creating a massively bloated list that is going to lag in processing anyway. In fact, with a limit of 1000, if we are skipping filling the list, it's almost certainly because the servicing routine has stopped running and is dead. Also, I took a little Papyrus time to determine whether to handle as item or base. This is a less clear-cut whether it's the right approach, but it saves time later in processing the list later, that is for sure. The alternative is to use the approach above and fill two lists (or the same list) with both inputs and discard all the None items later. Another approach is to discard non-uniques, which will filter out all the None items at the point of add - but those calls to StorageUtil are going to start using a bit more CPU if you do that. What's best? You'd need to profile in detail to know. I couldn't be bothered going that far this time. So, there is no straight answer to any problem, and no perfect solution. But sometimes the "busy" state pattern is not going to do what you want, and you need something else. Busy state invariably discards a lot of calls when you get a burst. It maintains performance, but the cost is lots of lost events. States can result in some hierarchic resolution of the state declarations, so they are more costly than they look, but I suspect it's still negligible. The problem is really losing all those calls that you made the handler to catch in the first place. Without detailed profile results it's hard to say exactly what would be the absolute best approach here; but profiling this sort of scenario in a meaningful way is not trivial. I can easily imagine some garbage profile results, but a useful measure might be how often we get a suspended stack.
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