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  1. NCK30 Animations View File New policy going forward - September 23rd, 2023 Any animations done by me will only be made available to those who I consider faithful followers and friends. I am sick of spending days making Blog previews and months making animations. Then just to see 12 measly Endorsements and absolutely no comments. This stops now. Faithful followers are people who have shown at least some interest in my animations. Those that write more than 3 words for 1 year. You know who You are. But I will still mention the people below. ZcKeZcKT (LE) tegarcarien Lestat1627 Zeus94 / Aslan Zacki / Sativa PalmerCZ zzjay Xtudo LamaKreis Shadowman2777 Erynyes (SE) Thor2000 Andy14 Modball (SE) Bullfrye NicoleDragoness Slizer40000 Snook001 (SE) thesteve812 (LE) hana120 (SE) Ebbluminous (SE) Byldozer Pinkfluf Tops34 ercramer69 TnkQV MadMansGun Billyy I have brought this up so many times in different threads. I would never take money from anybody. But I am done wasting my time. Going forward there will be no fancy presentation on my Blog. I will upload some small video or pics and update my pack. I have made a new Private Club. I will be inviting new members ASAP. Future updates will only be available here. I will leave my old files here for new users to download... ------------------------------------------------------------------------- Hi. This will be my first mod ever! - I hope that everything works as intended. My main and only focus will be Human animations. Do not expect multiple updates per month as the process of making animations is very time consuming. The animations themselves are made pretty quickly, but the constant adjustments of the hands, feet and so on are a bitch to get right. More will follow... STICKY 1 : Please read this instead of PM me constantly Version 3.2 is on page 32!!!!! - LE and SE version https://www.loverslab.com/topic/107275-nck30-animations/?do=findComment&comment=3638543 STICKY 2 : These are a instructions for the many questions I have got about what the files are NCK30 Full Body Mod My personal body used in the previews by Annekke Crag-Jumper Data\Meshes\Actors\Character\Character Assets NCK30 Body Textures My personal body textures used in the previews by Annekke Crag-Jumper Data\Textures\Actors\Character\Female NCK30 HDT Files HDT PE files used in the previews by Annekke Crag-Jumper Data\SKSE\Plugins Improved Pregnancy Weights Improved belly weights for BeingFemale pregnancy mod Data\Meshes\Actors\Character\Character Assets Converted armors Armors and Clothes for my body These are placed in the right folders to just replace NCK30 Idle Replacers 5 replacers for Vanilla Skyrim idles - Laydown, Lean on Wall, Lean on Table, Sit on Ledge and Sit Crossed-Legged NCK30 SLAL 3.9 My newest SLAL version for the Skyrim Legendary Edition or LE NCK30 SLAL 3.9 SE My newest SLAL version for the Skyrim Special Edition or SE NCK30 Idle Replacers 1.4 SSE Idle replacers converted to Skyrim Special Edition or SE Human Animations: Ass Masterpiece (Furniture) BeachBall (Furniture) Bedtime Breeding (Invisible Furniture - Perfect allignment in Double Bed when started via Sexlab) Chair 1 (Furniture) Cowgirl 1 Cowgirl 2 Cowgirl 3 Cowgirl 4 Cowgirl 5 Doggy 1 Drunk on Passion (Invisible Furniture) Greek Goddess (Furniture) Full Frontal Hot Tub (Furniture) Massage Madness (Furniture) Missionary 1 Missionary 2 Mount MILF (Furniture) Reverse Cowgirl 1 Romantic Face2Face Shelf 1 (Furniture) Sleazy Rider (Furniture) Standing 1 Standing Cowgirl Sunday Soulmate Table 1 (Furniture) Table 2 (Furniture) Wall Seduction Wild Weekend (Furniture) Idle Animations: Laydown Idle Replacer (Underground Bathhouse, Tundra Springs) Lean On Wall Idle Replacer (Underground Bathhouse, Whiterun and Markarth Jarls Keep) Lean On Table Idle Replacer (Underground Bathhouse, Sleeping Giant Inn and Windhelm Markets) Sit On Ledge Idle Replacer (Underground Bathhouse, Hunter Shack near Dead men's Respite) Sitting Cross-Legged Idle Replacer (Underground Bathhouse, Tundra Springs) - Ingame it's called Sit Down. Installation: Install like any other SLAL pack, Don't forget to run fnis! Previews: See my new blog. Will be updated with all my animations and multiple babes... Recommended mods : - Sexlab Animation Speed Control by h38fh2mf (To speed up and get more Tit bounce) https://www.loverslab.com/topic/48493-sexlab-animation-speed-control/ - vwr Idle Markers (Place idles everywhere - Delete at will if idle spot is wrong) - Perfect for Goma Pero Land https://www.nexusmods.com/skyrim/mods/53902/ - Dovahkiin can Lean Sit Kneel Lay Down and Meditate etc. (You can use invisible idle markers that were only intended for NPC's like "Lean On Table") https://www.nexusmods.com/skyrim/mods/99273 - Instructions for fixing Sexlab "Pure Virtual Function Call" (Together with CTD fix in Sexlab solves all CTD errors when starting animations and You can now scale all actors during animations and they will keep that scale) https://www.loverslab.com/topic/60287-instructions-for-fixing-pure-virtual-function-call-crash/ Credits - Helped so much when I was starting with Max and everything was confusing. - CEO 0S for his guides - pornphile for his rigs and guides - AnubiSs2167 for his advice with Foot IK - Nibbles for his guide and SLAL instructions - Billyy for help with furniture animations - GomaPero for use of AnimObjects Submitter NCK30 Submitted 09/09/2018 Category Animation Requires Sexlab, SLAL, FNIS Special Edition Compatible Yes  
  2. ZaZ HDT Wrist Chain For Zap 8.0 plus View File HDT-Wrist-Chain For The Zap 8.0 Plus-Pack Hello, this is an item, created for the ZAP 8.0+ -pack. By a careful installation it´s ready to work in some few steps! Last some days I answered to a request-thread about a zap-wrist-cuff, as an extension for the well known ankle-ragdoll-chain created by Zaz. And then after some hours I had my first success with the stuff and after a lot of "trimming" and many "trys and errors", I finally got a perfect suiting wrist-cuff to work. This item is using two different new offsets, because otherwise the chain will cut through the body of your actor. So I created a backside- and a frontside animation specially for this new item. If you use a furniture, the animation is at once interrupted and you can see the chain (for sure) clipping with the body. So that´s, why the offset-animations do make sense and prevent the chain against clipping with the skin. A few furniture-animations are suiting quite well to the wrist-chain, others do not. I will try to create some furnitures, that may take full advance for the ankle and wrist-cuffs, looking like the character is "really chained" around a post - this scenario will have it´s test soon. This item brings a lot of joyment together with the ankle-cuff, both are together very decorative and impressive. INSTALLATION: (PATCHINSTALLATION) 1. add the 7z-file as usually to your mod-manager or mod-organizer 2. let the data to overwrite ALL existing files of the last ZAP 8.0 PLUS.... 3. run FNIS and watch for the first 2 offset-animations inside of the zap+ -section inside of the FNIS window, if FNIS has registered them, you will get access to the animations ingame (this is automatically happening by chooing the item from the add-item-menu) 4. start the gameplay and open the MCM menu of the Zaz Animaton Pack.....click onto the "RESTART and CLEAN" - button of that window, close the MCM and go back into the game 5. choose the new item(s) from the add-item-menu 6. Enjoy! If the installation did not succeed, you should be able to deinstall the item with the mod manager as well. I did not test the installation but it should be working:-)) What I will do now???... I will go into the game and never be back...I´ll try to find out, what I can do with it, concerning some new furnitures;-))) p.s.: The items are added to their suiting zap-containers. p.s.: Within the next version of zap 8.0 plus, I´ll have added the dull - metal texture to the HDT wrist chain cuffs too !!! CREDITS: -CANDERES509 (youtube) -ZazChris with his ZaZ HDT Workshop on this page:-)) ...and a lot of hundreds more:-) Permissions: All previous permissions regardless of conditions are hereby rescinded effect (2018/May/20). The content in this upload is not open source or resource material. You may not use my content or derivatives of my content without my expressed permission. Submitter t.ara Submitted 02/07/2018 Category Animation Requires skyrim & zap 8.0 plus Special Edition Compatible No
  3. Estrus Chaurus+ View File All credits go to the original author of this mod, Jbezorg. Since he has taken a hiatus, I will be maintaining this mod for the time being. Thanks to Min for helping to keep the Mod alive by updating it for SL1.5+ Original Mod Description by Jbezorg WHAT DOES THIS MOD DO? Chaurus spit attacks will trigger an Estrus Tentacle attack and impregnation. In roughly 3 days, they Chaurus Eggs will be expelled from the host's body. WHAT CAN YOU DO? If the skeleton supports node scaling the breasts will enlarge during that time. MCM will auto-configure Estrus Chaurus based on your skeleton and it will be available if the skeleton and body mesh supports it. If this is available, you can set how large the breasts will grow. You can set how long the impregnation will last. You can turn on / off impregnation by enabling / disabling the pregnancy option. The tentacle attack will still happen but no impregnation. You can turn on / off the chaurus eggs hatching by enabling / disabling the Chaurus Infestation option. An impregnated NPC will still lay chaurus eggs. They just will not hatch. You can choose to have some residual breast growth. Breast size is not returned fully to the original size. You can remove all impregnation effects from NPCs, Companions & the Player by enabling "Prepare for uninstall" ( this can take a few min. to run). The breast enlargement feature is very experimental. It's very likely to cause CTDs. You can disable this feature in MCM by setting breast growth to "NONE". SOME THINGS TO KEEP IN MIND Don't update to a new version without first enabling "Prepare for Uninstall" and letting it cure everyone. Estrus shout abilities AND THE ESTRUS MOD ITSELF is completely unrelated to this mod. When the pregnancy effect ends: The original breast scale is restored. The victim is removed to the Chaurus Faction ( if still in it ) The perk is removed. [*]Don't save or game wait while the Estrus Tentacle magic effect is active. You'll most likely CTD. Wait a few min. before to allow for the first NiNode update to occur. [*]Breast enlargement and pregnancy will only work on body meshes that support skeletal scaling e.g. TBBP, BBP body meshes. [*]If You don't see MCM updating, use the following console command. setstage SKI_ConfigManagerInstance 1 EC+ Version 4.390 As version 4.390 has major changes to the esp file I do not recommend trying to upgrade - a new game is required For the LE version NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20 onwards For the SE version SKEE and XPMSE are required for pregnancy scaling to work. Thanks to t3h0th3r for providing the updated scaling code! There are three methods by which the EC effect can be applied to the player or a follower: Chaurus spit attacks can trigger tentacle attacks - the chance of attack is configurable via the EC MCM Sexlab scenes involving a Chaurus triggered by another mod (e.g. Sexlab Defeat) EC+ scenes triggered by other mods (e.g. FMEA, Deviously Enchanted Chests, Sexlab Parasites, Deviously Cursed Loot) Chaurus Spit can also trigger Tentacle attacks on non-follower NPCs! At present NPC pregnancies will be lost if you or the NPC changes cell. Updating Updating from version 4.381 to version 4.390 requires a clean save or new game. For Modders Required Mods and Versions Legendary Edition Estrus For Skyrim V2.41r1 (Must be installed but the mod does not have to be activated) Sexlab 1.62 FNIS 6.1+ FNIS Creature Pack 6.1+ SkyUI 5.1 XPMSE 2.80+ Net Immerse Override 3.2.2+ or Racemenu 3.0+ (includes NIO) Special Edition Estrus For Skyrim SE V2.45 (Must be installed but the mod does not have to be activated) Sexlab 1.63 Beta 9+ FNIS 7.6SE + FNIS Creature Pack SE 7.6+ SkyUI 5.2SE XPMSE 4.80+ Racemenu SE 0.4.16+ (includes SKEE - required for pregnancy scaling) Known Issues None - please report any problems (or success) and I will try and sort them. Credits qotsafan for the Sexlab Inflation Framework integration cod osmelmc for the automatic EC animation registration patch Submitter Bane Master Submitted 05/03/2014 Category Combat Sex Requires SexLab , SKSE, FNIS, FNIS Creature Pack, SkyUI, Estrus For Skyrim (Assets only), NIOverrride (LE), SKEE (SE) Special Edition Compatible Yes
  4. Version 3.9

    368,845 downloads

    New policy going forward - September 23rd, 2023 Any animations done by me will only be made available to those who I consider faithful followers and friends. I am sick of spending days making Blog previews and months making animations. Then just to see 12 measly Endorsements and absolutely no comments. This stops now. Faithful followers are people who have shown at least some interest in my animations. Those that write more than 3 words for 1 year. You know who You are. But I will still mention the people below. ZcKeZcKT (LE) tegarcarien Lestat1627 Zeus94 / Aslan Zacki / Sativa PalmerCZ zzjay Xtudo LamaKreis Shadowman2777 Erynyes (SE) Thor2000 Andy14 Modball (SE) Bullfrye NicoleDragoness Slizer40000 Snook001 (SE) thesteve812 (LE) hana120 (SE) Ebbluminous (SE) Byldozer Pinkfluf Tops34 ercramer69 TnkQV MadMansGun Billyy I have brought this up so many times in different threads. I would never take money from anybody. But I am done wasting my time. Going forward there will be no fancy presentation on my Blog. I will upload some small video or pics and update my pack. I have made a new Private Club. I will be inviting new members ASAP. Future updates will only be available here. I will leave my old files here for new users to download... ------------------------------------------------------------------------- Hi. This will be my first mod ever! - I hope that everything works as intended. My main and only focus will be Human animations. Do not expect multiple updates per month as the process of making animations is very time consuming. The animations themselves are made pretty quickly, but the constant adjustments of the hands, feet and so on are a bitch to get right. More will follow... STICKY 1 : Please read this instead of PM me constantly Version 3.2 is on page 32!!!!! - LE and SE version https://www.loverslab.com/topic/107275-nck30-animations/?do=findComment&comment=3638543 STICKY 2 : These are a instructions for the many questions I have got about what the files are NCK30 Full Body Mod My personal body used in the previews by Annekke Crag-Jumper Data\Meshes\Actors\Character\Character Assets NCK30 Body Textures My personal body textures used in the previews by Annekke Crag-Jumper Data\Textures\Actors\Character\Female NCK30 HDT Files HDT PE files used in the previews by Annekke Crag-Jumper Data\SKSE\Plugins Improved Pregnancy Weights Improved belly weights for BeingFemale pregnancy mod Data\Meshes\Actors\Character\Character Assets Converted armors Armors and Clothes for my body These are placed in the right folders to just replace NCK30 Idle Replacers 5 replacers for Vanilla Skyrim idles - Laydown, Lean on Wall, Lean on Table, Sit on Ledge and Sit Crossed-Legged NCK30 SLAL 3.9 My newest SLAL version for the Skyrim Legendary Edition or LE NCK30 SLAL 3.9 SE My newest SLAL version for the Skyrim Special Edition or SE NCK30 Idle Replacers 1.4 SSE Idle replacers converted to Skyrim Special Edition or SE Human Animations: Ass Masterpiece (Furniture) BeachBall (Furniture) Bedtime Breeding (Invisible Furniture - Perfect allignment in Double Bed when started via Sexlab) Chair 1 (Furniture) Cowgirl 1 Cowgirl 2 Cowgirl 3 Cowgirl 4 Cowgirl 5 Doggy 1 Drunk on Passion (Invisible Furniture) Greek Goddess (Furniture) Full Frontal Hot Tub (Furniture) Massage Madness (Furniture) Missionary 1 Missionary 2 Mount MILF (Furniture) Reverse Cowgirl 1 Romantic Face2Face Shelf 1 (Furniture) Sleazy Rider (Furniture) Standing 1 Standing Cowgirl Sunday Soulmate Table 1 (Furniture) Table 2 (Furniture) Wall Seduction Wild Weekend (Furniture) Idle Animations: Laydown Idle Replacer (Underground Bathhouse, Tundra Springs) Lean On Wall Idle Replacer (Underground Bathhouse, Whiterun and Markarth Jarls Keep) Lean On Table Idle Replacer (Underground Bathhouse, Sleeping Giant Inn and Windhelm Markets) Sit On Ledge Idle Replacer (Underground Bathhouse, Hunter Shack near Dead men's Respite) Sitting Cross-Legged Idle Replacer (Underground Bathhouse, Tundra Springs) - Ingame it's called Sit Down. Installation: Install like any other SLAL pack, Don't forget to run fnis! Previews: See my new blog. Will be updated with all my animations and multiple babes... Recommended mods : - Sexlab Animation Speed Control by h38fh2mf (To speed up and get more Tit bounce) https://www.loverslab.com/topic/48493-sexlab-animation-speed-control/ - vwr Idle Markers (Place idles everywhere - Delete at will if idle spot is wrong) - Perfect for Goma Pero Land https://www.nexusmods.com/skyrim/mods/53902/ - Dovahkiin can Lean Sit Kneel Lay Down and Meditate etc. (You can use invisible idle markers that were only intended for NPC's like "Lean On Table") https://www.nexusmods.com/skyrim/mods/99273 - Instructions for fixing Sexlab "Pure Virtual Function Call" (Together with CTD fix in Sexlab solves all CTD errors when starting animations and You can now scale all actors during animations and they will keep that scale) https://www.loverslab.com/topic/60287-instructions-for-fixing-pure-virtual-function-call-crash/ Credits - Helped so much when I was starting with Max and everything was confusing. - CEO 0S for his guides - pornphile for his rigs and guides - AnubiSs2167 for his advice with Foot IK - Nibbles for his guide and SLAL instructions - Billyy for help with furniture animations - GomaPero for use of AnimObjects
  5. TLDR version: If you want to switch 2 or more profiles in Mod Organizer, each with mods requiring both fnis and nemesis, you may probably have to regenerate fnis/nemesis every time you switch profile or you may get T-pose. To avoid that, you will need to install separate/duplicated copies of fnis/nemesis, not just their outputs, for multiple MO profiles. Install one copy of fnis/nemesis for each profile and treat them as separate mods. It means you need to dedicate a separate or duplicate copy of fnis/nemesis mod folder with its executable tool and its output folder to each MO profile. The long version: Years ago when there was only fnis in oldrim, I found some instructions/comments on using duplicate copies of fnis in multiple Mod Organizer profiles to get rid of the need to run fnis again upon profile switch. I remembered if I didn't use duplicate copies of fnis folders, I would T-pose when I switched to another profile in old mod organizer for skyrim LE even though I used separate fnis output folders for each profile. Recently, I had to build a new PC. So I decided to move onto 64bit skyrim AE on the new PC, starting again from scratch with all SE/AE mods. I wanted to set up two MO2 profiles again so that I can use different sets of mods, all of which require fnis/nemesis. I know we could do it with fnis but I wasn't sure about nemesis which was new to me or even about using both fnis and nemesis for each profile. Most of my google/reddit searches about nemesis turned up with conflicting information on running multiple MO2 profiles, basically with people saying nemesis has to be regenerated every time you use a different profile. Thankfully I found [LE/SE] Guide on using Nemesis alongside FNIS here on LL so I learned how to use both in one profile. So I went ahead to try the same method of using duplicate copies to both fnis/nemesis for multiple profiles and it worked. I thought I would share my experience. The example situation for using two MO2 profiles: in profile 1, you may want to set up all basic mods for your main playthrough including bathing, dancing, SL frameworks and basic OStimNG mods. Then in profile 2 you might like to set up with all profile 1's mods plus additional adult playthrough mods such as SL quest mods and OStimNG gameplay mods that you might want to try sometime but also want to keep out of your main save. Multiple profiles are also useful if you want to play conflicting mods with custom anims back and forth just by switching between profiles. I'll list general procedure to set up both fnis and nemesis in two MO2 profiles so that you can just switch profiles back and forth and play right away without having to regenerate every time you switch profiles. If you only use nemesis, it'll be simpler and the general procedure should still work. (1) Install 2 copies of FNIS and Nemesis program/mod folders, preferably using profile name as part of mod names for easier identification. So there will be 2 copies each for fnis and nemesis mod folders. One way to do this is when you download fnis/nemesis, duplicate the installer/zip files and rename them using your profile name as part of the new name. Then install both copies of fnis and nemesis as separate mods to MO2. For example: in MO2, you may install "FNIS behavior 7.6 for profile 1", "FNIS behavior 7.6 for profile 2", "Nemesis Unltd Behav Eng for profile 1", "Nemesis Unltd Behav Eng for profile 2" as four separate mods. Note: You only need one copy of FNIS creature pack, the one that you keep it on all the time following [LE/SE] Guide on using Nemesis alongside FNIS. We will also keep it on for both profiles. (2) You also need 2 copies of output mod folders each for fnis and nemesis (example, "FNIS output for profile 1", "FNIS output for profile 2", "Nemesis output for profile 1", "Nemesis output for profile 2"). For now, you can just create empty folders under MO2's mod folder and restart MO2 so that they show up as mods. You can later set up in your executable list of MO2 to force fnis/nemesis to generate their output directly into those empty output mod folders instead of inside overwrite folder. Or if you prefer, you can just let it output to overwrite folder and create a mod from it but remember to name it for specific profile. (3) After both copies of fnis/nemesis and their output folders are installed, add 4 exec files shortcut to MO2 executable list (under Mod Organizer 2 > Tools > Executables) and give it different names preferably using profile name. Example, when you add one of the fnis, give name like "Generate FNIS for user for profile 1", then choose the executable file in "FNIS behavior 7.6 for profile 1\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe". When you add "Generate FNIS for user for profile 2" executable shortcut to MO, choose the executable file in "FNIS behavior 7.6 for profile 2\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe". Do the same for nemesis (add Nemesis Unlimited Behav Engine for profile 1 executable with path to "Nemesis Unltd Behav Eng for profile 1\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe" and add Nemesis Unlimited Behav Engine for profile 2 executable pointing to "Nemesis Unltd Behav Eng for profile 2\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe") (4) Run fnis/nemesis for profile 1. First, switch to profile 1 in MO2 and turn on the mods you want to use in that profile. Follow the instructions of [LE/SE] Guide on using Nemesis alongside FNIS to run both fnis and nemesis together for one profile, probably starting from step 8 of that guide because you already installed fnis/nemesis (2 copies in fact) and set up four executable to MO. But it won't hurt to read earlier steps to verify what you did. If you are using OStimNG together with Sexlab creatures, read my Final Note near the end about how I disable OStimNG mods while I run fnis to avoid fnis warnings. While following [LE/SE] Guide on using Nemesis alongside FNIS, make sure to tick the correct fnis/nemesis mods and their outputs for profile 1. Example, tick "FNIS behavior 7.6 for profile 1" and "FNIS output for profile 1". Then keep following that guide and turn on "Nemesis Unltd Behav Eng for profile 1" and "Nemesis output for profile 1" at appropriate step. Keep the other copy of fnis/nemesis for profile 2 disabled (untick "FNIS behavior 7.6 for profile 2", "FNIS output for profile 2", "Nemesis Unlimited Behav Engine for profile 2", "Nemesis output for profile 2") while you works on profile 1. After you finish following that guide and set up for profile 1, play the game and see if everything work in profile 1. (5) Run fnis/nemesis for profile 2. In MO2, switch to profile 2 and enable different or additional set of mods that you want to keep separate from profile 1, disable fnis/nemesis and their outputs for profile 1 (untick "FNIS behavior 7.6 for profile 1", "FNIS output for profile 1", "Nemesis Unltd Behav Eng for profile 1", "Nemesis output for profile 1"). Follow [LE/SE] Guide on using Nemesis alongside FNIS again and turn on the fnis/nemesis/their outputs for profile 2 at appropirate steps. Basically, everything is the same as what you did for profile 1 except you will be using ("FNIS behavior 7.6 for profile 2", "FNIS output for profile 2", "Nemesis Unlimited Behav Engine for profile 2", "Nemesis output for profile 2") while keeping fnis/nemesis/output for profile 1 disabled. Play the game to see if everything work in profile 2. Now when you switch profile, you won't get T-pose nor will you need to run fnis/nemesis again. Just switch profile in MO2 and play different save right away with different mods. But of course, you will need to run fnis/nemesis again if you later want to add more mods requiring fnis/nemesis to either profile. But in that case, you only need to run the correct fnis/nemesis for that specific profile where you add more mods with additional custom anims that normally require fnis/nemesis. Additional Tips: Set nemesis executable files in both copies of nemesis to run in windows 7 compatibility mode. It will prevent nemesis from crashing before completion. Also increase maximum numbers of anims for DAR and Nemesis in their ini files (SKSE\plugins\DynamicAnimationReplacer.ini and your two profiles' nemesis folders\Nemesis_Engine\nemesis.ini). I did 32k (or 0x7D00 in hex) for DAR and 60k for Nemesis because I have a lot of conditional and PCEA DAR folders. Remember to increase it in both copies of nemesis for your two profiles. I don't know about OAR or its limit as it wasn't available while I was modding. Final Note: I use both SL creature and OStimNG at the same time and that was my reason for using both fnis and nemesis. I follow [LE/SE] Guide on using Nemesis alongside FNIS. But I turn off OStims related animations mods (or any non-creature mod that specifically requires nemesis) while running FNIS to avoid fnis warnings and turn them back on before I run nemesis. My profile 1 has all the regular gameplay mods as well as basic SL/SLAL framework and basic OStimNG related mods so that I only need to edit/export/select the anims and settings once and forget about them. Then my profile 2 has all profile 1 mods plus additional SL/Ostim gameplay mods, the ones to fool around but not to keep in my main save such as Thief, SL Solutions, Babo dialogue, Dealing with sexual daedra, OStim Lovers, etc. By using separate/duplicate copy of fnis and nemesis for each profile (mods as well as outputs), I can switch profiles to play without the need to run fnis/nemesis every time. I can also install mods recklessly in profile 2 without worry about ruining my main save because I use separate disposable saves for that profile and I can just switch back to profile 1 whenever I feel like continuing my main game. I hope this is not confusing. I've attached screenshots of my two profiles and MO's executable list for reference. If there is already similar guide here on LL, feel free to delete my post as I don't search LL forum often and thus not sure if this is common knowledge.
  6. New to modding. Tried installing a few mods with custom animations, and I think I hit a snag somewhere there. Now all characters are stuck in a permenent t-pose. Kind of feel defeated after I thought I successfully went through the whole list of troubleshooting. If anyone can help, I'd greatly appreciate it T^T Here's the log of FNIS Output: FNIS Behavior V7.6 10/28/2023 12:28:34 AM Skyrim SE 64bit: 1.6.640.0 - C:\program files (x86)\steam\steamapps\common\Skyrim Special Edition\ (Steam) >>Warning: \character\character assets female\skeleton_female.hkx not Skyrim SE compatible<< >>Warning: \character\character assets\skeleton.hkx not Skyrim SE compatible<< Skeleton(hkx) female: XPMS2HDT (126 bones) male: XPMS2HDT (126 bones) Patch: "SKELETON Arm Fix" Reading Babo bigguy V1.0 ... Reading Babo Creature V1.0 ... Reading Babo Human V1.0 ... Reading Babo Zaz Standalone V1.0 ... Reading DD V4.0.0 ... Reading DD2 V4.0.0 ... Reading DD3 V4.1.0 ... Reading DDC V1.2 ... Reading DDSL V4.0.0 ... Reading Defeat V5 ... Reading FNISBase V7.6 ... Reading FNISCreatureVersion V7.0 ... Reading HCOSBestiality V1.0 ... Reading HCOSVore V1.0 ... Reading MoreNastyCritters V1.0 ... >>Warning: \character\behaviors\FNIS_Necro_Behavior.hkx not Skyrim SE compatible<< Reading Necro V1.6 ... Reading SexLab V1.64 ... Reading SexLab_Aroused_Creatures V1.0 ... Reading SexLabAP V1.64 ... Reading SexLabAroused V2.9 ... Reading SexLabCreature V1.64 ... Reading SRBCreatures V1.0 ... >>Warning: \character\behaviors\FNIS_XPMSE_Behavior.hkx not Skyrim SE compatible<< Reading XPMSE V7.2 ... Reading ZaZAnimationPack V7.00 ... All Anim Lists scanned. Generating Behavior Files... Alternate Animation mods: 4 sets: 41 total groups: 194 added file slots: 1499 alternate files: 1245 Create Creature Behaviors ... Reading HCOSWildlife V1.0 ... Reading MoreNastyCritters V1.0 ... Reading Babo Creature V1.0 ... Reading HCOSBestiality V1.0 ... Reading SexLabCreature V1.63 ... Reading HCOSVore V1.0 ... Reading Necro V?.? ... Reading SRBCreatures V1.0 ... Reading SexLab_Aroused_Creatures V1.0 ... 5871 animations for 24 mods successfully included (character). 2600 animations for 9 mods and 44 creatures successfully included.. 4 Warning(s).
  7. Her Boner's - A Transsexual Inn... View File First of all, Please do not compare this project with great mods like The Animal Mansion, CPU's Cum Shot Brothel , migal's Bathing Beauties. or Beefcake Luxury Suite (BBLS) , Andragon's Underground Bathhouse and Paradise Valley , and/or any other best inns, taverns, bards, followers... I just tried to do what I could. It's an inn next to Whiterun... Walk-through: After you start the game and go outside, a courier gives the "Her Boner's" brochure. Read it. Then, select the quest. So, "Her Boner's" becomes targeted. In the map, select Her Boner's. Fast Travel... Go in... Mission accomplished. Here you are... Her Boner's 2023.05.06.7z You can download it from MEGA. Here is the link: https://mega.nz/file/L4NCwATA#_58PmxrV_ghwECnJwMLpXyiIAP4VTWSMfNv-63jDyGM or from MediaFire: https://www.mediafire.com/file/a17eyy7hqyrr1sw/Her+Boner's+2023.05.06.7z/file Requirements: Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) SOS - Schlongs of Skyrim Sexlab Aroused (or Sexlab Aroused Redux) RaceMenu 3.44+ OR NetImmerse 3.44+ PS: NetImmerse Override Standalone (Included with RaceMenu 2.0 and greater) NiOverride High Heels - NIOVHH Fixes HDT Physics Extensions Fores New Idles in Skyrim - FNIS To avoid cacophony of bards' songs and the Inn's songs that play together at the same time, you need: Silence The Bards There are two files: Silence The Bards - Instruments Silence The Bards - Voices Install both of them. Suggested mods: To remove the barking sound, this mod worked for me: Better Dogs - Silence No More Stupid Dog Comments Why do they humiliate such a beautiful creature by saying "Stupid Dog"? So, that mod removes that comments. PS: Please, do not forget add the requirements of the required mods. New HDT-PE Update Info: About "BHUNP - HDT-PE .xml Files.7z": It includes: "BHUNP Personal HDT-PE xml Setups" files that you can get from BHUNP (UUNP Next Generation) LE. Incompatibility: Unfortunately, there is one. 360 Pack for the Female Player V7.1.2 It's the optional file of "FNIS Sexy Move". When the PC moves forward/backward/left/right, there is stretching on the new body's anus part. I couldn't understand why it happens. If you don't use/uninstall "360 Pack", you won't get this problem. If you know any alternative and/or better animation pack than "360 Pack", please share. Credits & Thanks: ------------------------------------------------------ Some notes: --------------------------------------- Some Infos, Some Bugs, Some Solutions... --------------------------------------- General Infos & Features: ------------------------- Have Fun... & & & ... Thanks, Nehaberlan... Submitter nehaberlan Submitted 04/02/2023 Category Sexual Content Requires Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2), SOS - Schlongs of Skyrim, Sexlab Aroused, RaceMenu 3.44+ OR NetImmerse 3.44+, FNIS, Silence The Bards, NiOverride High Heels - NIOVHH Fixes, HDT Physics Extensions Special Edition Compatible No
  8. Version W.I.P.

    2,293 downloads

    First of all, Please do not compare this project with great mods like The Animal Mansion, CPU's Cum Shot Brothel , migal's Bathing Beauties. or Beefcake Luxury Suite (BBLS) , Andragon's Underground Bathhouse and Paradise Valley , and/or any other best inns, taverns, bards, followers... I just tried to do what I could. It's an inn next to Whiterun... Walk-through: After you start the game and go outside, a courier gives the "Her Boner's" brochure. Read it. Then, select the quest. So, "Her Boner's" becomes targeted. In the map, select Her Boner's. Fast Travel... Go in... Mission accomplished. Here you are... Her Boner's 2023.05.06.7z You can download it from MEGA. Here is the link: https://mega.nz/file/L4NCwATA#_58PmxrV_ghwECnJwMLpXyiIAP4VTWSMfNv-63jDyGM or from MediaFire: https://www.mediafire.com/file/a17eyy7hqyrr1sw/Her+Boner's+2023.05.06.7z/file Requirements: Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) SOS - Schlongs of Skyrim Sexlab Aroused (or Sexlab Aroused Redux) RaceMenu 3.44+ OR NetImmerse 3.44+ PS: NetImmerse Override Standalone (Included with RaceMenu 2.0 and greater) NiOverride High Heels - NIOVHH Fixes HDT Physics Extensions Fores New Idles in Skyrim - FNIS To avoid cacophony of bards' songs and the Inn's songs that play together at the same time, you need: Silence The Bards There are two files: Silence The Bards - Instruments Silence The Bards - Voices Install both of them. Suggested mods: To remove the barking sound, this mod worked for me: Better Dogs - Silence No More Stupid Dog Comments Why do they humiliate such a beautiful creature by saying "Stupid Dog"? So, that mod removes that comments. PS: Please, do not forget add the requirements of the required mods. New HDT-PE Update Info: About "BHUNP - HDT-PE .xml Files.7z": It includes: "BHUNP Personal HDT-PE xml Setups" files that you can get from BHUNP (UUNP Next Generation) LE. Incompatibility: Unfortunately, there is one. 360 Pack for the Female Player V7.1.2 It's the optional file of "FNIS Sexy Move". When the PC moves forward/backward/left/right, there is stretching on the new body's anus part. I couldn't understand why it happens. If you don't use/uninstall "360 Pack", you won't get this problem. If you know any alternative and/or better animation pack than "360 Pack", please share. Credits & Thanks: ------------------------------------------------------ Some notes: --------------------------------------- Some Infos, Some Bugs, Some Solutions... --------------------------------------- General Infos & Features: ------------------------- Have Fun... & & & ... Thanks, Nehaberlan...
  9. Disclaimer: The provided guide can already be found by carefully browsing through the forum or using google. I'm creating this post to centralize all the "best practice" ways of using both animation frameworks together. ________________ Here's an in depth guide, assuming you use "Mod Organizer 2". If you don't, nothing prevents you from following these steps, but I can't guarantee that it'll work. Step 1: Install FNIS, FNIS creature pack and Nemesis. Enable "FNIS creature pack" and leave it enabled permanently. You'll never need to disable FNIS creature pack ever. Keep both "FNIS" and "Nemesis" disabled. Step 2: Create two folders, one named "FNIS Output" and the other "Nemesis Output". Step 3: Activate both "FNIS Output" and "Nemesis Output". Leave both FNIS and Nemesis disabled, for now. Step 4: Open up MO2, click on the dropdown list at the top right (next to "Run") and click Edit... Step 5: Add an executable using "Add from file" and go find FNIS's executable (should be in "\mods\Fores New Idles in Skyrim SE - FNIS SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe") Step 6: Check "Create files in mod instead of overwrite", open up the dropdown list at the right of the option and find "FNIS Output". Click Apply. Step 7: Repeat steps 4 to steps 6 with Nemesis instead of FNIS (should be in "\mods\Nemesis.Unlimited.Behavior.Engine.v0.84-beta\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe"). You've now properly installed both FNIS and Nemesis. Nemesis Output should overwrite everything from FNIS Output and FNIS creature (even though there shouldn't be anything from Nemesis overriding the creature animations), meaning you should assign a higher priority to Nemesis Output (if you don't know what this means, 0 is the lowest priority, 99999 is a very high priority. If FNIS Output has a priority value of "10", Nemesis Output should then have a priority above "10"). In order to run both FNIS and Nemesis, you need to carefully follow these steps: Step 8: Enable both "FNIS" and "FNIS Output". Disable "Nemesis" and "Nemesis Output". Step 9: Run FNIS. Step 10: Disable FNIS only. "FNIS Output" must stay enabled. Step 11: Enable both "Nemesis" and "Nemesis Output". Step 12: Open Nemesis. Step 14: Everytime you install or remove animations, you'll need to click on "Update Engine" first. Once it is done, you can then click on "Launch Nemesis Engine". Step 15: Nemesis will take a little while and will inform you once it is done. The big bar in the center isn't a progress bar but it shows how many animations you're using. You'll have to wait until a message pops up, showing how much time the process took. Step 16: Keep "FNIS Output", "Nemesis" and "Nemesis Output" enabled. "FNIS" is the only mod that should be disabled. Nemesis will create a FNIS patch for the animations it couldn't process. If you look through the list of esp, you should find a new "FNIS.esp" (generated inside "Nemesis output"). It must be enabled. You'll only need to run FNIS when you install / remove creature animations. If you keep adding or removing human animations, you will never need to run FNIS again. You will always need to run Nemesis (using steps 8 to 16) after running FNIS. If you're using SLAL and run a lot of animations, you'll have to raise a value in the config. It is located at "\mods\Nemesis.Unlimited.Behavior.Engine.v0.84-beta\Nemesis_Engine\nemesis.ini". You'll need to set "MaxAnimations" to something like 30000. Warning though, Nemesis is said to become unstabled above 30000 (or even 25000) animations. I'm currently sitting at 22000 animations with a mix of both SLAL animations and (Dynamic Animation Replacers) DAR, but I haven't found any gamebreaking bug. If you're using DAR, when you first load the game, your character can t-pose for what seems to be a minute, and only while idling. This is normal and will go away until you restart the game. Did you notice that I skipped a step? ________________ Edit: I could have sworn they used to work, but Draugr (and because of that, skeletons) and falmers will not have any animation during SL scenes. I'm trying to find a way to make them work. Edit 2: So it's been a while, and I have narrowed down a list of mods that will break draugr and skeleton animations. - For some reasons, Billy's SLAL animations break draugr and skeleton when using Nemesis. I'm not too sure how though, but I was sometimes able to make them work with Billy's animations, and some other time they wouldn't work at all after removing Billy's animations and (what I think is) carefully rebuilding FNIS and Nemesis. - zxlice's mods, specifically "Backstab and Parry" and "hitStop". Again, I was able to have draugr and skeleton animations working while trying out different mod combinations and Nemesis patches (with either or both "Backstab and Parry" and "hitStop" enabled), but they would eventually break. - Combat Gameplay Overhaul is a big definitive no. Contrary to Billy's and Zxlice's mods, I was never able to get draugr and skeleton animations to work with this mod enabled (with or without the nemesis patch). Honorable mention: - Character Behaviors Enhanced: Doesn't seem to break draugr and falmers, but will break some devious device or toys animations on occasion, but only visually. Should be safe-ish. I'm still trying out new ways to make everything work, notably by completely deleting the mesh folder from "Nemesis - Output" before rebuilding it, or leaving FNIS and FNIS - Output while running Nemesis. I'll be sure to update this post whenever I get one of those mods to behave correctly with creature animations, but it's safe to say that Nemesis has been abandonned by its author so creature support is not likely going to happen within Nemesis anytime soon. Nemesis is on github tho, anyone skilled enough could fork it and unofficially maintain it. I know I won't.
  10. I downloaded a bunch of animation packs the other day, and by the end I was at around 10k animations. I deleted some packs that I was no longer using, and had to downgrade one to an older version to fix a bug, but when I deleted the new version, and installed the older version, my FNIS shot up to max capacity. If anything it should have been lower, since it had less content. Even after deleting some other packs to make space, I am still at nearly 19k animations. I should be around 10k again with everything that I removed. Is there any way I can delete any residual animation data that FNIS might be detecting? I have a massive mod list that I have spent months working on, so deleting the entire mod list and starting from scratch is not an option for me. I know I can boost the animation limit, but that is not solving the issue at hand, and will probably compound into a bigger headache later. Any help in figuring this out would be massively appreciated. I have not found anything remotely helpful searching online. I'm using Vortex, and have both FNIS and Nemisis btw.
  11. Hello everyone. Before sending me to another topic, hear me out. I did search far and wide for answers, I found some, but they were too complicated for me since I am a noob at moding and english isn't my mothertongue. The problem: The creature pack doesn't work. I have the lastest version of Fores New Idles for Skyrim SE. It works, except the creature pack. I downloaded it but FNIS doesn't seems to "see" it. The name in the FNIS is the same as Fores New Idles for Skyrim SE. The only time I get the pack to be seen by FNIS is when I take an old version (the 6th one). The problem with the 6th one is the dragonborn assert his dominance in T-POSING. To sums up everything: FNIS Creature Pack SE 7.6: not seen FNIS Creature Pack SE 6.0: T-pose Why do I need the pack to work? For the animations. I see nothing, the creatures doesn't react, there is no animations. For exemple, when I get kidnapped by creature, they just stand by and do nothing. It eventually ends, but there is nothing in between. Here's the complete log of FNIS. And a picture of what I'm trying to explain. Thanks for your time everyone! 😆
  12. Sorry for the long post (the spoilers are kinda long on my screen) So have about 24344-25060 animations on Nemesis and around 19000 in FNIS. I run FNIS first and then Nemesis, update engine and launch it. I don't know why the mod amount changes, it might be Nemesis not reading or reading multiple times. Basicly i just run it, it runs for a bit and after it reaches 99%, nothing. It just stays like that for an eternity. It was running fine but it just decided to do this. I downloaded some stuff and now it doesn't complete it. Here's what it looks like in the end: And what it says (all of it): Now i suspect something about the hkxcmd.exe It wasn't about this i guess. Here's what FNIS looks like on TASK MANAGER As you can see it uses hkxcmd, and it keeps opening new ones or this one stays open idk. But it's just there 'till FNIS is done. Now when i run Nemesis on the other hand It boots up like 5-3-1 hkxcmd.exe and here's the thing, not only does it boot up more than one (might be normal idk) All hkxcmd's shut down by the time Nemesis reaches 95% and it just loads to 99% without any hkxcmd This might be normal i just wanted to point it out. ZaZ is suspicious too, it sometimes reads it and sometimes shows 400~ animations missing from ZaZ. And it's the last thing Nemesis seem to load (well it's actually alphabetic but idk) So yeah that's it, someone PLEASE help me. I've been at this for like 5 hours i can't find a fix. Again, sorry for the long post (it's long with the spoilers) just wanted to provide any info i can, if you need more just say the word please help. Edit 1: I used to run it through MO2, i deleted that and put the folder manually in Data. When i run it manually it doesn't load any anims which is normal. But even when i set the location to normal Skyrim directory Nemesis instead of Mod Organizer's folder and then run it through MO2 it still shows like a lot of anims and checkable boxes for like True Directional Movement which doesn't show up when i start it manually in Skyrim folder.
  13. So as title says, I'm having issues with Devious Devices! The Devices are shown on PC, but they cause no effect! Armbinders (cuffs) and the legs cuffs do not restrain my PC at all, movement still working as normal, I've run FNIS, Bodyslide, I've tried lots of things trying to make it work, but, no sucess. I got no idea whats wrong can anyone give a help? My load order (I guess), the plugins from Vortex... If other info is needed please just tell me. PS: When I first started the game and received the first Device (arms and legs cuffs) some mensage about "device settings .json" shown up and vanished along the mensages "arms cuffs", "legs cuffs" been added to inventory... I don't know if its relevant, but since that, even when I apply devices in other saves no mensage pops up... So far, only arm and legs cuffs don't seems to work, all else, gags, plugs, piercings, blindfolds, are working just fine... Can anyone help? Please?! I apologize for any miswritting...
  14. When I use generateFNISforusers.exe, I get this text: you use a mod manager, run FNIS from its list of supported tools.<< Skyrim SE 64bit: ??.??.?? - C:\skyrim\steamapps\common\Skyrim Special Edition\ (Steam) >>Warning: Expected generator path: C:\skyrim\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users not found<< Skeleton(hkx) female: Default (99 bones) male: Default (99 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V7.6 ... All Anim Lists scanned. Generating Behavior Files... No GENDER directory male No GENDER directory female Creature Pack not installed 0 animations for 1 mods successfully included (character). 2 Warning(s). But I have installed the creature pack in MO2. Why doesn't FNIS recognize this? (Also what do the gender directories mean)?
  15. XP32 Maximum Skeleton (Special) Extended - XPMS(S)E View File XPMSE\XPMSSE (also on Nexus(SK)\Nexus(SSE)) Warning: Do not delete the skeleton_female.hkx Description "XP32 Maximum Skeleton Extended" is a completely redone version of "XP32 Maximum Skeleton - XPMS" by xp32, for the "HDT Physics Extension" and "HDT Skinned Mesh Physics" and provides ingame customization features. Requirement (are installed BEFORE and nothing overwrites XPMSE) Two list of requirements for XPMSE one for people using Racemenu and one for people using Enchance Character Edit\Vanilla General: SKSE 1.7.3 or newer Fores New Idles in Skyrim 7.2 or newer RaceMenu users: RaceMenu 3.4.5 or newer Enchance Character Edit\Vanilla users: NetImmerse Override Standalone 3.4.4 or newer Installation Use a Mod Manager: Either Moder Organizer or NMM\Vortex work. Uninstallation (completely): - (RaceMenu) Set all XPMSE related sliders in RaceMenu and MCM to default - Press uninstall in your mod manager for XPMSE. Skeleton Body and Physics Support: - Breast and Butt Physics [bBP] - Tender Breast and Butt Physics [TBBP] - HDT Physics Extension [HDT-PE] - HDT Skinned Mesh Physics [HDT-SMP] Mods compatible: - Aesthetic Bolt Quiver - CITRUS - Deadly Mutilation - Dual Sheath Redux - Enderal - Flimsy Ragdolls (included in XPMSE) - HDT Dragon Tails - HDT Equipment (Well Fitted option only) - Nipple Magic (included style option and animations recommended) - Realistic Ragdolls & Force (included in XPMSE) - SAM - Shape Atlas for Men - SOS - Schlongs of Skyrim - The Joy of Perspective - UN7B Mods compatible without support: - Enchance Character Edit (Comes with it's own XPMSE skeleton) Mods completely unsupported: - HDT Equipment (everyone option), that includes mods including everyone option features in their HDT Physics extension xmls this includes: HDT equipment v0.2 everyone breast fix HDT Equipment V0.2 for Everone with Belly and Collision XPMSE Plugin XPMSE RaceMenu: - Weapon styles, moving weapons ingame - Scale\Position\Rotation sliders - Body related sliders - SOS\SAM related sliders - Female specific related sliders - Beast race specific related sliders - Third and first Person scaling - Extensible Follower Framework 4 compatible XPMSE MCM: - Weapon styles, moving weapons ingame - Iinformation tab with debug information XPMSE Weapons: Scale Module: - Fixes weapon scale problems with the game for females, thanks Bethesda, good job! - Compatible with weapon scale edits in Racemenu - Disabled withEnchance Character Edit for compatitibility reasons Style Module: - Manages styles for player and non-Player characters - Manages Arrows\Bolts, Bows\Crossbow, Greatswords\Battleaxe\Warhammer and Magic styles dynamically for fixing visual issues and seperating shared nodes - Manages animation switching for styles, such animations are Arrows Draw, Bow Equip, Idle and Attack, Greatswords\Battleaxe\Warhammer Equip and Magic Attack, Cast, Concentration, Cast, Idle, Movement and Sprint - Enchance Character Edit supported XPMSE Lib: - Adds common functions for modders to use/copy from, like skeleton checks or manipuilation Styles (Weapon Positions) List Axe: 0: Default 1: Reversed Axes by Groovtama 2: Axes on Back by Groovtama Sword: 0: Default 1: 1-Handed Swords on Back by xp32 2: SWP 1-Handed Swords on Back by Metal-Gear-Rex 3: FSM Swords turned edge up by fushimi 4: Dual Swords on left waist by Ayame 5: No More Dangling Swords by Akakus Dagger: 0: Default 1: Daggers on Back Hip by xp32 2: Daggers on the Ankles by Metal-Gear-Rex Two-Handed (Greatsword and Battleaxe\Warhammer): 0: Default 1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex 2: FSM Two-Handed turned and on waist by fushimi Bow: 0: Default 1: Frostfall Bow by Chesko 2: Reversed Better Bows by Messes With Wolves 3: FSM Turn Bow by fushimi Arrow Quiver: 0: Default 1: Frostfall Quiver by Chesko 2: Frostfall Quiver by xp32 Crossbow: 0: Default 1: Frostfall Bow by Chesko Bolt Quiver: 0: Default 1: Frostfall Quiver by Chesko 2: Left Hip Bolt by xp32 3: Experimental Hip Bolt by xp32 4: Aesthetic Bolt Quiver by IsharaMeradin Magic: 0: Default 1: Nipple Magic by ElPsyCongroo Shout: 0: Default 1: Schlong Shout by ElPsyCongroo Endorse those mod authors, show your support! Modders\Animators Section New XPMSE 2.1 Rig txt and behaviour files: Resource These are compatible with the Modders Resource at XP32 Maximum Skeleton - XPMS and with Skeleton Controller Rig. Fully Backwards compatible. Do not use the Modders Resource at XP32 Maximum Skeleton - XPMS and with Skeleton Controller Rig for skinning. How 2 make tails compatible with the XPMSE tail position sliders: 1. Open the tail mesh into nifskope 2. Replace the following node names with the new ones - "NPC Pelvis [Pelv]" => "Tail" - "NPC Spine [spn0]" => "NPC Tail Spine [spn0]" - "NPC L Thigh [LThg]" => "NPC Tail L Thigh [LThg]" - "NPC R Thigh [RThg]" => "NPC Tail R Thigh [RThg]" 3. Save the tail mesh FNIS Bone numbers (this has nothing to do with the skeleton): - XPMSE HDT rig: 115 (4.51) or 126 (4.6+) Bones - XPMSE BBP rig: 129 (4.51) or 156 (4.6+) Bones - XPMS Fallback rig: 242 Bones Bone naming and prefix schema: Nodes for meshes and havok animations NPC => Mesh bones HDT Physic exclusive HDT => exclusive HDT Motion bones XPMSE feature exclusive nodes Submitter Groovtama Submitted 01/22/2014 Category HDT Physics Requires SKSE 1.7.3 or newer, Fores New Idles in Skyrim 7.2 or newer, RaceMenu 3.4.5 or newer\NetImmerse Override Standalone 3.4.4 or newer Special Edition Compatible Yes
  16. TaraUltimateFurniturePack [2017.07.27] View File Tara Ultimate Furniture Pack This furniture release is created for all of you, who like to play skyrim with BD / SM content. People who do not understand or do not like stuff like this should not be here and better leave the page. The contence is more BD - orientated and can be activated within other master-mods to become SM-stuff. That depends on the fact, what you like to play. This mod is use-able as a "resource for modders" , made for people who are writing quest - mods, or it can simply be played without any other dependencies. In future I´ll use this stuff inside of my personal mods as usually. This mod got actually an intergration for all "Maria Eden" Gamers and I am very happy about that: Please "keep your eyes" on the Maria Eden Pro.- release 2.5 !! Dependencies: none, you only need ("Skyrim") Guide and Intro: For all Gamers, who do not have access to the modding-world, I created an area to play with, that is integrated completely inside of the sky rim world. If you do not like to wait and if you want to test the stuff: ALL FURNITURES ARE AROUND THE RIVERWOOD AREA WITH FULL ACCESS PLAYABLE in and around the "Lost Secret Castle". This is on the map and you can use FAST TRAVEL to reach the area at once. A big Bridge is leading to an old small house in the cliffs of the river, and there you are ! A huge area with over 200 furnitures is awaiting you. Beneath that stuff, I created a bunch of new Cages and some very individual stuff. I payed Attention to create more fine and suiting textures for the wood and for the metal. And I hope you will be injoying that! WARNIGS----------------------------------------------------------------------------------------------------------------------------------------------------------------- The whole area inside the castle is not NAVMESHED and ONLY for the gamer! NPS´s won´t coordinate / orientate there and for now it will stay as is. Guide for the modders: Please USE ONLY the furnitures, who are listed inside of the creation kit. IF YOU TRY TO USE nifs that are not connected to the Creation Kit, you may cause game-crashes or CTD´s. The reason for that is, that some nifs are under developpement. Let me please bring the stuff up into CK, then you can go on. This would be nice to prevent nonsence and texture issures... -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What You get: You get lot of new furnitures with new animations and alternative animations. If you use a furniture twice, it may happen, that you get into a different pose (Animation) because some furnitures are "multi-Animation"- furnitures. I did this to prevent a "stereotype" gameplay. (For this feature, you please use ZEP, Zaz Extension Pack -by zaira: this is needed to see the alternative animations of version 1.01 and 1.2) You should experiment with different textures to change the outlook of your furnitures. Don´t forget to rename them, to Keep the original furniture as a base model. If you want "leopardy-style", you can create "leopard gibbets" - texture-names point to their furniture origin, and so on. If you prefer more darker Wood, I made 3 different textures or it...from light to dark. Please have a look on it and feel free to do experiments with this feature. One of the main Job here, has been the texture-changes for the gibbets: now the UV-mapping is like "vanilla" again and you can use every texture on gibbets, beginning from Wood and ending with the originally texture. I specially was trying to find textures for glas and we have quite fine results. I created again a lot of cages/gibbets with doors and this time, I really had a luck with all my workarounds. I´m really happy to be able to offer this stuff, because it´s quite close looking like vanilla and like originally "SKYRIM". For the gibbet textures, I prepared also the original vanilla barrel-iron textures who are available now also for gibbets and straight iron bars. You can use this textures on every gibbet, on my created jail set and straight iron bars and of course on the custom made cages "bird´s cage", "disco-cage", "big cage" and so on. The new colored bed-textures can be used on every noble bed-furniture. CK coordinator how to find the stuff... activators....some wheels for the furniture with wheel use (garrote, rack, torture rack)..and a round water plate activators...gibbet lifts with examples inside the cell, they need to be started by different levers and/ or trigger weapons....2 irons for branding (one "3" and other one named "slave") armor......shield: the "nimbus5000"..will be animated in next updates quest......tfp main quest animated objects...a bunch of different AO´s for different animations texturesets...everything with: tfpTSet...to be used a a variation for the standard... doors.....a lot of new doors, most of time they are customized to be set into their suiting static object, incl. 2 gallow-traps furniture.....all the tfp-prenamed furnitures, there should be 200 and some doubled, as a dark version (racks and garrote): are created as simple furniture and also as "torture machines" with wheels (activators)) movablestatic...the waterbondage sign static....all the static clutter that is made for gallows, water bondage, cages which need doors, pyre setup, bed pillow, rain water barrel, wells, sagophargus for the wall and so on... keywords....tfpKW .... Credits: -MEP-Team , "nameless701" and "zaira" (for the continuous support and their patience and 100% teamwork) -FNIS / FORE (FNIS) -Pornphile (Animation rig) -BRUMBECK (SMIMM-textures) -ZaZ and XaZ (Zaz Animation Pack) -Ousnius & Caliente (for the possibility to play such a "superhot-tight"-"caliente" Body) -Groovetama (SKELETON) -Nosdregamon (scripts, and spending a lot of "exotic" furnitures) -BETHESDA -HALO POSES (30poses), (Chris) [ not yet integrated inside V.0.0 and also not in V.1.0 and not in 1.0.1 and not in V.1.2 ] -all others who I did not list here-please forgive me -Vincenza -all the visitors and interesting and interested people, who came and visited all the last month and weeks my thread-thank you for your patience ! Permissions: All previous permissions regardless of conditions are hereby rescinded effect (2018/May/20). The content in this upload is not open source or resource material. You may not use my content or derivatives of my content without my expressed permission. Submitter t.ara Submitted 06/06/2017 Category Modders Resources Requires Skyrim & Skyrim Update Special Edition Compatible
  17. I've been modding Skyrim for years, and though I loathe getting into individual file editing, I can do it if I have to. I do make simple patches, merge patches, bashed, etc. I've got several Sexlab mods in and working. I've some across several animations I don't care for. I am also at ~17K animations in Nemesis, and haven't added any sexlab combat or creature mods yet. I fear I am going to hit that (21K?) limit. Questions: 1. I only want dog, wolf, and werewolf creature anims. Do creature anims that process through FNIS count against the Nemesis total? Is there a way to pick and choose which animations get installed somewhere in the several mods needed to make creature sex work? Preferable outside of MCM, before those anims get counted in either FNIS or Nemesis? 2. If I unselect an animation from either ZAZ or SL Anims in MCM, does that preclude them from getting counted next time I run Nemesis? If not, how might I remove them completely from what Nemesis processes and what sexlab uses? (I'm talking whole catagories here: Foot sex, pony, titfucking . . . in other situations I want similar anims from one pack over another) 3. Due to my characters stature, many animations do not line up well. I tried the automatic resizing option in sexlab, but found the result jarring as hell. If I want to edit individual animations to fit my character, will those changes be applied globally? If I save alignment changes to an NPC character, will that apply also to that NPC vs other NPC animations? 4. How is the editing best done? should I set the animation time for each stage to be as long as possible, and edit the animation as it plays? 5. When animations play, there is this whole bizarre dance the actors go through, I am assuming it's to line them up correctly for the animation. It's kind of unnerving. Is there a way to avoid this, other than fading to black before the scene start? I would like to say, for new users, IMO 90% of the information I've been after is here, on this site, in text, waiting to be read. I'm a big fan of not expecting the mod community to do all of the thinking for me, and get the frustration that arises from the same questions over and over. I know this is a lot, but if it means anything, I've gotten quite a Sexlab modlist going, and appearing thus far to all be in working order. This is attributed entirely to the vast information available about the process, the mods, and from the mod makers and users on this site. The sexlab community does itself tremendous credit, I think, in providing information and support, and I want to thank you all for that.
  18. FNIS XXXXL Patch View File Hello everyone, have you ever reach the animation limit after installing lots of SexLab animations? Even FNIS XXL with support of 32000 animations cannot satisfy you? Always hit the Error 2026: Too many animations when running FNIS? Here is a solution. What does this patch do: Increases the animation count limit of FNIS to 131071. I think the limit should be enough for all the users? If you just need more, post me and maybe I will create another even larger patch. Remove the FNIS 2000 limit on animations from single mod. @numen13 mentioned that this may makes FNIS work with other Nemesis mods like Animated Eating Redux SE / MCO. (You will still need Nemesis, just overwrite FNIS output with Nemesis output, but FNIS will no longer crash) Hard Requirement: FNIS 7.6 XXL SE Soft Requirement: This patch only increases the limit of FNIS itself, you may need other patches to increase the animation count limit of Skyrim and SexLab. For Skyrim: The existing patches include SSE Engine Fixes and Animation Limit Crash Fix SSE. For Skyrim LE users, even more patches are needed. Read this article to understand what patches you will need. For SexLab: SexLab Utility Plus increses the SexLab animation limit from 1000 to 1250, while SexLab sslAnimationSlots 2000 provides even more capacity. Usage: Since I cannot redistribute the modified FNIS as Fore has announced, so the provided file is only a binary patch. You will need a bsdiff/bspatch tool to apply the patch file on GenerateFNISForUsers.exe from FNIS 7.6 XXL SE. If you don't know what I'm talking about, just google bsdiff/bspatch. These bsdiff/bspatch tools should be easy to install under any Linux systems, as for Windows, some prebuilt binary can also be found on the Internet. How to tell if you success: Check the MD5 checksum: The MD5 checksum of the patched exe should be 6292e3f8e7f2da87773f8de3325bbdda, just provided here for checking. If you meet any unexpected behavior, check the checksum first! Check the FNIS title, see the screenshots comparison. As for LE support: This patch should also work for FNIS XXL LE, but you may need more patches and find replacement of patches mentioned. Again, read this article to understand what patches you will need. Some recommended methods to reduce FNIS animations: It is said that more FNIS animations lead to less stability. So before using this patch, try to reduce the FNIS animations first. These methods include: Remove some SexLab animations, which is obvious but hard for people like me. 😭 Remove vanilla animations come with SexLab, which is hardly used. The mod SL Default Animation Remover already do this for you. Using replacement animations mod not depending on FNIS. I usually prefer to DAR mods instead of FNIS mods, which is faster and more stable. This topic provide a method to convert some of Devious Devices animations to DAR animations, which reduces FNIS animations a lot. Some distinguishments: FNIS animations is not simply equal to SexLab animations. In fact, FNIS animations usually > SexLab animations + combat animations (such as PCA) + Poses + ... SexLab animations usually consists of multiple stages and multiple actors, every actor in every stage is a FNIS animation. So 1000 SexLab animations reaching SexLab limit is usually far beyond the FNIS limit. Credit: All the amazing FNIS tools are created by Fore, and only the patch file is created by myself. It's free to make any non-commercial use of the patch file without my permissions. As for the FNIS tools, you will need the permissions from Fore. Submitter Ricardo-Evans Submitted 01/25/2023 Category Other Requires FNIS SE XXL Regular Edition Compatible No  
  19. ok I am trying to re-set up my Skyrim SE game once again, but FNIS is giving me issues .. I have already made sure I am using the latest SE versions of the mods but this one has me stumped. Any help would be greatly appreciated thank you in advance Here is my FNIS report when I update the behavior: FNIS Behavior V7.6 XXL 5/20/2023 3:44:23 PM Skyrim SE 64bit: 1.5.97.0 - I:\Steam\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (126 bones) male: XPMS2HDT (126 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading Anubs Creature V1.0 ... ChAnims:640 CTD:3.7% pOpt:0.8% Reading Anubs Futa V1.0 ... ChAnims:72 CTD:0.4% pOpt:0.1% Reading Anubs Human V1.0 ... ChAnims:1221 CTD:7.1% pOpt:1.6% Reading DD V4.0.0 ... ChAnims:740(588) CTD:13.1% pOpt:1.1% Reading DD2 V4.0.0 ... ChAnims:374(374) CTD:10.7% pOpt:0.0% Reading DD3 V4.1.0 ... ChAnims:119(119) CTD:2.9% pOpt:0.0% Reading DDC V1.2 ... ChAnims:58 CTD:0.4% pOpt:0.2% Reading DDSL V4.0.0 ... ChAnims:410 CTD:2.8% pOpt:0.9% Reading FNISBase V7.6 ... ChAnims:0 CTD:0.0% pOpt:0.0% Reading FNISCreatureVersion V7.0 ... ChAnims:0 CTD:0.0% pOpt:0.0% Reading FNISSpells V5.0.1 ... ChAnims:94 CTD:1.2% pOpt:0.6% Reading Hoamaii_SkyrimKiss V?.? ... ChAnims:12 CTD:0.2% pOpt:0.1% Reading SexLab V1.63 ... ChAnims:882 CTD:5.6% pOpt:1.5% Reading SexLabAP V1.63 ... ChAnims:142 CTD:0.9% pOpt:0.2% >>Warning: \character\behaviors\FNIS_SexLabCreature_Behavior.hkx not Skyrim SE compatible<< Reading SexLabCreature V1.0 ... ChAnims:169 CTD:1.1% pOpt:0.3% Reading Toys V2.6 ... ChAnims:494(226) CTD:6.5% pOpt:0.4% Reading TStory V2.34 ... ChAnims:204 CTD:1.3% pOpt:0.4% Reading WildLife V1.2 ... ChAnims:35 CTD:0.2% pOpt:0.1% Reading XPMSE V7.2 ... ChAnims:164(164) CTD:2.2% pOpt:0.0% Reading ZaZAnimationPack V7.00 ... ChAnims:829 CTD:3.6% pOpt:0.0% All Anim Lists scanned. Generating Behavior Files... No GENDER directory male No GENDER directory female Alternate Animation mods: 5 sets: 55 total groups: 230 added file slots: 1781 alternate files: 1471 Create Creature Behaviors ... Reading Anubs Creature V1.0 ... Reading SexLabCreature V1.0 ... Reading WildLife V1.0 ... 6659 animations for 20 mods successfully included (character). ChAnims: 6659 CTD:60.8% pOpt:8.3% max: 10949 LC: 15911 (max. 26162) 1128 animations for 3 mods and 27 creatures successfully included.. 1 Warning(s).
  20. For some reason, even after a complete clean reinstall of Skyrim with a complete reinstall of SKSE and mods, sexlab's animations don't work and the actors just stand inside each other. I have moved XP32 Skeleton to the lowest possible place in the load order, I have tried to reset animation registry, JSON, etc. Nothing seems to work. I am not over the 20000 animation limit but rather close to it. I have tried all fixes I have seen online but none worked so far. Someone please tell me what I need to do. Fnis Log: https://pastebin.com/3xpiZPEX Load order (generated by Vortex): Plugins.txt generated by Vortex
  21. I switched back to LE and wanted to use CGO so I had installed nemesis but then my character was t posing and none of the animations were working. So I uninstalled it and went back to fnis and the problem still persists. I have never encountered this problem had the t posing problem before but it was usually me forgetting to run fnis, I ran fnis this time and just kept checking and unchecking patches to see if anything could make my character move(walk, run, atk, etc) but nothing worked. I reinstalled the skeleton and that did not work either. I ran loot but I doubt that would fix my problems, it did not give me any errors. I am not aware of any other skeletons that I have installed. These are the only animations mods I have otherwise not in the load order: https://www.nexusmods.com/skyrim/mods/105731 https://www.nexusmods.com/skyrim/mods/105577 https://www.nexusmods.com/skyrim/mods/105473 the description of these mods says that nemesis is recommended but not necessary sense it replaces vanilla animations (I have used these mod in the past with no problems in SE and LE) LOAD ORDER: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 RaceCompatibility.esm 7 7 Schlongs of Skyrim - Core.esm 8 8 SexLab.esm 9 9 SexLabAroused.esm 10 a ZaZAnimationPack.esm 11 b hdtHighHeel.esm 12 c Heels Sound.esm 13 d High Poly Head.esm 14 e HighResTexturePack01.esp 15 f HighResTexturePack02.esp 16 10 HighResTexturePack03.esp 17 11 Unofficial High Resolution Patch.esp 18 12 UIExtensions.esp 19 13 immersive roads.esp 20 14 RealisticWaterTwo.esp 21 15 Summermyst - Enchantments of Skyrim.esp 22 16 aMidianBorn_ContentAddon.esp 23 17 Relationship Dialogue Overhaul.esp 24 18 Breezehome_Fully_Upgradable.esp 25 19 ZIA_Complete Pack.esp 26 1a SMIM-Merged-All.esp 27 1b RealisticWaterTwo - Legendary.esp 28 1c ethereal_elven_overhaul.esp 29 1d FGCLeviathanAxe.esp 30 1e UFO - Dawnguard AddOn.esp 31 1f UFO - Heartfire AddOn.esp 32 20 UFO - Ultimate Follower Overhaul.esp 33 21 Arcanum.esp 34 22 ShieldOfBerantand_Eng.esp 35 23 CCO - Permanent Birthsigns.esp 36 24 Skyrim Flora Overhaul.esp 37 25 Convenient Horses.esp 38 26 Skyrim Horses Renewal.esp 39 27 BD UUNP Armor and cloth replacer.esp 40 28 Better Claws And Gauntlets.esp 41 29 Sacrosanct - Vampires of Skyrim.esp 42 2a RaceCompatibilityUSKPOverride.esp 43 2b SOSRaceMenu.esp 44 2c XPMSE.esp 45 2d DSer360MovementBehavior.esp 46 2e Conditional Expressions.esp 47 2f SkyUI.esp 48 30 RaceMenu.esp 49 31 RaceMenuPlugin.esp 50 32 MainMenu.esp 51 33 3PCO.esp 52 34 RaceMenuMorphsUUNP.esp 53 35 dD - Enhanced Blood Main.esp 54 36 dD-Dragonborn-Dawnguard-EBT Patch.esp 55 37 dD-Larger Splatter Size.esp 56 38 Growl - Werebeasts of Skyrim.esp 57 39 BHUNP3BBB.esp 58 3a RaceMenuMorphsBHUNP.esp 59 3b BD-UUNP Dragonborn armor clothes replacer.esp 60 3c BD UUNP Dawnguard armor and cloth replacer.esp 61 3d Unique Uniques.esp 62 3e PAN_BlackBriar.esp 63 3f PAN_Frea.esp 64 40 PAN_Initiates.esp 65 41 PAN_NPCs.esp 66 42 PAN_NPCs_DB.esp 67 43 PAN_NPCs_DG.esp 68 44 PAN_NPCs_Males.esp 69 45 PAN_Serana.esp 70 46 PAN_Shieldsisters.esp 71 47 PAN_Valerica.esp 72 48 PAN_WarriorWomen.esp 73 49 DovahBlingJewelryReplacer.esp 74 4a ExtraLevelPerks.esp 75 4b Quests Award Perk Points.esp 76 4c Character Creation Overhaul.esp 77 4d CCO - Diverse Races And Genders.esp 78 4e CCO - Dynamic Skill Progression.esp 79 4f CCO - Oblivion Carry Weights.esp 80 50 BarenziahQuestMarkers.esp 81 51 More Draconic Dragon Aspect - Powered Edition.esp 82 52 Animated Dragon Wings.esp 83 53 More Draconic Dragon Aspect - Wings and Tail.esp 84 54 Acquisitive Soul Gems.esp 85 55 Dovah Nord Weapons.esp 86 56 Shields of Jorrvaskr by Hothtrooper44.esp 87 57 Shields_Of_Glory.esp 88 58 HDTPhysicsWeaponSling.esp 89 59 BeautifulHousecarls.esp 90 5a RenegadeAxe_ENG.esp 91 5b ThievesGuildDagger_ENG.esp 92 5c Dual Sheath Redux.esp 93 5d DiverseDragonsCollection3.esp 94 5e UltimateDragons.esp 95 5f UltimateCombat.esp 96 60 12FemaleBrows.esp 97 61 Smooth Argonians.esp 98 62 VanillaArgoniansRedux.esp 99 63 ArgonianFins.esp 100 64 RDO - UFO v1.2i Patch.esp 101 65 RDO - USLEEP Patch.esp 102 66 Schlongs of Skyrim.esp 103 67 SOS - VectorPlexus Muscular Addon.esp 104 68 SOS - B3lisario UNP Addon.esp 105 69 dc-mana-tanks-000.esp 106 6a SexLab Romance.esp 107 6b FreyaFollower.esp 108 6c sr_FillHerUp.esp 109 6d FloppySOS.esp 110 6e Elven Minigiantess.esp 111 6f Amame_follower.esp 112 70 Triumvirate - Mage Archetypes.esp 113 71 NecroBladeNew_Eng.esp 114 72 Imperious - Races of Skyrim.esp 115 73 BikiniMaidenFull.esp 116 74 Imperial Centurion Battle Dress Evolution.esp 117 75 Missives.esp 118 76 FrostkeeperShield_ENG.esp 119 77 ancientstaff.esp 120 78 Sulfuras The Reclaimed Hand - Johnskyrim.esp 121 79 VelinarsAverter_ENG.esp 122 7a Doomhammer - Johnskyrim.esp 123 7b iNeed.esp 124 7c Regreses Star Cloth.esp 125 7d FGCHagsBreathDagger.esp 126 7e Equipping Overhaul.esp 127 7f vMYC_MeetYourCharacters.esp 128 80 Granite Maul - Johnskyrim.esp 129 81 MaceOfTheInsolent.esp 130 82 Jinxxed Followers - Hachishaku.esp 131 83 Anchor - Johnskyrim.esp 132 84 Iban's Staff - Johnskyrim.esp 133 85 Faction Crossbows.esp 134 86 TulliusDagger_Eng.esp 135 87 Black Thief.esp 136 88 NathalieFollower.esp 137 89 Minel and Ranel.esp 138 8a PAN_LethalLadies.esp 139 8b Hamakaze.esp 140 8c Jinxxed Followers - Wayoko the Summoner.esp 141 8d Jinxxed Followers - Isabelle of Anvil.esp 142 8e Jinxxed Followers - Sidney Dreadmore.esp 143 8f [Odd] Grand Scarlet Kunoichi.esp 144 90 [RyanReos] High Priestess.esp 145 91 Alinor follower.esp 146 92 Ashi&Bella.esp 147 93 BlackBunny.esp 148 94 BlackHoleChan.esp 149 95 Santia.esp 150 96 PrettyKhajiit.esp 151 97 FabLookEyes.esp 152 98 Quirk Eyes.esp 153 99 Farah.esp 154 9a Magni Follower.esp 155 9b KS Hairdos - HDT.esp 156 9c [Dint999] KSH's HDT.esp 157 9d MeridaHair.esp 158 9e SOS - ERF Horse Penis Redux Addon.esp 159 9f SOS - ERF Horse Penis Redux No Balls Addon.esp 160 a0 zzArmormashups.esp 161 a1 BRB_BeastRaceBodypaints.esp 162 a2 BarbarianPaints.esp 163 a3 BFCB_Beauti-Full_Clothing_Bodypaints.esp 164 a4 CommunityOverlays1_0T30.esp 165 a5 CommunityOverlays2_31T50.esp 166 a6 CommunityOverlays3.esp 167 a7 FMS_FemaleMakeupSuite.esp 168 a8 Lupine_YyvengarBodypaints.esp 169 a9 Lupine_ZiovendianBodypaints.esp 170 aa SBP_SimpleBellyPaints.esp 171 ab SFO_SkinFeatureOverlays.esp 172 ac VWA_VanillaWarpaintsAbsolution.esp 173 ad WNB_WeatheredNordicBodypaints.esp 174 ae SOS Addon.esp 175 af FNIS.esp 176 b0 chfshPlayerVoicesets.esp 177 b1 Ordinator - Perks of Skyrim.esp 178 b2 Open Cities Skyrim.esp 179 b3 Alternate Start - Live Another Life.esp 180 b4 Dual Sheath Redux Patch.esp I use MO2 btw
  22. I've got two profiles that I'm actively using in SSE -- one with SexLab and one with FlowerGirls. Both run fine, but I'm finding something odd when switching between them. If I don't run FNIS again every time I switch back and forth, all the characters T-pose. I have separate FNIS Files mods for the two profiles, so they shouldn't be using the same files at any time. And FNIS is dumping the aa2 & PCEA2 pex files in the correct directory each time. (I have Generate FNIS set up to create files in mod rather than overwrite under Modify Executables in MO2.) But clearly something else is getting updated, or overwritten, when I launch the game. Anyone know what those other files might be, and if there's a way I can separate those by profile as well? The two profiles shouldn't be affecting each other: they're using different body mods, entirely different animation schemes, and so on. But something is persistent, and I can't figure out what it is. I can keep doing this every time I switch profiles: I'm not proud...or tired. But it feels like something that should be fixable, so I want to fix it.
  23. I think i got everything right, i have every requirement and every right mod, but when i load the save my character and also npcs are all in T pose, i runned fnis multiple times, in the right way, i did create an fnis output folder from overwrite after running fnis. I used loot to sort plugins and used wrye bash. Maybe u guys can tell me what can be causing this.
  24. Alright, I'm very very VERY new to modding. Like practically a baby, and for some reason I cannot get FNIS to work at all. It doesn't show any Patches even though I have quite a few animation mods installed, and only displays this: Error 2001 Application-defined or object-defined error. And then an error message pops up saying this: Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Object reference not set to an instance of an object. Then it has a drop down error labeled Details, which says this: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at GenerateFNISforUsers.FNIScommon1.FNIScommon.LogOutput(String LogText, Boolean ToTextBox, Boolean Newline) at GenerateFNISforUsers.FNIScommon1.FNIScommon.WriteError() at GenerateFNISforUsers.GenerateFNISUsers.Main() at GenerateFNISforUsers.GenerateFNISUsers.Button1_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- GenerateFNISforUsers Assembly Version: 7.6.0.0 Win32 Version: 7.6.0.0 CodeBase: file:///C:/Users/smste/OneDrive/Desktop/GenerateFNISforUsers.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 14.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.ServiceProcess Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.ServiceProcess/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.ServiceProcess.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. and then FNIS will just go blank with nothing even in the top window .......................................so if anyone knows what the frick is going on with FNIS and would send some instructions on how to fix it my way, it'd be greatly appreciated! PLEASE, I'M BEGGING SOMEONE TO HELP ME CAUSE I'M WAY IN OVER MY HEAD AND HAVE NO IDEA WHAT I'M DOING
  25. I read somewhere that enderal will work with sexlab, but it has to be done with Nexus Mod Manager. Is that the only mod Manager it can be done with? NMM is a pain in the ass when it comes to installing ANY mod, all of them seem to go straight to unassigned and I'm not certain how to categorize things like FNIS. Has anyone got it to work with anything other than NMM?
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