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  • Belgique francophone : Wallonie's Bienvenue à tout les nouveaux membres!
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Categories

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  • CYBERPUNK 2077's Mods

Blogs

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  • Chaisy Occasionally Thinks Aloud
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  • [Screenshots] My Gay furry skyrim world.
  • A Perilous Province
  • The Blog Noone Wanted
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  • 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
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  • HOW TO FIX???
  • 「A HUGE SHIP IS APPROACHING!!」
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  • A Bard's Dreams
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  • Mirror's Broken, Please Evacuate!
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  • Argonian and Imperial walks into the bar
  • s Blog
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  • Skyrim Stories: Sirrae
  • Johnny's Corner
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  • Conglomerate
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  • banlu's Blog
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  • Honey Posts
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  • Dr. Frankensteins Load Order Laboratory (LOL)
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  • Need Help with loading order.
  • test
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  • D.D.'s Domain
  • Slaverim : On the making of a new Slaverun
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  • The Many Lives To Toy With
  • sims 4 gaming
  • Character Sheets & Bios
  • Isabel Marant Boots,2013 Isabel Marant,Isabel Marant Sandal
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  • Skyrim Porn Stories
  • How thigs turned out like THAT!???
  • Jerbsinator's Boob Blog
  • Rose66
  • Image Dump
  • Devious Stories
  • I just wanted to share some screenshots!
  • Sabielin's Blog
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  • Tammie's (and other peoples') Adventures
  • IkariPlays: Beyond Skyrim - Bruma
  • Sexy Night Elves
  • Video Idea Test
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  • Brellfellows' Blog
  • The Melody of Frozen Trees
  • Shout Like a Virgin 8.0 SE - Beta Testing
  • 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
  • Find Fuck Your Girl Friend
  • Papyrus Stack Dumps
  • Jess's Fallout 4
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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
  • Skin Fixes !
  • Modslave's Darkroom
  • Fallout 4 Mods
  • Help required
  • Den Sims
  • 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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  • Conan Exiles - Paula
  • BMOM - Build My Own Mod(s) - my shipyard
  • Skyrim Mods & More
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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
  • Ballin' Matt
  • Working On The Slave Trade
  • Bang it out
  • Blazingsai's Character Bios
  • Kimberly Skyrim Animations
  • Foxtrot's Blog of Boobs
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  • Bloode Castle
  • Naughty By Nature
  • Kaitolenkagmine's Conversions
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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
  • Nylon Encasement + Screenarchery
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  • Modding and Roleplay with Nerio
  • Skyrim porn request pls
  • First lovers lab post ( Feat. my Skyrim character)
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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
  • Skyrim Sex and Magic
  • Bugs, Boobs, and Brainstorming
  • B0LT's screenshot dump
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  • Fallout4. Adventures Of Ichiro.
  • Dragonborn Stories (frosted Edition)
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  • ~ Deathstalker's Dojo
  • Otylia Antan's Chronicle
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  • Victoria K.'s
  • need help with body mod
  • Skyrim Picturebooks
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  1. Basics for making OKW work STEP 1 You need framework for modding the sims 3. That means you install a folder called "mods" (You can find a premade one here). In this folder you will find 3 things; 2 new folders called "overrides" and "packages", and a .cfg file. The .cfg file should look something like this: Priority 500 PackedFile "Packages/*.package" PackedFile "Packages/*/*.package" PackedFile "Packages/*/*/*.package" PackedFile "Packages/*/*/*/*.package" PackedFile "Packages/*/*/*/*/*.package" Priority 1000 PackedFile "Overrides/*.package" PackedFile "Overrides/*/*.package" PackedFile "Overrides/*/*/*.package" PackedFile "Overrides/*/*/*/*.package" PackedFile "Overrides/*/*/*/*/*.package" If you have never modded the sims 3 before read here Make a backup!! Seriously! OKW is a WIP (Work in Progress). Making a backup makes it possible to go back to your previous game, if or when something goes wrong! Already have a backup but want to try out new mods in an ongoing game? Now go find your sims3 framework folder ("mods" > "packages"). At my computer it is found here: Libraries/Documents/Electronic Arts/ sims 3/mods/packages. I always make a shortcut to this folder, so that i have easy access to it whenever I want to add/remove packages. This is where you put the files you need for Onikis Kinkyworld. I prefer to make my own folders for different kind of mods, to keep it all organized and tidy. STEP 2 The files you need to download for your game: BODY: Bodywithadultparts nude clothing adult skin. I also recommend using the 3Dmap here. It is not conflicting with bodymesh or default skins! (I use nipples+penis+abdominal muscle v3 for male and nipples+vulva for female): http://mahamudosim3x...d7d24873a76dc4f List of files in my "mods" > "Packages" > "Body" folder Screens of my BODY folder-files: You might also want a No censor for nudity-mod KINKYWORLD: The Kinkyworld: http://www.loverslab...ed-27-may-2015/ OKW videos:http://www.loverslab.com/topic/53780-sims3-kinkyworld-tv-complete-guide-and-package/ OKW-folder should look like this: ANIMATIONS: Amra72 animations: http://www.loverslab...is-kinky-world/ L666 animations ( Choose the ones for kinkyworld) : http://www.loverslab...nimated-woohoo/ The masters KW animations(again-choose the ones for KW): http://www.loverslab.com/topic/41458-sims-3-the-masters-sex-animations-for-animated-woohoo-and-kinky-world/ Mike24 animations:http://www.loverslab.com/topic/54718-the-sims-3-mike24-animations-for-animated-wohoo-and-kinky-world-update-1712/ MaryJane animations:http://www.loverslab.com/topic/73534-wipmaryjanes-animations-for-okw-update13817-new-animations/ K69 animations:http://www.loverslab.com/topic/76250-the-sims-3wipk69-animations-for-kinky-world/ ANIMATIONS-folder looks like this if you downloaded all of them: Animations needs to be registered with KW ingame. When you start your game you might have to wait a bit before you get a KW-message. KW is a big mod so be patient. Once you have gotten the KW-message you can click your sim and find KinkyWorld>Settings>Woohoo>Packages. Some of the animations are automatically registered but not all. you need to register every animationpack one by one by typing them in, and then wait for it to be registered: KinkyWorldMasteranimations KW_L666_Animations KW_L666_Kinky_Animations KW_L666_RapeBdsm_Animations KW_Amra72_Animations KW_mike24_classics KW_mike24_lesbians KW_mike24_pets KW_K69_Animations KW_MaryJane_Animations Accessory/objects needed for certain animations: gloryholegate animations. Download WTWgloryholegate at halloftorque and put it in a fence: http://www.ladymoiraine.com/index.php?/forums/topic/3607-whosthewhat-sims-3-mm-sex-animations-18/ For animations with car you might want a better car(not needed, but very nice):http://www.loverslab.com/topic/60178-kinky-world-custom-cars/ For animations with bondageframe: http://www.sexysims.info/download.php?t=174813 Whip for L666`s new whipping animations:http://www.mediafire.com/download/g56y6yk6p1yrq4u/SV+Accessory+whip.rar For animations for trainingdummy ,massagetable and sauna you will need the EP. STEP 3 DONE! Now it`s time to try your game. Once in game you might have to wait a bit before your KW starts up. Be patient. eventuelly there will be a KW message popping up, and you can then click your sim and find a kinkyworld option. Choose your preferred settings, and remember to register your animations(some of them register automatically, but not all). I recommend reading the KW-wiki to better get to know what this mod does and how you can change the settings to your preferred gamestyle. KW-wiki can be found here:http://onikikay-kinkyworld.wikia.com/wiki/Oniki_Kay's_Kinky_World_Wikia If something is not working you might also be helped by checking KW-FAQ or by searching Oniki`s KW thread for whatever. KW-FAQ:http://www.loverslab.com/topic/61984-sims-3-onikis-kinkyworld-faq/ KW-topic:http://www.loverslab.com/topic/43249-sims3wip-kinkyworld-v036-updated-22-aug-2017/ Want More ? Anything unclear, links not working etc. Don`t hesitate to say so in the comments or pm me. GOOD LUCK!
  2. Last Update: 28 Jul 2021 Updateinfo: in this post / Updatehistory Threadmap 1. Overview 2. Modlist 3. Installation - Recommended Settings 4. Screenshots (separate page) 5. Troubleshooting 6. Tips and Tricks - Start up 7. Downloads Who this guide is for. I've watched quite a few videos on Youtube and some of them look fantastic. But most of the time you simply don't get a complete list of what they actually use or have to watch a dozen or so (*cough* 275 *cough* MxR *cough*) to get a hint of what they might use and then they might switch mods at any time. So this here is my complete list and i've added a few screenshots and there is a video showcase that is very close (there are only minor differences) to my guide. I recommend to take a look there first so you'll know what to expect if you follow this guide. My goal is to get a beautiful game which is fun and, although it is a FRPG, as realistic as possible without punishing you for playing it. So you'll find no skimpy outfits (aka Bikinis in a snowstorm), overly gothified fantasy weapons and armor which are totally useless in reality (i replaced those as much as possible), and none of the punishing survival mods. What i did crank up is the difficulty via MorrowLoot and 'Deadly Wenches'. Higher tier weapons and armor are much harder to get and the enemies are no walk in the park anymore. Assas- sinating the leader of the Silverhand is no easy feat (i did it at lvl. 15 while he was lvl 28, but it took me some sweet time and he got me at least a dozen times). Your first hour in a dungeon (incl. a few mistakes a new adventurer might make): But the beauty of it is that you can still adapt the list to what you like. I'm just trying to give you a solid base where you can add the things you like (or remove the ones you don't). See 'Nothing is carved in stone' in post #6. A big 'Thank you' to all the modders out there! The game wouldn't be as good as it is now without you guys and gals! Don't forget to either endorse the mods you use or give the authors a 'thumbs up' here at LL. And, if you like my work, you can support me on Patreon. Most of the time i will be here anyway, so that one is for those of you that want to support me with all the work on this guide (better said providing me with a steady supply of much needed coffee and cookies 😋). Happy to disappoint in this regard: Other games: Fallout 4 for Beginners Can be ignored...
  3. Absolute Beginner's Guide Making modifications to Sims 3 garments Actual Modifications to the Sims3pack/Package Adding Stencils & Overlays This document is intended to get your feet wet with TRSW by Creating and applying a Stencil using your Graphics’ Editor. It does not attempt to show mesh alterations. It is designed for the Absolute Beginner. Who would like to make a unique creation but not get into the nuts & bolts of the Mesh. You will need: 1. TSRW: found at https://www.thesimsresource.com/workshop/ 2. Graphics Editor: https://www.gimp.org/downloads/ What you DO NOT Need: 3. Sims3Pack File Generate Tool: For converting to and from Sims3pack.https://modthesims.info/d/473766/sims3pack-file-generate-tool-package-to-sims3pack-8-27-2012-update-to-v1-4-1-36.html 4. Meshing Toolkit: Not needed. For fixing this on Mesh https://modthesims.info/d/481950/meshing-toolkit-version-1-4-9-uploaded-12-20-2018.html 5. A 3D mesh Editor like Milkshape or Blender. Your Graphics Editor needs the ability to save as a DDS file so look for a Plug-in if it doesn’t. If you’re the average person – you don’t change much on EA or CC garments, except what Color Channels are offered in CAS to change the Pattern. There is no way to move or change the pattern size in CAS. In the last installment I showed how to add a color channel on a standard 3-color channel garment and how to scale the pattern and position to a particular point. This installment focuses on probably the simplest customization of a garment – Adding a Stencil Overlay. I’ll show you: · How to create a simple OVERLAY. · Using the OVERLAY as an Overlay and/or Stencil. Making a CLONE of the garment you want to change: The first thing you need to do is clone your garment. Any change to a package will need new internal numbering and TSRW does that for you. For this DEMO – I’ll be using the af body swimsuit_plunge. You can use the EA full-body af body swimsuit_plunge for this exercise as well. Open TSRW and select New Clothing. Then select: Human>Young Adult>Female>Swimwear. Look for full body swimsuit with a V-plunge. Be sure to give it a unique name in both boxes. Before OKAY. Or… Open TSRW and select Import. In the type box select Sims3pack (or package file) and select the garment you want to change. Be sure to change the Projects NAME in both boxes. It works the same regardless of what garment you bring in so, what you start with doesn’t matter as much as where you have space on the garment to put something. A complicated piece or one with no area for a patch or logo is a bad candidate. One of the reasons for using the full-body plunge swimsuit – lots of area front and back. Once your garment is loaded: Example 1: Go to the Texture Tab. Scroll down to Stencils, then expand the category and expand Stencil A. (Example 1). Example 2: Here’s how the Stencils work. The OVERLAY circled on Example 2 and ALL of the Stencils can be active at the same time. They will act as layers with the one circled in Example 2 above being the 1st one. Any and all overlays/stencils can be on or off – doesn’t matter. All it is – is an image layered on top of all the others. You just need to know where to put the image. First, you need to Export a copy of the Multiplier. This will be a reference guide. Click on the right side of the Multiplier image to show the EDIT button. Example 3: Example 3 shows the Multipliers Edit window. Export. Be sure to give it a unique name like “[Project Name] Original Multiplier” At this point – SAVE your TSRW Project. The name will automatically be given for you this time. It’s generated from the Project name when you first loaded it. Graphics: For this I’ll be using GIMP 2.8 Any good Graphics editor will work, as long as it can save as a DDS (BC3/DXT5). If it does NOT – you need a plug-in or a better graphics program. Load your saved Multiplier into your graphics editor. Be sure NOT to load the MipMaps – they will be generated when you save. (Example 4). Example 5: You should have the Multiplier image looking like Example 5. Create a new Transparency Layer – I’ve named mine STENCIL 1. Now, Load your favorite Image – the one you want of go on the garment as a Stencil. In my case it was an image of a HEART. Scale that Image (Heart in my case) and move it so it fits where you want it to show. Example 9: With me – I placed the Heart at the bottom of the V-Plunge at the front of the Swimsuit. Make your image “Image Sized” and Merge it into your “STENCIL 1” layer. That’s it for Stencil 1… WAIT… we are going to make a second Stencil – STENCIL 2. Repeat the same procedure for adding the 2nd Stencil. Add the image (must have an Alpha Cannel) Scale and position where your want – that’s it. In my case – for the 2nd Stencil… I’ll be using a Lipstick Kiss (a couple of them). Example 10: Example 11: Okay – both Stencils are done – what do you do with them… You have Stencil 1 (Heart) and Stencil 2 (kisses) each as a separate Layer. Save your File… In your Editors native format. Discard the Multiplier – it was only a guide. Now, Save each Stencil as an individual DDS. With only one stencil active – merge visible layers, Layer to Image Size, and Export as DDS (BC3/DXT5). Example 12: Undo - back to show both Stencils and make the other Stencil active. Again, Merge Visible Layers, Layer to Image Size, and Export as DDS (BC3/DXT5). In each case make sure you choose a unique name for each Stencil. You now have both Stencils saved and can assemble into TSRW. Exit your Graphic Editor and load TSRW. Load your Stencil Project. In the Textures Tab of TSRW scroll down to the Stencils section and expand the category. Also, expand Stencil A & B. to the right of Stencil A image (Checkerboard pattern) click to show the EDIT button. Example 14: Import your Stencil 1 into TSRW’s Stencil A – do the same for your Stencil 2 into TSRW’s Stencil B. With me Stencil A is the Heart, and Stencil B is the Kisses. Example 15: Make sure you set Enabled True for each of the Stencils you want to show. (Example15). Click on the area of TRUE to show the Selection box and select True. Example 16: Example 17: With both Stencils Enabled=True both the Heart and Kisses show. So, you see, you can have quite a lot of Bling - if you want - with the Overlay and all the Stencils. Any image you can get small enough so it doesn't lose much detail (starts Pixalating) is fair game. I need to warn you that TSRW defaults to Variation 1. As we have done this – none of the other variations have any stencil showing. The stencils you loaded are for that variation ONLY. You will need to load your Stencils for each variation you want to have showed them. The advantage to that is you can have up to a set of 6 or 7 Stencils for each variation. The drawback: Stencils are only carried when you duplicate an existing variation. Otherwise – got to load them into each variation… Remember – the OVERLAY section at the top of the Textures Tab is basically the same. When replacing any of these images you are asked if a replacement or not. If you want to replace All variations that use that particular image – REPLACE - will update all to the new “REPLACEMENT image. Otherwise – if you want to keep a variation – use Make a unique reference. Example 18: Variations Export: You’re DONE: Save the TSRW Project file. Example 19: Example 20: When saving as a Sims3pack – it won’t automatically put the file name in for you. You should get into a practice of going to the Title area under the Project Tab. Click on the name to show the EDIT button (Example 19). This brings up the Edit window (Example 20). Highlight the info in the “Original String” box at the top, copy this, and then SAVE (even for just copying – save). Now you can go to FILE on the main menu and export as a Sims3pack. Its ready to put in your Sims3/Downloads folder and install – or – you can use the File Generator Tool to convert to a Package file which you copy to your Mods/Packages folder. Example 21: Example 22: Notice the image I made in Example 9 is “Stretched” vertically on the garment. This distortion is somewhat random and tends to depend of the image shape and how the Faces of the garment are set up (Something we wont go into). Only a little Trial & Error will find the best shape. Or keep both TSRW active and your Graphics Editor and go back and forth distorting your created image until it looks correct in TSRW (don't forget to make sure you make Layer to Image size - DDS is temperamental on correct size). You need to check in CAS when done to make sure. Sometimes - what you see in TSRW in not what you see in CAS and can be different again in-game. As the distortion of the Heart image shows. In a Nut Shell: Export the Multiplier Image to use as a template. Place that Stencil image on top the multiplier where you want it to show. Make the picture to Image size so its the same size as the Multiplier. Delete everything but your new image Save as DDS and load into TSRW Stencils or Overlay. Anyway, You now know how to add an image as an overlay or Stencil on a garment. So, be it you name, a personal logo, or something silly – you can put it on a garment. You can literally BEDAZZLE anything. ENJOY!
  4. Last update: 31 Jan. 2019 This is a spinoff of my guide to AAF. Going through all the different threads i often noticed the same questions regarding errors coming up again and again. So i'll give you here the list of errors i've encountered and, if i found it, also a solution to fix the problem. But this thread will also need your support to be useful to all. Obviously i can't list an error i didn't encounter. So if you find an error, please make a screenshot of the error message and post it in the comments, also if you have the solution to one problem. This way i'm able to add it to the list and we got something to help all... Of course i'm also interested if you found a different solution than the one i did. Noch etwas: Falls Jemand mit Englisch nicht so recht klarkommen sollte. Ihr könnt eure eventuellen Fragen ruhig auch auf Deutsch stellen, versucht es aber bitte immer zuerst auf Englisch (notfalls kann man für die Details dann Deutsch nehmen). Eine übersetzte Zusammenfassung kann ich dann später machen. Schliesslich will ich hier Niemandem im Regen stehen lassen. Aber ich werde auf keinen Fall einzelne Mods unterstützen. Da müsst ihr euch schon an den jeweiligen Supportthread halten. Die Autoren da wissen viel mehr über ihre Mods als ich es jemals könnte. Letztendlich haben die ja auch die Sachen geschrieben. That for most unreadable part is just an additional offer to support a second language should someone run into trouble (it is hard to fight a bug and a language problem at the same time). Anything that comes up this way will of course be translated and/or integrated in the Troubleshooting guide as well. _____________________________________________________________________________________________________________________________________________________________________________________ People who assisted with this or pointed out things i either missed or had to check and recheck again (Thank you guys and gals): @2Dimm @AfroAttack @A.J. @Crimson0 @dagobaking @d3m4l1s @EgoBallistic @Flashy (JoeR) @Fridolin0815 @Halstrom @Jordick @Krazyone @KyLeeKu @mashup47 @picket @Sheppard @TerabyteDragon @Vincenza @walkin _____________________________________________________________________________________________________________________________________________________________________________________ Mod Organizer This is a thing i have to adress before anything else. The good old NMM doesn't get any updates anymore and the new spearhead on Nexus is Vortex. Based on my own experiences with them i can only say that you should look somewhere else to manage your mods. Both got trouble when it comes to install mods (they often 'forget' files) and they might even break or remove already installed ones. Communicating with others showed the same problems again and again. Either a missing file or the installation itself had to be repeated several times. I strongly recommend switching to a different mod manager (like MO2) as this will save you a lot of trouble in the long run. Most of the trouble i had while running the tests were suddenly missing and/or broken files. I even had a folder with extracted files to easily copy them back into the game if something stopped working. But having a mod manager and then being forced to drop a manual install on top of it somehow defies the reason why we use a mod manager at all. In the end its your decision. But, as one of my favourite NPC would say 'Ye have been warned...' Tools The following tools might help you in the long run either debugging or fixing a problem. AAF Tester With this you can check if AAF is set up properly. Fallout 4 Mod Cleaner Here we got a tool which will clean your game folder. It is best used after a fresh install with all the stuff from CC. But it is also useful if you want a fresh start and reinstall the things you want to use. If you have a stable modded version of your game you can create a batch (see description of the mod) so you can always return to this state. Fallrim Tools This is a nice tool which allows you to clean your savegame and to remove orphaned scripts. It can also be used to get a clean save after you decide to change things for AAF. This has solved quite a few problems for me while testing new builds and combinations for my list. But it can also damage your savegame. If you use this one to clean your savegame ONLY use 'Remove Unattached Instances'. This will kill all the loose scripts in your savegame and might even help you to 'repair' it this way. Also Do NOT overwrite the original savegame (so you might try something else) and save the cleaned savegame under a different name.  _____________________________________________________________________________________________________________________________________________________________________________________ Troubleshooting Sometimes something breaks, sometimes something suddenly vanishes (i'm looking at you Vortex!), sometimes you remove a mod and it has unforseen consequences elsewhere, when it comes to modding thats almost inescapable. So i'll try to give you some tips to lessen the impact of such an occurance. AAF Error: ... In general it is a good idea to know where an error comes from. AAF always uses an error code, like '[34]', when there is a problem. If you don't see an error code it is one of the other installed mods (not AAF!) which got a Problem. This distinction might help you in narrowing down the culprit. Actor: Nudity Test To test your textures you can use a simple trick without having to remove any of the equipped clothing. Just craft the ring 'One Ring to Nude Them All' at the armorsmith workbench and equip it. Actors not stripping completely The stripping is done by checking the slot of the armor and hopefully those are assigned correctly. Copy the (here in post #2) provided AAF_equipmentSetData.xml into your game and it should solve this problem. Actors not redressing Activating the 'RSE Strip API Usage' in the MCM (Page #1) should do the trick. Actors stay flaccid This was 'a bit' complicated 'til i finally found the solution for this one. Just check if the body morphs (AAF Compatability Patch) have been overwritten. Those are needed to get any erection at all. Actors with underwear This can be caused by two things. Either you don't have the correct textures installed or you have a mod (like Unique NPC) installed which interferes and uses its own textures. While i can't provide more assistance with the second part, for the textures it might be useful to check post #4 of my guide. Advanced Installation for AAF (NMM) NMM sometimes 'forgets' to copy all files - manual installation is safe but doesn't offer you the choice to remove the single mod you want to get rid off. Both can be a hindrance to us users, but there's a way to get the advantages of both without getting the drawbacks of either option. It only takes more time... At first you install your mods for AAF with your mod manager (if there's a FOMOD write a note with the options you took for that mod). Now create a new folder and rename it to 'InstallAAF'. Then we can start to extract the compressed files and copy the files you need, and ONLY these, into your newly created 'InstallAAF'. If there is a folder called 'DATA' in the compressed file only use its content, do NOT simply copy 'DATA' and the rest. Do this while exactly following the order of your preferred loadlist for AAF. Now comes the last step, copy the content of 'InstallAAF' into the already existing folder DATA inside your game folder. This will take some time, but now your NMM knows where the files came from, and you can be sure that not a single file vanished somewhere. This now allows you to safely de- or reactivate single mods or even to remove them. When it comes to an update i recommend to do that manually so that NMM doesn't change your load order (and nothing goes *pooof* and is gone). Tip: Keep your 'InstallAAF' you want to be ready if something breaks. Animation failed This one was caused by using the 'wrong' SEU (there are two separate mods out here that are both called AAF SEU). So if you got this error check SEU first. If you got this version you will not have this problem at all. Broken furniture This error message only pops up when you made a mistake placing an object and the linked animation doesn't have enough room to play properly. Moving the object a bit will solve this. Cleaning your game and/or savegame Use this only if you have absolutely no other choice or someone with enough knowledge tells you EXACTLY what to do! You'll find the required tools in my guide in post #3. I've been using them for several years now and didn't encounter problems with them. But if you don't follow their instructions exactly they could either kill your game or your savegame! Thats also the reason i hesitated to add this entry in the 'open' thread... If you use the one to clean your savegame ONLY use 'Remove Unattached Instances'. This will kill all the loose scripts in your savegame and might even help you to 'repair' it this way. Also do NOT overwrite the original savegame (so you might try something else) and save the cleaned savegame under a different name. Cum overlay doesn't disappear Something broke the script for that. This happened to me after saving and/or reloading a gamesave while such a overlay is in effect. To remove them you have to get into the creation menu for the char and then remove them the same way as you would remove normal tattoos (in Body and then Overlays). Entering the menu can be done via console (only use this if you know exactly how to handle this), the face clinic, or an object (like the Looks Mirror). DD - Vibrator not working For anyone having issues with vibrators not triggering. The problem is an orphaned keyword on the player. To trigger again you have to enter following line in the console: player.cf "actor.RemoveKeyword" "DD_kw_Event_IsVibrating" To see when your next vibrate event will trigger you can type: player.sv You should see "DD_Event_Vibrate" followed by "real-time timer 1 expires in [X] seconds" Deathclaws There are afaik no M/M animations available atm. So if you got an error regarding this you have to ignore it as there is no solution for that available atm. Also you only seem to have a choice between permanent boner or flaccid. Downloads not working Often enough it seems as if a link is broken and you can't download a file from here. But in reality it is the installed AV software which is a bit overzealous (aka 'false positive') and doesn't allow the download. If you trust the source it might help to temporarily diasable your AV and reactivate it immediately after you downloaded the required file. Tip: If you use Windows 10 you don't need to install another AV. The one which is installed with the OS is already good and more than enough for any normal operation. In other words in most cases its a waste of money if you pay for something else as not a single AV on the market offers perfect protection. For 'more protection' you'd need a hardware firewall and the good ones are quite expensive and not meant for private users... Error: AAF Error [001] ... Here we got a mismatch of the versions of installed mods. Check if there are updates for required mods (like F4SE, AAF, etc). Error: AAF Error [004] Plugin required... This is one is caused by a missing requirement for your animations. Like for example 'Prisoner Shackles' for the animation pack of SavageCabbage. Recheck if you really got everything you need. Error: AAF Error [005] Actor ID ''0'' This is one i got no solution for, it happened sometimes in my game. But it seems i fixed it by accident… If someone got a solution for this one please post it in the comments so i can add it here. Error: AAF Error [011] ... This error seems to pop up when something is broken or missing. Most of the time it is either an animation pack or a patch for an animation pack. But the error message itself gives a good indication what is broken (see next entry). Error: AAF Error [011] ''activity2'' Some animation packs reference activity2 which only exists in the sample files. As long as the author of the mod doesn't fix that mistake we have to install the sample files from AAF as well. Error: AAF Error [016] Undefined Location I got to admit that the following is an assumption of mine. It looks like you got trouble with a file that was made for either 'Homemaker' or the 'Settlements Objects Expansion Pack'. As i use neither of these mods i have no way of finding a definite answer for this error. But it seems there is also the possibility of typos in used XML. In grouped animations made by BeoWulf91 is a File called 'SavageCabbage_positionData.xml' which contains the line <position id="FM-Table01-03Missionary" location="Table"/> which should be changed to <position id="FM-Table01-03Missionary" location="MediumTable"/> A fix for this typo can be found here. Error: AAF Error [033] Fallout.callFunction… Unknown error. Might be a 'broken' XML. Error: AAF Error [034] Failed to start… Something went wrong with the installation of an animation or the position pack (the error tells you what is missing). Reinstalling that file will solve this problem. Here the problem is the missing file for positioning tags (now replaced by 'Themes'). Error: AAF Error [044] Failed to start... Here you got a missing an animation pack. Error: AAF Error [049] OverlaySet Something went wrong with the installation of AAF Overlay Patches. Reinstalling them (only the ones you need for your setup!) will solve this problem. Error: AAF Error: Package Assignment failed... This one seems to get triggered when one of the actors can't get to the location of a scene or left it before it was triggered. So far staying together seems to at least partially solve this. The second way for this error to appear is when one of the participants is killed before the event was finished. Corpses usually can't move and be part of the action. Sadly this is something where we quite often have no control over and is hard or even impossible to prevent. Error: DD Here we got an error for DD. If there is already a device in place it can't be replaced by a new one. Error: FPP Report: ... You need to activate the integration of 'Plugs of the Commonwealth' in the MCM of 'AAF Prostitution'. F4SE (Installation) As quite a few People seem to get this wrong i'll add a picture with the files you need to copy so it works properly. Files damaged or overwritten There's no easy answer to this problem as this depends on the mods and fixes you use. The imho best way to solve this is also the one that takes the most time. Install your stuff via mod manager and then put a manual installation on top of that. Check the entry 'Game crashes with AAF' for more info. Only if you know exactly what the damaged/overwritten file is then its just copy and paste. Flickering light during gameplay and/or animations This could have a few causes. The most common one is a mod that breaks combined meshes (like Spring Cleaning) while having 'Cloud Shadows' activated in your ENB. One of those two has to go to solve this problem. Game crashes To be blunt Bethesda makes nice worlds, but if it comes to stability they could improve a lot. You'll have to watch out for a lot of things and even use mods to improve that. But mods (and i know no one playing this game without any mods) can cause their own problems too. So lets start with the most important one. Unofficial Fallout 4 Patch That one is one of the first things you install. There's no way to play the game without it. Next problematic thing is the UI itself. You might not expect it, but the UI can crash your game while doing anything. There are a lot different mods for a UI that might fit your style and i can't cover them all. But i can tell you the mix i use and how to get that stable. 01 DEF_UI and HUD (the classic one) 02 HUDFramework (this one is required for a heap of mods) 03 VIS-G (The 'new' VIS which requires a lot less patches as it is already compatible to many commonly used mods) You have to install them in exactly this order to get them stable (check the options!). Otherwise you might get crashes opening your Pip Boy, entering or leaving a power armor, entering a shop, inspecting an item, and many many other things. Sadly Vault Girl Mod ALPHA (on hold atm) doesn't play nice with VIS-G. If you use the older VIS it is definitely worth a look if you have a female char. Then it would be placed as #4. Also make sure that you really updated everything which uses F4SE and AAF when there was an update for FO4. Game crashes while loading a savegame This seems to be a problem with the newer AAF (35+). You have to change a setting in the file 'AAF_settings XML': 'use_external_data_storage' from 'false' to 'true' to fix that. Its close to the bottom of the file. This seems to be fixed with the new update, i'll let it stay as it might still be useful. Another possibility seems to be the limit for scripts. You might try to deactivate one of the scriptheavier mods (like the one for 'Settlements') and then load an earlier savegame. Game crashes with AAF This is a strong indication that there are some files missing and sadly there's no easy way to solve this as there's no error message. Manually extract and copy the mods (if there are Fomods you have to select the needed files (and ONLY copy those)), in the same order your modlist suggests, into an empty folder and, after this is done, the content of that folder into the game. KEEP THAT FOLDER! It may look like wasted space but it will prevent a lot of headache should something happen ever again. Game crashes with CWSS As CWSS got its own set of animations it can be a bit sensitive when exiting the shower (aka the game sometimes crashed). Even before AAF its position in the load order was important and i put it quite low (now it is included in the group 'AAF' and not 'Building'). Game crashes shortly after an AAF animation Activating the 'RSE Strip API Usage' in the MCM (Page #1) should do the trick. Game locks with AAF I only had this in combination with the AAF error about 'activity2' (Please check that entry). Headless Ferals Bethesda decided that the heads of ferals are armor, which means they can be stripped by some of the mods here. Copy the (here in post #2) provided AAF_equipmentSetData.xml into your game and it should solve this problem. Loadorder and Stability I prefer to have AAF (and the other files) quite low in my loadorder. With all the updates they end up quite low anyways. But there are some mods that should be put even below them. Defense Gun Replacer for Pipe-Guns (this one has to be the first installed one in the weapons override group). Modern Weapon Replacer - Beretta M9-FS (Very good replacer. If you see the barrel and a floating cartridge it must be put lower and reinstalled again). Modern Weapon Replacer - MK14 EBR Redux (Excellent one. Sadly this weapon has been hidden by the author and is VERY sensitive to the loadorder). Modern Weapon Replacer - Service Rifle Redux (Also a very good replacer. If you got missing parts it must be put lower and reinstalled again). Spring Cleaning Compatibility Patch (If Spring Cleaning is used this one has to be the last ESP in your loadorder. PERIOD). The best stable result i had was by grouping my mods. With extremely few (for a game from Bethesda) crashes. So if you got trouble in this regard this picture might help you. Btw everything regarding AAF is in that group and not the other ones. I provided an example how it could look like here in post #1 (the spoiler at the bottom of that post). Long wait for 'Fast Travel' This seems to occur quite often shortly after you changed the area (like exiting a building) or reloading the game. It seems to be linked to scripts that havn't been fully loaded yet. Wait a bit before activating 'Fast Travel' and you won't have this anymore. Long saving times This might sometimes happen, one moment the save is done in second, sometimes it takes a lot more. I assume that this has to do with the horde of scripts we are running. In the beginning i noticed that the more stuff for AAF was added the more this became noticable. Check if you really need all the options in RSE (for my tests i activated almost everything and this had an effect). On the other hand it might be a good idea to finally upgrade the RAM of your System. Misalignment with Leito's animations (AAF) This is a bug which is relatively easy to fix. Open the file Leito_FF_positionData, which is located in Fallout4 > Data > AFF, and delete the lines: <animationOffset actor="1" offset="0,70,0"/> <animationOffset actor="2" offset="0,0,0"/> MO2 Although i like MO2 there are some things you have to be aware of: 1. Papyrus is case sensitive and as it is heavyly used by MO2 the mod manager seems to be too. In regards to ini files they got to have exactly the same name as the used ESP. Example: fp_familyplanningenhanced.ini and FP_FamilyPlanningEnhanced.esp <- will NOT work properly FP_FamilyPlanningEnhanced.ini and FP_FamilyPlanningEnhanced.esp <- will work fine as the names match Although this won't happen most of the time, a small typo (nobody is perfect) can cause problems and it is something you should be aware of. 2. If some presets for bodyslides are installed but don't show up, then manually copy the files into DATA > Tools > Bodyslide > SliderPresets. 3. Often you have to manually edit the url in the meta.ini for an easier access to files which are not located on Nexus. While you do this better close MO2, otherwise the programm seems to ignore changes you just made. Missing Penis If the 'Schniepel' (the one who gets this deserves a cookie) is missing you have to install Leito F04 Rigs.. Mod Manager crashes Sadly this happens way too often with NMM. If that happens Forget the download or Installation you just tried. Those files are broken almost every time. You might be lucky and they still work, but thats rare. It is way safer to redownload your mod again than to introduce hidden bugs or errors into your game. Pregnant but no belly. Here we got something that is relatively easy to prevent. First of all you absolutely need 'CBBE' and the 'Bodyslide and Outfit Studio' for this to work. Secondly do NOT switch the bodytype or use bodyslide while your char is pregnant. This would break the script for the changes to the body. If you absolutely have to make a change to the Body there is a way. Deactivate AAF (and the rest), clean your savegame (aka remove the scripts of the uninstalled mods in your savegame!), make the changes, and then reactivate AAF and the rest again. This will reset everything and will then work. But you will loose the pregnancy if you go this route. Transfer Settlement: Mannequins. To be honest i don't know if this is normal for TS or if there is a conflict of scripts somewhere. So i'll add this one here even if it might not be related to anything of AAF. If you see something, like the error in the picture below, it can be that you got two mannequin occupying the same space at the same time. Try moving the mannequin in building mode and they'll separate. Whitescreen after starting a new game. This one is either a glitch (and you got very very lucky) or bad and then i mean REALLY bad. With this bug the game didn't initialize correctly and you are locked in the moment between intro and charakter creation. The 'very lucky' one: Just restart the game and wait a few moments while the movie is running. If you skip that one the game might not have finished loading completely and you can end up with the whitescreen. The 'lucky' one: You got an invisible installation message. Press [Enter/Return] a few times and the game continues to the creation of your char. The really really bad one: Your installation got murdered. Remove EVERYTHING regarding AAF completely from your Mod Manager (uninstall and delete), search every folder in DATA for obvious remnants of AAF and delete those. Now let Steam recheck the Integrity of the game and let the service repair the files that went missing or were damaged. The next step is to check if all of your other mods, which have no connection to AAF, are still there. If not then you have to clean the game (aka put it into a 'fresh installed' condition) and rebuild everything again. If they are all still there de- and then reactivating them should be enough. Now you have to redownload everything regarding AAF and install them with your Mod Manager again. In addition i'd manually extract and copy the mods (if there are Fomods you have to select the needed files (and ONLY copy those)) into an empty folder and, after this is done, the content of that folder into the game. I encountered this once and in my case it was Vortex that went, without any obvious cause, crazy and randomly deleted 15-20% of my FO4 files. I still have absolutely no clue what caused this as i had only restarted the game. Now i'm using MO2.
  5. Welcome to LoversLab First of all, welcome to this community ! Hope you enjoying your time here ! So, I will make a little help guide for you if you still confused to choose which mods you want to use. For the first time, it may be still a few list because I'm making the list from what I've tried before. But, if you have any suggestions, leave a comment. I'll add it and update this topic as soon as possible. Modlist WickedWhims - you can download at LoversLab or at WickedWhims Official Site. Animations - you can check the full list of animations at LoversLab or at WickedWhims Official site. ☆ Amra72 Animations - download here. ☆ Anarcis Animations - download here. ☆ Artemiel Animations - download here. ☆ A.Trois Animations - download here. ☆ Chimochicchi Animations - download here. ☆ CHIPER Animations - download here. ☆ FausTTerM Animations - download here. ☆ GreyNaya Animations - download here. ☆ Kiki Animations - download here. ☆ Lifeline Animations - download here. ☆ Mike24 Animations - download here. ☆ MISSME Animations - download here. ☆ MOTHERLODESIMS Animations - download here. ☆ ooOLaLa Animations - download here. ☆ SALARMOJS Animations - download here. ☆ Simstasia Animations - download here. ☆ TLayer Animations - download here. ☆ wild_guy Animations - download here. ☆ YrSa Animations - download here. ☆ Zorak Animations - download here. Other Animations ☆ E404P Animations (FF&MM) - download here. ☆ FEMDOMANIA Animations (Femdom) - download here. ☆ Fouyaya Animations (Femdom) - download here. ☆ NNISM Animations (MM) - download here. ☆ R-Lo Animations (FF) - download here. Nisa's Wicked Perversion - you can download it here. Basemental Drugs - you can download it here. Basemental Addons - download here. MC Command Center (MCCC) - you can download it here. Bouncing Boobies - you can download it here. Cherry_Pie Cum Mesh - you can download it here. I'm not using LL version because it seems not updated, since Cheery_Pie released v2 in Patreon for public. Others BDSM & Other Device - actually I'm not into BDSM things. But if you are into BDSM, here's my recommendation. Devices ☆ asketo's objects - download here. ☆ Azmodan22 Bondage Device - download here. ☆ Azmodan22 Strapon - download here. ☆ bobahloo BDSM Furniture - download here. ☆ Kritikal's Naughty Collection - download here. ☆ Salarmoj's Objects - download here. ☆ YrSa BDSM Device - download here. Supporting Animations ☆ asketo's Animations - download here. ☆ Azmodan22 Animations - download here. ☆ bobahloo Animations - download here. ☆ Salarmoj Animations - download here. ☆ YrSa Animations - download here. Custom Sims ☆ 420simerror Sims - download here. ☆ ArchSkylar's Sims Creation - download here. ☆ Devilangel's Corner - download here. ☆ Discovery Sims - download here. ☆ Fabulous Honey Sims - download here. ☆ MISSME's Sims - download here. ☆ My Sims by Etiennet! - download here. ☆ sims4you - download here. ☆ Sims List [Sims Custom] - download here. ☆ Welcome! Simmers - download here. ☆ WORLD SUGAR BABIES SIMS - download here. Sexy CC ☆ LoveBob Sexy Fetish Clothes - download here. ☆ MISSME's CC - download here. ☆ Nany-Design Clothing - download here. Replacer - changes the visualization into erotic TV Channel ☆ BigZhbr - download here. ☆ CinErotique - download here. Easel Painting ☆ BigZhbr - download here. Please report to me if there's any misspell or error link.
  6. This is a short guide on how to debug CTDs yourself. What it means is you will try to find out as much information about the crash as possible. First, open Data/SKSE/skse.ini, if it doesn't exist then create it. Add this: [Debug] WriteMinidumps=1 Then wait for the game to crash. Now you will have a crash dump in Documents/My Games/Skyrim/SKSE/Crashdumps For example something like this 2015-05-08_16.26.42.dmp This file is not readable by humans, it's for debugger but you can do online crashdump analysis. Here is one site that does this: https://www.osronline.com/page.cfm?name=analyze Once you submit you will receive a bunch of text, most of this is useless but there are few things that can be helpful to you or someone else. Scroll down a bit and find the line that says: EXCEPTION_RECORD: Below it is the address in code where game crashed exactly. For example: ExceptionAddress: 00d573a8 (TESV+0x009573a8)It means that game was executing code on address 0xD573A8. It also says that the crash occurred in module TESV. If the crash had occurred in any SKSE plugin it would says that DLL name as module instead. Although it's still possible for a crash to be caused by SKSE plugin and happen in TESV module. Now why is this address helpful? 1. Someone else may have the same crash, you can compare what you both have in common to narrow down cause. 2. Someone else may have had the same crash and already solved it. 3. I can look it up in game code to see what happens in the function, maybe it helps you narrow down cause. 4. You can compare if the crashes you are having are the same ones or different. It could also be helpful to catalogue known crashes in a sticky or somewhere. If you post your crash here include at least this information: EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 00d573a8 (TESV+0x009573a8) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 00000000 Attempt to read from address 00000000 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 3684fc20 00bf2fb8 00000000 16a9a770 3684fde0 TESV+0x9573a8 3684fc50 00000000 00000000 3684fcd4 00786b68 TESV+0x7f2fb8 And everything SKSE related from Loaded Module List. Example: 0c490000 0c577000 SKSE_Elys_Uncapper SKSE_Elys_Uncapper.dll 50e00000 50e80000 nioverride nioverride.dll 51110000 51122000 enbhelper enbhelper.dll 51310000 51332000 showRaceMenu_preCacheKiller showRaceMenu_preCacheKiller.dll 51340000 5140d000 StorageUtil StorageUtil.dll 51bf0000 51c76000 chargen chargen.dll 51c80000 51c96000 SpellInvisibilityPlugin SpellInvisibilityPlugin.dll 51ca0000 51ccb000 SexLabUtil SexLabUtil.dll 51cd0000 51d23000 SchlongsOfSkyrim SchlongsOfSkyrim.dll 51d30000 51d6c000 MfgConsole MfgConsole.dll 51d70000 51d86000 ItemSoulgemPlugin ItemSoulgemPlugin.dll 51f50000 51f66000 ItemPoisonPlugin ItemPoisonPlugin.dll 51f70000 5203a000 skse_1_9_32 skse_1_9_32.dll 52290000 522e3000 FirstPersonPlugin FirstPersonPlugin.dll 522f0000 5236a000 hook hook.dll 52530000 52546000 ItemArrowPlugin ItemArrowPlugin.dll 52550000 52566000 ItemChargePlugin ItemChargePlugin.dll 525b0000 525c6000 AutoLockpickPlugin AutoLockpickPlugin.dll 525d0000 525ef000 DoubleJumpPlugin DoubleJumpPlugin.dll Some reported crashes so far:
  7. Why pack loose files into BSAs? - the more loose files in Skyrim SE the longer the load time. Limits with BSA files: Maximum BSA size 2GB Each plugin can have two BSA files, one named the same as the plugin, and one named as the plugin + " - Textures" i.e. MyMod.esp, MyMod.bsa, MyMod - Textures.bsa Each BSA file requires a plugin to load in-game. If more than 2GB of data needs to be packed, an dummy plugin is required for the extras {see Empty ESL & ESP link below} The "fake data folder trick": Bethesda's Archive utility thinks it's data comes from install folder, we're gonna cheat because we can. Required: Skyrim Special Edition Creation Kit installed Empty ESL & ESP https://www.nexusmods.com/skyrimspecialedition/mods/23658 {optional} We'll pack the textures included in SlaveRun Reloaded into a BSA for our example To get started, we need to be able to see file extensions in Windows Explorer Click "View" tab and enable "File Name Extensions" First find and open Archive.exe from: Now open mod folder (or working folder) of mod: Create a new folder (Ctrl-Shift-N or right-click and select "New Folder" & call it data: Copy "Textures" folder and plugin (SlaveRun_Reloaded.esp) to new data folder: Have Archive.exe window visible & drag textures folder to it In "Edit" menu click Check All and check Textures box: Click "File" + "Save As" & navigate to data folder you created & click "OK" Name the file the same as the plugin + " - Textures.bsa" {that's space, dash, space + Textures.bsa"} Now the new bsa file and .bsl can be copied back to mod/working folder. Delete the data folder and you are done.
  8. This guide assumes no previous knowledge of modding to make it accessible to everyone, so some details may appear trivial to you. Some of the steps are 'to be on a safe side'/ 'just in case' and might not be entirely necessary. Last updated: 28 Oct 2017 Step 1 - Buy and Install Fallout 4 There is no need to install any DLCs for Four-Play to work. Make sure you have the latest version of the game (1.9 - released 6 Feb 17). Steam should automatically keep your game up-to-date. Run the game at least once to generate the ini's needed for Step 2 Step 2 - Enable Modding and Papyrus Logging Navigate to Documents/My Games/Fallout 4 Right click on Fallout4Prefs.ini, select Properties, untick Read-only if it's currently ticked and click OK. Repeat for Fallout4Custom.ini. Open Fallout4Prefs.ini Find [Launcher] section, under it, make sure that bEnableFileSelection=1 If [Launcher] or bEnableFileSelection doesn't exist, add them It should look like this: Save Fallout4Prefs.ini Still in the same folder, open Fallout4Custom.ini If Fallout4Custom.ini doesn't exist, create a new text document and name it Fallout4Custom.ini Find/ Create [Archive] section and make sure it looks like this: (Optional but Recommended) Still in Fallout4Custom.ini, find/ Create [Papyrus] section and make sure it looks like this: (Optional but Recommended) Still in Fallout4Custom.ini, navigate to the [General] section (or create one) and add the following: Save Fallout4Custom.ini Right click on Fallout4Prefs.ini, select Properties, tick Read-only and click OK. Repeat for Fallout4Custom.ini. Step 3 - Download and Install the latest F4SE Download the latest F4SE here. Double-click the file you just downloaded, follow the installation wizard, remember to double-check whether it finds the correct installation directory for your FO4. Let the installation wizard install F4SE for you. Step 4 - Pick a mod manager: NMM, MO or Manual I don't recommend manual installation at all. Things will get hectic very quickly. Nexus Mod Manager is more stable but wastes a bit more HDD space, Mod Organizer causes CTDs at game startups occasionally. Download a mod manager and use its respective installation wizard to install it. Step 5 to 12 are tailored to which mod manager you use. They are very similar in principal though. Mod Organizer Nexus Mod Manager The final two steps are universal for MO and NMM. Step 13 - Load a Clean Save, Initialize Four-Play Framework and Leito's Animation Pack Load any save without Four-Play installed on before. All the better if it's an unmodded save (without the [M]). While in game, wait a few seconds. You should now get a popup asking which animation packs to load, select the appropriate option depending on which animation packs you have installed (I recommend installing all). On the top left corner of your screen, you should see the notification ""Vinfamy: Registered Leito's animations and intialized Four-Play with Supermutant support.". Followed by a bunch of "Vinfamy: Thanks for installing xyz" if you use my plugins. These indicate that both Four-Play and Leito's animation pack has been installed correctly. If they don't show up or if you get "Four-Play Framework has not been installed correctly. Animations won't start.", something went wrong and please double-check that you haven't missed any of the steps above. Step 14 - Enjoy! All your Four-Play plugins should now work as described. Leito's animations should now play, with sounds. Actors involved in sex scenes should strip and redress (redressing may fail sometimes for leveled actors - known issue) correctly. Read the plugins' respective download pages to know how each plug-in works. In attachments are what the two tabs of NMM look like in my very light set-up. Don't worry too much if your set-up doesn't match: load order of the Four-Play mods don't really matter and you don't have to install all the plugins or the control panel.
  9. [-------------------------------------------------------------------------------------------] Current Skyrim SE version : 1.5.97.0 Current SKSE64 version : 2.0.19 Current guide version : 1.1.2 (for Skyrim SE 1.5.97.0 and SKSE64 2.0.19) [-------------------------------------------------------------------------------------------] The purpose of this guide is to provide a comprehensive source of information for newcomers. If you follow the steps described here you'll end up with a basic set of mods covering the requirements (plus some recommendations) to use Sexlab and its additional mods. On top of that I hope by following the instructions given here you'll be able to grasp the fundamental concepts about installing mods and using the different tools available to further tweak your game. This was made with Skyrim Special Edition ("Skyrim SE" or "SE" from now on) in mind. Some of the instructions or complete sections may not apply to regular or Legendary ("LE") Skyrim . And of course most mods won't work if you use the SE versions in a LE game. For Skyrim LE I recommend you to check the Conglomerate blogs. This guide is heavily centered around Mod Organizer 2. If you prefer to use Vortex it won't be of much use to you. I'm not aware of a similar guide made with Vortex in mind, but there is a good video series on how to use Vortex. That would be the starting point. After that you'll need to check the mods you intend to use. Always verify you're installing all the requirements and that the mods you're getting are compatible with SE. Preparations - The required and the recommended stuff A computer with Windows 7~10 and Internet access is implied. Steam and the game "The Elder Scrolls V: Skyrim Special Edition" acquired in your Steam account. Pirated copies of the game are not supported (against site rules and also some mods won't work so don't waste your time). Game Pass/Microsoft Store versions of Skyrim cannot be freely modded (so again don't try, just go for the Steam version). Any program capable of zipping and unzipping files in .rar, .zip and .7z format. 7-Zip is a free program that does all of that. Recommended: enable the Windows Explorer setting to see file extensions, this may be useful to confirm you're following the instructions using the correct files: Press the ˅ ˄ buttons in the top bar of any folder to expand the settings. Go to the "View" tab. Enable the "File name extensions" setting. You can revert back this setting at any time, as I think most people are used to have file extensions hidden. Recommended: If you're not a premium user in nexusmods you may have noticed that when you press any of the download buttons you're redirected to a new page and you have to click in another download button to finally get the file you want to download. Here is a simple fix for this nuisance of a webpage design. You'll need to install a browser extension and add a little script to it. This script will only help you with the extra redirect mentioned before, it doesn't grant premium benefits. Install the ViolentMonkey browser extension (for Chrome) - (for Firefox). Go to this link and install the script. For this you can enable the "Close after installation" setting and press "Confirm installation". The script will be active while you navigate the nexusmods site and skip the additional redirect 99% of the times you want to download something. Source. The guide - Download and recommended usage Mod Organizer 2 & Other tools v1.1.2.pdf If you want to share this guide with others please don't upload the pdf directly. Instead link this thread. That way people can download the latest version directly from here and read the rest of the information. To open the guide you can use any PDF reader. Most web browsers work for this too. And that's what I recommend: simply get the pdf file and drag it to your preferred browser. It will open as any other page and you'll have zoom buttons, middle click to open links and so on. The first page of the document contains an Index, click in any title to go there immediately. The header of every page has this button , it will take you back to the Index. Currently the guide covers the following points: 01. Skyrim SE location and Automatic Updates 02. BethINI 03. Mod Organizer 2 - The first look 04. Skyrim Script Extender 05. A few mods, just to make this work 06. LOOT 07. FNIS 08. BodySlide 09. SSE Edit 10. Into the game 11. Mod Organizer 2 - A second look 12. (Optional) Installing HDT-SMP and CBBE 3BA 13. (Optional) Enhancing graphics - Post-processing effects 14. Updating Skyrim SE, SKSE and your mods 15. Locating your files + quick Tool recap 16. Final words Each section will get you closer to the final goal. Just take your time and read all the instructions. I've tried to be as descriptive and direct as possible, using screenshots of my own setup to show the different settings and features used. The way the sections are listed is 100% intentional. So don't try to skip one or do them in a different order. You'll have a better experience if you fully read the instructions the first time and go one step at a time. The current setup can be installed and tweaked in about 4-6 hours (give or take, depending on your knowledge of the tools used here, and the wait times if you can't download mods at full speed). So don't rush it, and aim to learn more than just imitate. Changelog
  10. Sims 4 - Beginner Modlist Guide Version 0.2 Prefix: I was inspired to create this modlist to help create a better Sims 4 experience for myself and for others. The way Sims 4 mods work is that you can install them in any order you wish, which will make the modding a lot simpler. I have categorized things under base game and what they change. If something requires DLC, I have that listed as well. You don't have to download all mods, you can just pick and choose to install whatever you're looking for. Many of the mod links contain numerous mods, you can just choose the ones from the list that you like. This is a highly WIP list and I welcome feedback and suggestions for additional content! CAUTION - Mods with this notice need extra attention or there's something else to consider Alternative - This mod is an alternative to the above mentioned mod Installation Instructions Download these mods to your Mods package (located in Documents/ElectronicArts/Sims/Mods) Now, everytime you download new mod, update mod or remove mod do this step: Go into your Dcouments/ElectronicArts/Sims folder If present, remove these three files lastCleanException lastException localthumbcache This is done as a means of ensuring compability and stability and to ensure these changes take place. Highly recommended Mods Texture Overhauls Meshes Lightning Enviroment Gameplay General Fixes and Overhauls Autonomy Lovers Lab DLC improvments Fuck Dust Bunnies Reshade
  11. Last Update: 09 Jul 2021 Updateinfo : in this post Threadmap 1. Overview 2. Modlist 3. Installation - Recommended Settings - Advanced (WIP) 4. Screenshots (WIP) 5. Troubleshooting (WIP) 6. Tips and Tricks (WIP) 7. Files (WIP) Who this guide is for. I've watched quite a few videos on Youtube and some of them look fantastic. But most of the time you simply don't get a complete list of what they actually use or have to watch a dozen or so (*cough* 250 *cough* MxR *cough*) to get a hint of what they might use and then they might switch mods at any time. So this here is my complete list and i'll add a few screenshots (i recommend to take a look there first) so you'll know what to expect if you follow this guide. My goal is to get a beautiful game which is fun and, although it is a RPG, as realistic as possible without punishing you for playing it. So you'll find no nonsensical weapons and armor which are totally useless in reality (i replaced those as much as possible), and none of the punishing survival mods. But the beauty of it is that you can still adapt the list to what you like. I'm just trying to give you a solid base where you can add the things you like (or remove the ones you don't). See 'Nothing is carved in stone' in post #6. A big 'Thank you' to all the modders out there! The game wouldn't be as good as it is now without you guys and gals! Don't forget to either endorse the mods you use or give the authors a 'thumbs up' here at LL. Other games: Skyrim SE for Beginners
  12. 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.
  13. Conglomerate 02 Basic creation of a devious Setup: Installation of SLF, DD, ZAZ, MNC SLAL and their Requirements and Patches, and Optionals-a-lot. Last Updated: 29.07.2020 An Overview how to create a Basic Setup before adding more mods to a Load Order. I just copied step by step what mods I install first before even thinking about adding anything else from LL, especially if it's devious. This was created with NMM in mind (that's why I talk about "Overwrites"), but can also be used with any other Mod Manager as Link List or to get a feeling what should win conflicts or overwrite mod files in LO. ⚠️The sequence the mods are listed here also give a clue about overwrites. If no additional information is given overwrite the early listed mods with the ones lower on this page. Guess I need to and an LO example too 😬 The Tools (at least the ones I used to install, if I can do it with NMM then you can do it too with any Mod Manager 😉😞 Installation via NMM v0.71.2 Plugin Sorting with Wrye Bash Bodyslide for UUNP special AIO-AP for 3D Pussy, body physics, for Pregnancy and Inflation support via UUNP special Bazinga's Naturalistic HDT and Beast HDT 3.68 overwriting AIO-P FNIS (duh!) Goal of this Blog page: To have all main requirements installed, so mods can be added as I wish without to worry about missing requirements. The Base mods always stay in LO and only single dependent LL mods get exchanged. Having always the same Base mods in the right sequence installed and have them in-game confirmed to work makes troubleshooting easier. Some of the main base mods and their abbreviations: SLF or SL = Sexlab Framework ( @Ashal started all the debauchery) DDa, DDi, DDx = Devious Devices assets, integration, expansion ( @Kimy is in charge) ZAP (ZAZ, better use ZAP) = Zaz Animation Pack 7 or 8 or 8+ (made by @ZaZ (zaz 7) and further developed by @t.ara (zaz 8 and 8+) MNC SLAL = More Nasty Critters Sexlab Animation Loader Version ( @MadMansGun never gets tired to add a Schlong to any creature imaginable) BS = Bodyslide & Outfit Studio ( by @Caliente, no fitting armors without) AIO-AP = All In One - Animated Pussy v 3.3 or v 4.0 ( @HeroedeLeyenda made me able to install my first Character with minimal background knowledge) UUNP = Unified UNP Project (saved me from the pain to decide what kind of UNP body I would like to use) FNIS = Fores New Idle in Skyrim ( by @fore, no custom animations in your Skyrim without it) Phase I Installing the base mods. Preparation for AIO-AP Preparation for DD Series and ZAZ Preparation for MNC SLAL Installing SLF Optional Mods Mods to install: Unofficial Skyrim Legendary Edition Patch (USLEEP) Optional: Unofficial Skyrim Modders Patch (USMP) adds various fixes to Skyrim overwrite USMP with newer mods or mods that modify certain scripts includes among others (v2.0): Fix to Drain Health magic effects for Dwarven Constructs, Undead and Ghosts better vanilla Freckles (also included in AIO-AP, just overwrite) Modern Brawl Bug Fix Modern Brawl Bug Fix ⚠️if you don't install it with USMP Critter - Simply script fixes ReDragon2013: "It's my way to make vanilla critter family scripts more powerful and reliable." "reliable" since version 6.03 that is even true for my setup Vanilla Skyrim spawns critters like hell, they all add active scripts to the game. One wilderness cell can easily add 10+ active script, changing quickly wilderness cell rises the amount sometimes to over 40 active scripts just for those buggers. Now imagine what happens if you have other mods that add a lot of active scripts too. I just hope that the simply critter fix reduces the impact on the game, thus makes traveling wilderness cells more stable. Fuz Ro D-oh SKSE plugin Support for unvoiced in-game dialog Needed for many mods without voiced dialog Schlongs of Skyrim (SOS) (by @b3lisario) SOS optional Plugin during installation: SOS - VectorPlexus Regular Addon mainly for the Werewolf schlong External optional Plugin: SOS - Leito Addon (by @Leito86) SOS Variation for Argonians and Khajiit AIO-AP supported RECOMMED for more realistic schlong variations! External optional Plugin: SOS Equipable Horse Cocks (by @Etheri) SOS Variation for Futa AIO-AP supported Horse Cocks as Strapon Replacer Patch made by @shakrum: SOS_Ho_StraponPatch.zip Patch works great, must have! SexLab (SLF) ( by @Ashal) Patch: SexLab 1.62 Fixes (by @Ed86), includes: Sexlab 1.62 sslActorAliasFIX v2.7z fix for sexlab 1.62 thread setup bug in sslActorAlias script. has something to do with werewolfs! FNIS_&_SL_Spider_Behavior_Patch.7z fix for stuck creatures animations (in SL scripts) ⚠️ MadMansGun: "if you have the "ExperimentalSexLabCreaturesV1-62ToSLALConversion.7z" installed you should avoid the spider fix." Patch: SexLab Compatible Noble Bed Double 02 1.1 (by @Sailing Rebel) Removes collision of the upper beam on noble beds only install one version of the mod (has 2 choices) Patch: Common and UpperClass beds meshes replacer LE (by @fifty2pickup) Fixes positions of SL animations on Common and UpperClass beds Optional: No Overpenetration (by @Holzfrau) Shortens excessive long Schlongs Optional: @Nymra's SexLab Extra Voices Expanded + Voice Packs 2.2 Adds new Voices to Sexlab @Corsayr extra rapey Voices (not for the faint at heart): Sexlab extra Voices for Slot 10 Experimental: @WaxenFigure's Manakins Patch: Manakins.esp should prevent SL events with Mannequins (at least the sex, not the approach... wait, why would I want that?) just leave it here so it doesn't get forgotten! Sexlab Animation Loader (SLAL) (by @orxx) Adds custom SL animation Packs to SLF Sexlab Tools (by @Goubo) SL animations can be chosen from a list during SL scene very useful mod if all Sexlab related filters are deactivated Optional: Immersive First Person View (IFPV) (by @h38fh2mf) SKSE plugin works well with Sexlab Scenes for all players that dare to take a closer look don't forget to toggle to helmet camera if the view clips too much or if everything is too far away (NUM4 by default) Sexlab Aroused Redux 28b (SLAR) (by @fishburger67) Requirement for multiple mods There are alternative variations on LL: Alternative: Sexlab Aroused extended (SLAX) by @Lupine00 Alternative: Sexlab Aroused Redux LE BakaFactory Edited Version by @factoryclose SkyUI Optional: SkyUI Rearranger (by @CPU) For sorting registered MCM menus helps to considerably elongate the lifetime of your mouse wheel can only rename 64 MCMs in one go, so best to start renaming MCM entries early and save the changes might be unable to read MCM files later in game again to manipulate them ⚠️might not work with newer mods unkown to Rearranger UIExtensions needed for AddItemMenu and various mods AddItemMenuLE very handy tool to see and grab items in esp & esm, without the use of console great to quickly test installed mods in AS-LAL and to get non-craftable items from mods RaceMenu includes NiOverride (NetImmerse Override) FNIS Behavior XXL (by @fore) Alternative: FNIS Behavior Optional: Animation Limit Crash Fix (SrtCrashFix) by @mrsrt The patch fixes the crash on game loading when you install too many animations with FNIS. Optional: Animation Loading Fix don't use it to go over the FNIS animation limit ⚠️useful to stabilize the process of loading a game with FNIS XXL installed => I use it to prevent endless loading screens with FINS XXL ⚠️ don't use SrtCrashFix and Animation Loading Fix together, use only one. I got CTD if used both (needs confirmation) FNIS Creature Pack (by @fore) Optional for SL creature animations Requirement for MNC ⚠️ FNIS Creature Pack v7.6 will show an "?" in SLF, this can be ignored or use this fix Body Slide and Outfit Studio UUNP for this example Setup (I love UUNP special, sexy belly if pregnant) Alternate Start - Live Another Life prevents the vanilla Helgen Intro and to start in a save cell to give all mods time to load Alternative: Realm of Lorkhan - Freeform Alternate Start gives also enough time to load all mods before moving on to Skyrim also useful to teleport around Skyrim via Crystalls that are distributed all over Skyrim it is always possible to return to the Realm Optional: XP32 New Animation Package - Nexus Exclusive XP32 New Animation pack includes multiple vanilla animation replacers and is a great alternative to FNIS sexy move. no esp, just animations Install after FNIS and let it overwite FNIS files Don't install the Skeleton, XPMSE takes over that part It will produce one FNIS warning during generation that can be ignored (momo jump) Animation Package FOMOD choices for this example setup, configuration for females only: Optional Mods to install: Activate Button Away moves the activate text away from the center of the screen no more annoying activate texts during the SL scenes while switching to free-camera Highly Recommended Better Dialogue Controls Highly recommended helps with bloated dialog boxes after adding multiple NPC interaction mods Highly recommended for SLdialoges Better Message Box Controls makes life better if in fight with lots of pop up message boxes control messageboxes via keyboard Immersive HUD - iHUD Highly recommended deactivate all those HUD elements if not needed or just make them very opaque also great to get rid of the sneaking crosshair in the middle of the screen Race Menu - Overlays Plugin more make-up options in race menu Remove Recurring Messages removes the annoying reminder messages Highly Recommended Rock Trap De-Lameifier by @Monoman1 Highly Recommended safer travels for your followers and slaves thru triggered rock traps check out the other MonoMan1 tweaks! Auto Unequip Ammo Works on PC and Followers no more constant Ammo container on your back Alternative: Ammo Unequip on Sexlab Animations 1.02 (by @Bazinga) don't use Bazinga's Version and the Nexus Version at the same time will also remove ammo from any Actor that removes ranged weapons Drawback: no MCM to add custom weapons and ammo Option to add custom ammo via TESVedit: Also sprach Bazinga End of Phase I Phase II Installation of AIO-AP (3.3 or 4.0) Alternative Skin Texture for AIO-AP XPMSE Mods to install: All-in-One HDT Animated Pussy 4.0 by @HeroedeLeyenda at this stage of the Setup creation all files of all mods installed so far can be overwritten by AIO-AP ⚠️ AIO is optional, you can get all the mods it includes standalone. Main reason for using AIO-P is to create a Sexlab compatible body without knowing all the nessary details. The Mod name isn't kidding, it's really AIO ⚠️includes HDT Physics Extension includes a non nude body with physics and 3D pussy includes includes bodyslide presets => remember to build your body in bodyslide if you want to use another preset includes skin textures includes NPC replacers includes followers includes SOS support and collision includes alternative skin textures for Argonians and Khajiit includes even more, check the FOMOD pics for a detailed view of what gets installed includes Custom Race compatibility files ⚠️ If you install a custom race later, don't forget to reinstall AIO-AP and overwrite the Custom Race files. ⚠️ Overwrite all files of your Custom Race includes HDT body physics Alternative: for HDT body physics: Naturalistic HDT and Beast HDT 3.68 (by @Bazinga) can also be used to overwrite a basic install of AIO-AP 👍HIGHLY RECOMMENDED! to give a better overview what AIO-AP actually installs and what the requirements are I made pics of the full FOMOD installation process for use as reverence the FOMOD is great! files installed on every single step can also be overwritten later by any other standalone mod you want meshes/textures/physics from you can also learn from the FOMOD how to setup a PC body for use with LL mods by observing what files get installed ⚠️DO NOT INSTALL ANY CREATURE RELATED OPTIONS OF AIO-P IF YOU PLAN TO USE MNC SLAL ⚠️ Alternative: for AIO-AP skin texture: Demoniac- High Quality Glossy Female Body Texture 8K 4K 2K overwrite any files from AIO-AP in this example I will install this as alternative skin texture you can either not install any skin texture during the AIO-AP installation process, or just overwrite any files installed by AIO-AP later on Demoniac FOMOD pic for additional informations: XP32 Maximum Skeleton Extended - XPMSE (by @Groovtama) overwrite ALL other mods ⚠️ only overwrite XPMSE if a mod author asks for it in his mod description. includes already Realistic Ragdoll and Force XPMSE v4.60 supports now the 3BBB body XPMSE v4.60 will show more than 115 bones in FNIS now: < Skeleton(hkx) female: Unknown (126 bones) male: Unknown (126 bones) > ⚠️if you don't install AIO-AP you need to add HDT Physics Extension for XPMSE now. End of Phase II Phase III Installing DDa,i,x Installing ZAZ Installing Optional Mods to install: GagSFX 1.04 (by @volfin) Gagged Moaning Sounds for Sexlab Supports DD and ZAZ Core file needed: GagSFX 1.04.rar optional GagSFX files are only needed if you gag any of the actors the patches are for. the GagSFX patches can be merged together with GagSFX main file. Zaz Animation Pack V8.0 plus (ZAZ 8+) (by @t.ara) UUNP HDT file for this example ⚠️LL download is only a txt file. In the txt file you find the link to the real mod. some devices need to be build in bodyslide (more sliders in the Bodyslide "unassigned" group) ⚠️If NPC don't use whips activate the "GENDER Specific Animations" Patch in FNIS alternative versions: ZAZ 7 and ZAZ 8, only use one! Optional: Immersive Torture Sounds 0.1 (by @Kircheis-) ZAP Whipsound replacer Whenever a whip hit noise plays, it should be accompanied by a female grunt/scream. Male characters should rethink installing this Alternative: @Nymra's ZAP- Whipping Sound Expanded ZAP Whipsound replacer even better than Immersive Torture Sounds only use one whipsound replacer Devious Devices Series: Devious Devices (Assets) 3.0e (by @Zadil and the DD Team) devices need to be build in bodyslide basic devices Devious Devices - Expansion V4.3a (by @Kimy and the DD Team) devices need to be build in bodyslide many new devices big file size, here an alternative download link for smaller file sizes made by @piotsze: piotsze was here The Posture Collar always missed a visual Padlock. Not anymore thanks to: Devious Posture Collar With Padlock by @Black714 Devious Devices - Integration V4.3a (by @Kimy and the DD Team) the DD brain, let it overwrite all adds animations and MCM ⚠️DDi v4.3 has some bugs, check the DDi topic regularly: here is the "facial expression while gagged" fix made by various autors posted at the DDi topic: DD 4.3a gag fix.zip here is the "hobble skirt" speed debuff fix by @LazyBoot Optional Patch: DDi sandbox patch by @asdfasdf883 Devious Devices - Integration NPC Sandbox Patch.esp. Allows NPCs in heavy bondage to idle or follow other NPCs. Drawback: heavy bondage idle failes to work on some NPC on cell load. Most useful in combination with Hydragons Slavegirls & Device Replacer. compensate the drawback with Better NPC Support for Devious Devices 0.1 RC 3 ⚠️DDi Sexlab filters can cause bugs with NPC-NPC sex (stuck SL animations) Optional: @MaikCG's Falling after shock for Devious Devices Integration 4.0 1.0.0 adds falling animation if schock event from DDi triggers Must have! Works with DDi v 4.3a. Optional: @MaikCG's Devious Devices Expansion 4.1 Rubber sound FX replacer 1.0.0 Changes El_Duderino's rubbersound to leathersound Optinal: @Kharos's Better NPC Support for Devious Devices 0.1 RC 3 Restores DDi effects on NPC (no more broken DDi idles on NPC) adds to script load after cell change to a cell with NPC in DDs, but it looks very promising on my setup already. DD Series Optionals: racemenu adjustable ball gags 0.4.1 (by @incrediblysecure) ballgags can be changed in size and position with RaceMenu sliders ⚠️ esp and DCL patch esp need to be below all other mods that modify Devious Devices in LO or won't work. Drawback: RaceMenu settings for gag size might have to be newly applied after every gag exchange DCL support Magic allowing Bondage Mittens patch for Devious Devices - Expansion (Versions 3.0 and 4.0) 1.2 (by @MrEsturk) allows the use of spells while wearing bondage mittens still compatible to DDi 4.3 Devious Lore (by @Code Serpent) adds alternative escape options and adds struggle animations ⚠️Code Serpent likes to confuse ppl, so I guess this is the recommed patch for use with DL: Devious Devices - Lore Patch 1.0.rar highly recommend for devious Setups with lots of mods that add devices regularly Bwitch (by @simplefries) allows to cast even in heavy bondage also great for casting without equipping spells to hands highly recommend to use in combo with mods that keep the player for a long time in bondage ⚠️careful with the MCM settings, some features might make the game instable I can confirm that the casting function via hotkey, the gagged shout function and the escape from bondage options work without issues. End of Phase III Phase IV Installing Script Addons: PapyrusUtil 3.3 JContainers ConsoleUtil Mods to install: PapyrusUtil - Modders Scripting Utility Functions overwrite all ⚠️never let any mod overwrite it ⚠️some mods come with older versions, don't let them overwrite the newer version! SLF Simply Knock Campfire JContainers overwrite all ⚠️never let any mod overwrite it Requirement for MNC SLAL and the included Creature Framework ConsoleUtil overwrite all ⚠️never let any mod overwrite it Needed for: Inte's SUM (Skyrim Utility Mod) DDi black fog blindfold effect (activatable in DDi MCM) NFF (Nether's Follower Framework) End of Phase IV Phase V Installing MNC Patches Optional Installing Animated Beast's Cocks(ABC) For users Extra: SIC & BADDOG MNC SLAL Integration Mods to install: More Nasty Critters SLAL Version (by @MadMansGun) ⚠️Since Version 12 MNC SLAL includes a modified version of Creature Framework. No need to install CF separately anymore. ⚠️Allow to overwrite: FNIS XPMSE AIO-AP Patches: More Nasty Critter SLAL Patches Optional: End All Be All - Rieklings MNC Edition Version (by @Rico Suave) ⚠️Allow to overwrite MNC SLAL makes those Rieklings just look a lot more detailed (also makes them look glossy). Animated Beast's Cocks(ABC) For users LE (by @factoryclose) ⚠️Allow to overwrite: EVERYTHING! MNC AIO-AP End All Be All - Rieklings XPMSE Extra: SIC & Baddog Installation Skyrim Immersive Creatures Skyrim Immersive Creatures - Unoffical Patch Skyrim Immersive Creature Stormcloak Wolfes Faction Fix No more Stormcloak Wolfes that attack you for no reason and create a clusterfuck SIC Spawn Fix Some Riekling Riders refused to spawn. No more! @Bad Dog's Immersive Creatures - SIC Addon V3.0 Baddog's SIC Addon needs a patch for MNC SLAL to prevent some canines have pink dicks: From the BDIC topic: BDICV3.0 MNC patch.7z End of Phase V
  14. EnderalSE and SexLab Setup Guide Hopefully we'll have a stickied place to keep all this in one thread. Please feel free to add your fixes, cheats, cludges and experiences! Good Stuff will be added to this post, so it will be easier to find. An accurate list of what extras are installed in the base game install of EnderalSE Forgotten Stories from Steam Is located in the {Steam Path}\steamapps\common\Enderal Special Edition folder in a file called "credits.txt" Post 2 continues with mod reports. Post 3 has converted mods/plugins, at least they are working for me. They may contain a patch, and this patch must be loaded after the main plugin. *** A guide for installing Creation Kit for EnderalSE is in Post 7! *** A really good script for making the race changes : https://www.nexusmods.com/enderal/mods/18 This script fixes an issue with HDT I haven't mentioned previously, see thread: https://www.loverslab.com/topic/168078-enderal-se-hdt-physics-for-all-races/ Automates the process and works in SE as well. Update: Using the above script makes the patches un-necessary, 3 days of play testing. May 17, 2021 playablefix.esp still required Update: LOOT has an update for Enderal/EnderalSE see: https://www.loverslab.com/topic/168116-enderalse-and-sexlab-setup-guide/?do=findComment&comment=3390604 Update: Fellow LL member @Amokhem has come up with a way to avoid the Registry Edits, see post https://www.loverslab.com/topic/168116-enderalse-and-sexlab-setup-guide/?do=findComment&comment=3402653 Update: Member @Xerrasx has managed to get MoreNastyCritters operational! Details in post https://www.loverslab.com/topic/168116-enderalse-and-sexlab-setup-guide/?do=findComment&comment=3440629 A pictorial guide to patching mods for Enderal/EnderalSE: {because we have to do so much of it} If you don't have "Enderal race patch script" get it from: https://www.nexusmods.com/enderal/mods/18 Confirmed working SexLab mods: Mods that appear to be trying to work: Some informative links for Enderal/EnderalSE:
  15. Introduction This little guide will cover all the basics in order to succesfully install the SexoutNG framework. There will be some pictures to clarify things that might not be clear to some or are sometimes overlooked. This guide assumes that you have succesfully installed the Fallout Mod Manager (FOMM) and know how to extract files from an archive. It is possible to install the framework with the Nexus Mod Manager as well, but I strongly recommend sticking with FOMM. I. Download the required files This one should be obvious, if you've read the requirements section of the SexoutNG OP. SexoutNG Data SexoutNG Core NVSE 5.0b2 (it has to be version 4.5 or greater, older versions are not supported) NVSE Extender 16 or higher! Astymma's Compatibility Skeleton (as of SexoutNG '94 a compatibility skeleton is included, which means you don't need to install an extra skeleton) The Mod Configuration Menu Since we are going to use FOMM to install Sexout in this guide, you need to choose "download manually", when downloading the skeleton and MCM from the Nexus. Once you are finished, you should have the following files (the version numbers may change): SexoutNG - Core 2-10-94.fomod SexoutNG - Data 2-10-94.fomod nvse_5_0_beta2.7z NVSE Extender v16.fomod The Mod Configuration Menu-42507-1-5.7z Optional: SexoutNG - Bodies 1-1-1.fomod (Install the bodies, if you don't have any male/female nude bodies installed yet. If you already have nude bodies installed, the game will always choose yours over the ones from sexout) II. Installation First of all, extract all the 7z archives in their own folders. We will start with the SexoutNG main files. In order to install them with FOMM you need to copy all .fomod files to the location of your FOMM installation into the following folder: data/falloutnv/mod. (for instance D:/FOMM/data/falloutnv/mod.) Every other fomod goes into that folder as well. (Alternatively you can select "Add fomod", instead of "Create from folder" in the package manager and add the files that way.) Start up FOMM next and click the package manager button. You will see something like this: If you have other fomods installed, they will appear here as well. In order to install them you need to either select them and click activate or just double-click them. You should see this message and the box next to the file name will be ticked. If it asks you to overwrite files, because you are upgrading, click yes or yes to all. Do this for all the .fomod files you've just downloaded In case you want to use astymma's compatibility skeleton, instead of the skeleton provided by Sexout: Since the the NVSE Extender comes as a .fomod archive now as well, the installation process is the same as for the the Sexout Core and Data files. Move the archive to your FOMM/data/falloutnv/mod folder and activate the package with the package manager. Lastly, we need to put NVSE itself into its right place. To do this you need to copy the contents of the NVSE archive (all the .dlls and the nvse_loader.exe) into the main Fallout New Vegas root directory where the FalloutNV.exe is located. Do NOT put them in the data folder and do NOT install NVSE with FOMM. You don't have to copy the src folder from the NVSE archive as it only contains the source code and isn't required for NVSE to run. Now you're done with the installation of the SexoutNG framework. In order for it to actually do something, you need to install one of the various Sexout plugins. There is a lot to choose from in the Fallout/Sexout download section. Read and follow their installation instructions carefully, as they often have requirements of their own. In case you downloaded a compilation, you should still read the requirements of the individual mods, since some of them cannot be included in compilations. As a matter of fact, you can probably save more time by reading requirements and instructions, as by just downloading a bunch of mods and praying that it works. Troubleshooting a broken game also takes longer than spending a little time reading up on vital information. 90% of support topics in this section are due to the fact that people didn't take that advice.
  16. Preface Getting 3BBB to run can sometimes be a challenge. If you run into a problem it often is not so easy to find the exact problem (i almost gave up because of that). So lets make sure that there is a solid foundation where you can later add mods. And exclude some things from the list of possibilities at the same time. Addendum: This is how i got it running for my female char in MO2 - Vortex might be a different beast. Checking versions First check if you have the actual version of the required mods SKSE64 PapyrusUtil SE - Modders Scripting Utility Functions SkyUI BodySlide and Outfit Studio CBBE SE (Optional) Racemenu Fores New Idles in Skyrim Deactivate for now everything else that got physics Installation of the foundation Install (or already have them) in this order. XP32 Maximum Skeleton Special Extended (select 'Physics' during the installation) HDT-SMP (Skinned Mesh Physics) CBPC - CBP Physics with Collisions SINful CBP Reinstall 3BBB and use these settings (Format is Page/Option(s)): 1.1 Pre-built Body mesh 2.1 Performance (improved) 3.1 SMP and CBPC (Full) 4.1 Old Type 5.1 Elasticity 5.2 Small~Big Boobs 6.1 Deactivated 6.2 A little fleshy 6.3 Vagina Physics 7.1 Medium Movement 8.1 CBPC - RegularSOS 9.1 Here you have to find the right color for the skintone you're going to use (see spoiler). Otherwise it will look off. But you can change it with the optional tool. 9.2 SSS Black 10.1 Sexlab 10.2 Replacing CBBE 1.6x Morph Sliders [INSTALL] Install this file: WBody - Nude.7z Now activate the listed mods and run FNIS. First testrun (Basics): Start the game and set in the MCM the settings of 'Sinful CBP' to '3' and 'standard'. Undress your PC and jump a bit. If it works you can move to the next step - if not you already got a problem and you have to start from the beginning 'til you get here again (you did pick the option 'physics' during the installation of XPMSSE, right?). Second testrun (Bodyslide): Deactivate my 'WBody Nude'. Now create with the 'BodySlide and Outfit Studio' the bodyslides for the body you actually want to use (a nude setup is enough for the tests) and activate them. Rerun FNIS (When in doubt always rerun FNIS first. ;)). Start the game and undress your PC and jump a bit. If it works you got a solid foundation and can add (or reactivate) mods that require physics - if not then the bodyslides you're using cause the problem. You can try to redo them, but the chances are high that you have to replace the body with another one. Further tests: This is where i have no further steps anymore as there are way to many mods and possible combinations. But if you suddenly run into problems it is most likely one of the mods you recently added that cause the issue. I hope this will help the ones that actually run into problems. I spent several hours reinstalling and reconfiguring my setup. Only to find out that i got it right the first time but that a seemingly unrelated mod interfered and let the physics go haywire (while i thought i made a mistake during the setup).
  17. How to install Devious Devices 4.2 SE and Deviously Cursed Loot 7.3 SE (beta/experimental) There's a lot of confusion on what to install to get a working Devious Devices/Deviously Cursed Loot setup with SE. For your convenience, I list all the necessary and recommended packages here. The list is based on Pfiffy's conversions of the devious mods and uses the CBBE body. This is a beta/experimental setup. Some stuff doesn't work as expected yet, most notably BodySlide/SMP is largely a work in progress. My thanks and appreciations to the mod authors and everyone else doing the hard work. Requirements Skyrim SE 1.5.62 Skyrim Script Extender (SKSE64) 2.0.12 (direct download) SKyUI 5.2SE (mod manager download) Fores New Idles in Skyrim SE - FNIS SE Install FNIS Behaviour SE 7.4.5 (mod manager download) Install FNIS Creature Pack SE 7.0 (mod manager download) Recommended: FNIS Sexy Move SE Install FNIS Sexy Move SE 7.2 (mod manager download) Optional install 360 Pack for the Female Player v7.2 (mod manager download) RaceMenu SE v0.3.2 (mod manager download) XP32 Maximum Skeleton Special Extended - XPMSSE (mod manager download) BodySlide and Outfit Studio v4.7.0 (mod manager download) HDT Physics Extensions (HDT-SMP) Install HDT Framework and HDT Skinned Mesh Physics (more information) Caliente's Beautiful Bodies Enhancer - CBBE Install Caliente's Beautiful Bodies Enhancer v1.5.3 (mod manager download) Install CBBE SMP Config v1.0.6 (mod manager download) Install Normal Map Options v1.4 (mod manager download) Schlongs of Skyrim SE Install Schlongs of Skyrim SE v1.1 (direct download) SexLab SexLab SE 1.62 beta 4 (direct download) Recommended: SexLab Animation Loader SSE 1.0.0 (direct download) You'll need to install some animation packs (*TODO) ZAZ Animation Pack 8+ CBBE rev 2 (direct download) SexLab Aroused Redux SSE v29 2.9 (direct download) Devious Devices Devious Devices assets 3.0e SE (direct download) Devious Devices integration 4.2 SE (direct download) Devious Devices expansion 4.2 SE (direct download) CBBE SE slidersets (direct download) Hotfix (direct download) Devious Devices SKSE 1.5.62 runtime 2.0.12 (direct download) Deviously Cursed Loot Deviously Cursed Loot 7.3 SE (direct download) Notes * TODO - It works for me, your mileage may vary
  18. Hello everyone! So I have been modding for a few years now and have only recently joined the wonderful community of LoversLab. With that being said, I have received a TON of questions from my friends and a few other community members in regards to "What is the best way to install mods?" "What is the best order to install mods in?" and my favorite "How many mods is too many?" So to be upfront I Like a wide variety of mods, and my lineup and taste will most likely be different than yours. This is just a basic outline of what order I install my mods and my friends mods. First off you want to install the most important mods (this will be your frameworks, bodies, utilities, and skeletons) These include: -FNIS Behavior (Regular or XXL) -FNIS Creature Pack (If you want creature functions) -Sky UI (most mods that can be changed in-game require this) -UI Extensions -Sexlab Framework -Sexlab Tools -Sexlab Animation Loader -JContainers (this comes pre-installed in SexLab, but does not hurt to have the latest version) -XP32 Maximum Skeleton Extended -Female Body mod (CBBE or UNP) -Bodyslide and outfit studio -Male Body mod (there are many so its up to your preference) -RaceMenu *I recommend you run FNIS at least once at this point and create a mod called "FNIS Output". Then make sure to see if everything is working as it should in game. Next we go onto animations... Ahh lovely animations ? You will need to run FNIS every time you install a new animation pack (do not try to mass download animations and then run FNIS, you will run into a ton of issues). You can install up to 750 animations currently (with the SexLab animations 750 mod, i pray they allow more one day.) With that being said lets list a few animations that you can download!: -Komotor's Animations -Billyy's SLAL Animations -FunnyBizness SLAL Pack by Shashankie -K4 Animations SLAL Package -MilkySLAL -nazonootoko's Animations for SLAL -NCK30 Animations -Nibbles' Animations -RohZima Animation's SLAL -SLAL Mike24 Animations CLASSICS -Zaz Animation Pack -And many, many more! After you have what animations you want downloaded, be sure there is no conflicts with them and you are able to move around in game (without T-posing). Install a mod such as Matchmaker to allow for easy testing of animations. Another thing to always check for is the requirements before you download them. Some of them will have dependencies that are a must, otherwise they will not work. Once you are done making sure that your animations are in working order and your game is stable, you are now free to download what i like to call "Other or misc mods." These mods only help improve the existing experience you have with SexLab (for example: clothes, immersive patches, skin textures, and so on...). Below is a list of my favorite mods from almost every category: -Body: All in one CBBE HDT Animated Pussy 4.0 -Skin texture: Demoniac High Quality Glossy Female Body Texture 8K 4K 2K -Clothing: Luxury Clothing Pack -Immersive: Immersive Creatures (this mod is the root of a bunch of great beast mods ;)) -Skin overlay: RaceMenu Overlay Compilation (adds a TON of textures and overlays for character creation) -Hair: KS Hairdos - HDT Physics -Animation: Sexy Idle Animation (has 5 different options, I can never decide on one) -Others: Animal Mansion, Devious Devices, Fill her up, Aprops, FNIS Sexy move, Hentai Creatures Extended, AnimSpeedSexlab. I love so many other mods but for the sake of your eyes (and mine) I have decided not to list them. I may post a full list sometime in the future. Well we are at the end! Thank you for taking the time to read my little guide, it took me quite a long time to put this together, so any input would be greatly appreciated! Thank you again and be sure to post here if you have any questions or just to let me know how your experience was using this guide to help you mod! Much love ❤️
  19. I am an absolute retard so there are probably more efficient ways to do this. Introduction: This guide will show you how to use different BodySlide preset for your PC and NPCs and make NPCs' use different presets from each other. I do not own SSE so i cannot tell you whether or not this method works with it. Requirements: Racemenu - (https://www.nexusmods.com/skyrim/mods/29624) BodySlide - (https://www.nexusmods.com/skyrim/mods/49015) BodySlide compatible body - (CBBE, UNP, 7B, ext.) jBS2BG - (https://www.nexusmods.com/skyrim/mods/88707) not required but makes life a lot easier. A BodySlide compatible armor replacer - (I use CT77 but any one that supports BodySlide will work) Zeroed BodySlide preset - (CBBE and UNP ones can be found jBS2BG download page, not sure about other bodies but the "default one" should be fine) XP32 Skeleton Method: I will use annotated pictures for this: -You can close BodySlide for the time being. -Switch to the morphs tab. In order to change the preset for all female NPCs, type All|Female into the "Custom Targets:" box and press "Add". In order to change the preset for all female NPCs in a race, type All|Female|RaceName into the box and press "Add" - replace "RaceName" with one of the bellow: ArgonianRace BretonRace DarkElfRace DraugrMagicRace DraugrRace ElderRace FalmerRace HighElfRace ImperialRace KhajiitRace NordRace OrcRace RedguardRace WoodElfRace - you can add the suffixes "RaceName"Child and "RaceName"Vampire In order to change the preset for a specific NPC there area two options: - Using a NPC list: jBS2BG comes with an NPC list with all of the Vanilla and DLC NPCs and its nexus page has a tutorial on making new NPC lists for modded NPCs, simply press the "Add NPCs" button Then press the "Add NPCs from file" and select "FemaleNPCList - Dawnguard + Dragonborn + HearthFires + Skyrim.txt" from the jBS2BG install location or your own NPC list if you made your own. Then simply select the NPCs you want and press add - Using a Custom Target: In the "custom target" box, type master|FormID, for example to select Jenassa, i would type: "Skyrim.esm|B9982", If you want to add a NPC from a mod, replace "Skyrim.esm" with the name of the mod's plugin. -For demonstration purposes i have added All|Female and Skyrim.esm|A2C8E (Lydia) Once you have added the NPCs to the list, Select one of the NPCs or NPC groups and on the right-hand menu , press the "Add" Button If you want a NPC group to have multiple body types among a group, select multiple body types and they will be randomly distributed among NPCs in the group In this example, all females (excluding Lydia as she has her own preset) will have either one of the bodies: After you have chosen what presets you want the different NPCs to use, you need to create a folder (don't close jBS2BG) For MO2 Users: Create a this directory mods\BodyGen\meshes\actors\character\BodyGenData\Skyrim.esm For Non-MO2 Users: Create a this directory \data\meshes\actors\characters\BodyGenData\Skyrim.esm (Skyrim.esm is the name of the folder not an .esm file ) Now, back in jBS2BG press "file" and then "export bodygen inis", select the skyrim.esm folder you just created Cleaning Your Save: Download a tool like NiOCleaner () and clean your save file, now you should be able to load into the game and see the new NPCs boddies Setting a preset for the player: Now if you want to use a different preset for your PC, you have to open the preset in a new session jBS2BG and press the "generate templates" button, now leave jBS2BG and open skyrim, when in game open the console and type "showracemenu", now go to the CBBE / UNP / 7B and enter the values shown in jBS2BG. Enter these values into the racemenu sliders, all the values not mentioned should stay at 0:
  20. I love having a ton of followers but hate it when my available plugin slots in NMM starts to drop down. So, finally went through a few attempts to find that its pretty easy to convert small follower mods from esp to esl format. Requirements: 1. SSEEdit 2. NifSkope For this guide, am going to use Sori Follower SE (CBBE SE version) created by songgod and ported to SE by ff7legend. I use NMM, so am going to use it in the process. You may have to do the appropriate steps if use MO2 or Vortex, since they use a Virtual Folder system using symlinks. The workflow: Step 1: Install the mod using whatever mod manager you use or install it manually and then activate the mod. Step 2: Then Fire up SSEEdit and open the freshly installed mod i.e. Sori.esp If you check the header section it shows that the mod esp only has 28 records, and for only 28 records wastage of 1 plugin slot is not cool. It could be easily handled by a lite or esl plugin. Step 3: In SSEEdit, select "File Header", then right click on "Record Flags" in the "Record Header" tree. In the popup menu which appears, click on "Edit". A message box will come up, select the "Yes" option there. This would be followed by a screen with many Check boxes. Tick the ESL check box and press "Ok" button. Step 4: In SSEEdit, right click on Sori.esp and click on "Renumber FormIDs from". A small popup will come up, type in 800 there. A message box would appear, press "Yes" there. Step 5: In SSEEdit, save the esp. Step 6: In SSEEdit, go to the tree under Sori.esp and open the "Non-Player Character (Actor)" branch and note down the Form ID of the follower Sori. Then close SSEEdit. Step 7: Now, open up Explorer or whatever File Manager you use and navigate to <Skyrim Installation Directory>\Skyrim Special Edition\Data\textures\actors\character\facegendata\facetint\Sori.esp depending on your file system. Select the dds file there and rename it to "00000800.dds". The last three characters are important for an esl file. In SSEEdit, you have seen that the Form ID for Sori is 02000800. The first five characters has to be replaced by Zeroes. Step 8: Next in Explorer or whatever File Manager you use navigate to <Skyrim Installation Folder>\Skyrim Special Edition\Data\meshes\actors\character\facegendata\facegeom\Sori.esp depending on your file system. Rename the Nif file present there to 00000800.nif, the reason being the same as in the previous step. Step 9: Now open up the Nif file in NifSkope. We have to correct the tintmask file name in the texture path. Navigate as shown in the pictures, then rename the dds file in the tintmask file path. Finally save the Nif and close NifSkope. Step 10: Now open up NMM and check the Plugins tab. It should show Sori.esp is not using a plugin slot. Step 11: Close NMM, then go find Sori in-game in Sleeping Giant Inn at Riverwood. She will be there if everything went fine. And indeed she is there. Yell at me if you face any problems. Till then peace out.
  21. https://steamcommunity.com/sharedfiles/filedetails/?id=1131162350 I found this all in one post giving many ways to improve the sims 3 for current systems use as well as basic tips, tricks, and understanding of the way the game works. Grab a sandwich, and start reading.....
  22. Modder Skyrim : Bases et Loverslab ATTENTION : CE GUIDE COUVRE SKYRIM ORIGINAL (OLDRIM), PAS SPECIAL EDITION Introduction Les outils Installer les mods de base SkyUI USLEEP Crash Fixes FNIS Racemenu XPMSE Les mods Loverslab SOS Zaz Animation Pack SexLab (+ Aroused) Devious Devices Les traductions Aller plus loin Introduction Si ajouter des mods à Skyrim est une pratique ayant déjà plusieurs années, les mods et les outils qui nous permettent de le faire ne cessent d'évoluer, rendant notre jeu de plus en plus stable. Vous connaissez probablement le Nexus, mais si vous êtes ici, c'est que vous voulez pousser l'expérience plus loin, et il vous faudra avant tout de bonnes bases. Ce guide a pour but de prendre le relai de celui réalisé précédemment par Narsilien, et j'essaierai de le garder à jour autant que possible. Mon but ici est de vous transmettre un maximum de connaissances pour que vous puissiez entretenir une installation stable de Skyrim par vous même. Il est divisé en une partie s'adressant à tous les moddeurs et une autre pour ceux intéressés par les mods SexLab. Bonne lecture ! Les outils Mod Organizer 2 Comme beaucoup d'autres, j'ai commencé à modder Skyrim en installant mes mods manuellement dans le dossier "data" du jeu. Le problème avec cette méthode, c'est que retirer un mod devient un véritable calvaire et que certains mods s'écrasent entre eux. Je suis alors passé à Nexus Mod Manager : ce dernier règle les problèmes de suppression mais continue de polluer le dossier data et rend les conflits entre mods très difficiles à gérer. Et puis j'ai découvert l'incontournable : Mod Organizer. Mod Organizer 2, que nous appellerons "MO" est une bibliothèque de mods à l'écart de votre dossier data. Il vous permet de sélectionner quels mods vous voulez lancer, créer plusieurs profils et mieux gérer les conflits. Le mieux, c'est qu'il ne touchera jamais à votre dossier data, laissant votre Skyrim parfaitement intact. Cliquez ici pour accéder à sa page Nexus (il s'agit d'une page pour Special Edition mais MO2 fonctionne également pour Oldrim). Rendez-vous dans l'onglet "Files", par simplicité, téléchargez la version "Mod organizer 2 (Archive)" de "Main Files". Vous disposerez alors d'une archive au format ".7z". Extrayez son contenu, vous obtiendrez un dossier contenant plus au moins ceci : Déplacez le dossier racine (celui que vous avez extrait) où vous le souhaitez sur votre disque. Certains aiment placer MO dans "C:/Program Files", personnellement, j'ai mis MO dans mon dossier Skyrim ("<STEAM>/steamapps/common/Skyrim"). Une fois votre dossier MO placé, lancez "ModOrganizer.exe" qui se trouve à l'intérieur. Acceptez les conditions d'utilisation Dans "Choose components", en plus des choix par défaut, choisissez également "Handle Nexus Links" Sélectionnez le jeu Bethesda dont il devra s'occuper. Un Mod Organizer tout propre s'ouvre alors ! Il sera toutefois plus simple d'expliquer son interface à l'aide d'un screenshot sur une vraie installation : La liste rouge contient les "ressources" fournies par chaque mod. Il faut savoir que quand vous installez un mod via MO, MO crée un répertoire rien que pour lui, contenant tous les fichiers de ce mod, le séparant ainsi des autres. Chacun de ces dossiers générés par MO est ainsi listé dans cette zone rouge. Que se passe il quand par exemple, deux mods veulent modifier la musique d'introduction du jeu ? MO va simplement choisir celui qui a la Priorité (vous remarquerez une colonne de ce nom) la plus élevée. Vous pouvez vous même modifier la priorité d'un mod sur un autre en double-cliquant sur sa priorité et en la changeant manuellement. Un éclair avec un + vert signifie que les fichiers de ce mod sont prioritaires sur un autre, et un éclair avec un moins rouge signifie que certains fichiers sont fournis par un mod à la priorité plus importante. La liste verte contient les "esp". L'esp (ou plugin) est un fichier inclus dans le mod qui va indiquer à Skyrim ce qu'il apporte de nouveau (en quelques sortes). Il arrive que certains mods disposent de plusieurs esp, mais gardez à l'esprit que Skyrim n'accepte au maximum que 256 plugins (chaque mod se voyant attribué un numéro hexadécimal allant de 00 à FF). Le cadre bleu désigne les exécutables que vous pouvez lancer depuis MO. C'est un détail important : tout ce qui utilise MO doit être lancé depuis MO, c'est à dire que vous devrez lancer Skyrim et tous les autres programmes souhaitant accéder aux fichiers des mods depuis MO. Nous verrons plus tard dans la section LOOT et SKSE comment ajouter un programme à cette liste. J'expliquerai également dans la section SkyUI comment installer un mod via MO. ~~~~~~~~~~~~~~~~ LOOT LOOT, ou "Load Order Optimisation Tool" va devenir un programme essentiel de votre installation puisqu'il va trier les esp qui se trouvent la colonne verte de MO (qui est en fait un fichier appelé "load order"). C'est très pratique, car quand des mods sont mal rangés, Skyrim va tout simplement planter. On appelle ces plantage des CTD pour "Crash to Desktop". Tout d'abord, il vous faut obtenir LOOT. Rendez-vous sur leur page Github. Trouvez la dernière version (stable si possible, c'est à dire qui n'est pas en beta) et, dans la rubrique "Download" de cette version, prenez celle indiquant installer.exe. Installez l'installeur (eh oui) où vous le souhaitez sur votre ordinateur (l'emplacement par défaut convient, mais je place personnellement tous les programmes relatifs à Skyrim dans le dossier Skyrim). Vous disposez maintenant de LOOT, mais il doit être lancé depuis MO pour accéder à la liste de mods. Pour accéder à un programme depuis MO : Ouvrez MO et la liste déroulante à gauche du bouton "Lancer", cliquez sur "Éditer". Une fenêtre apparaît dont seule la partie inférieure nous intéresse. Commencez par entrer un titre pour le raccourci que vous allez créer (par exemple : "LOOT"). Ensuite, cliquez sur les trois petits points à côté de "Exécutable" (le cadre en bleu sur l'image ci-dessus) et sélectionnez l'exécutable du programme (dans notre cas, LOOT.exe dans le répertoire où vous avez installé LOOT). Laissez les trois checkboxes décochées et cliquez sur "Ajouter". Le programme est maintenant apparu dans la liste de Mod Organizer! Pour le lancez, sélectionnez le puis cliquez sur le bouton "Lancer". Vous êtes maintenant en mesure d'utiliser LOOT, ce que vous devriez faire à chaque fois que vous installez un ou plusieurs nouveaux mods depuis votre dernière séance de jeu. Il est à noter que plus vous avez de plugins, plus le tri prendra du temps (on parle ici de secondes, pas d'inquiétudes). Pour trier vos plugins, cliquez sur le bouton ci-dessous. Une fois le tri terminé, soit un bouton "Appliquer" apparaît (cliquez sur ce dernier), soit rien ne se passe (indiquant que votre load order est déjà correctement trié). Vous pouvez ensuite fermer LOOT. ~~~~~~~~~~~~~~~~ SKSE Le "Skyrim Script Extender" va devenir notre nouveau programme pour lancer Skyrim. En effet, ce programme arrive à "hacker" l'exécutable de Skyrim pour permettre aux développeurs de mods d'utiliser des fonctions qui n'existaient pas jusqu'alors. Rendez-vous sur Silverlock, le site de la team SKSE et téléchargez l'installer de la version actuelle (Current Build). Lancez l'exécutable, indiquez l'emplacement du répertoire Skyrim et installez (vous n'êtes pas obligé de créer un raccourci). Rendez-vous maintenant dans le répertoire Skyrim avec l'explorateur Windows, vous constaterez que plusieurs fichiers, dont un "skse_loader.exe" sont apparus. Comme je l'avais mentionné, vous ne lancerez non seulement plus Skyrim depuis Steam, mais vous lancerez maintenant Skyrim depuis SKSE depuis MO ! La procédure est simple, ajoutez le "skse_loader.exe" à la liste des programmes MO comme vous l'avez fait pour LOOT. En lançant SKSE, vous verez que Skyrim se lancera automatiquement.
  23. SexLab & More Nasty Critters Install Guide View File a guide for installing SexLab & MoreNastyCritters with screenshots. click on the [DOWNLOAD THIS FILE] button on the right hand side of the screen for the guide. note1: nude player/npc body mods and there skeletons are not covered in this guide because there are too many to choose from, but however XP32 Maximum Skeleton Extended (XP32SE), UNP Blessed Body (UNPB) and Schlongs of Skyrim (SOS) are a good starting point. note2: this guide is made for people that manually install mods, so if your using a mod manager you should be installing the mods through it instead. note3: if your loading XPMSE after MNC please make sure that it's the newest version that has the ABC nodes. My helpful list of available free to use SLAL Packs: Warning to new users/members: there is a limit to how many animation sets SexLab can load, so only install the packs that you truly want to use. SLAL Pack Collection (note: the download files are mostly redundant because updated animations are already found in the SLAL Packs listed below) 32Bit SLE https://www.loverslab.com/files/file/2856-sl-animation-loader-pack-collection-and-installation-guide/ 64Bit SSE ? AnubiSs2167 32Bit SLE https://www.loverslab.com/files/file/2376-anubs-animation-dump-reborn-updated-10052019/ 64Bit SSE https://www.loverslab.com/files/file/5623-anubs-animations-for-se/ Ayasato 32Bit SLE https://www.loverslab.com/files/file/6249-slal-ayasato-animations-28022018/ 64Bit SSE https://www.loverslab.com/files/file/6249-slal-ayasato-animations-28022018/ Billyy 32Bit SLE https://www.loverslab.com/files/file/3999-billyys-slal-animations/ 64Bit SSE https://www.loverslab.com/files/file/3999-billyys-slal-animations/ DogmaMods 32Bit SLE https://www.loverslab.com/files/file/11308-dogmas-animations-for-slal/ 64Bit SSE ? Evacuation!!! 32Bit SLE https://www.loverslab.com/topic/56684-animation-by-evacuation/?p=1836543 64Bit SSE ? FunnyBizness 32Bit SLE https://www.loverslab.com/files/file/2702-funnybizness-v246-slal-pack-by-shashankie/ 32Bit SLE https://www.loverslab.com/files/file/4471-funnybizness-armbinder-creatures-slal-pack/ 64Bit SSE https://www.loverslab.com/files/file/5716-funnybizness-slal-packs-se/ KisakiChika 32Bit SLE https://www.loverslab.com/topic/95813-milky-anims-now-with-slal-pack-by-wolfbread/?do=findComment&comment=2197672 64Bit SSE ? Kurg4n 32Bit SLE https://www.loverslab.com/files/file/3426-k4-animations-slal-package/ 64Bit SSE https://www.loverslab.com/files/file/5732-k4-anim-pack-for-se/ Leito86 32Bit SLE https://www.loverslab.com/files/file/2615-slal-animations-by-leito-91216/ 64Bit SSE https://www.loverslab.com/files/file/6357-slal-animation-pack-by-leito-se/ MadMansGun 32Bit SLE (page offline) 64Bit SSE https://www.loverslab.com/files/file/5465-horny-creatures-of-skyrim-special-edition/ mastermike8800 32Bit SLE https://www.loverslab.com/files/file/2979-slmastermike-testpack-animations/ 64Bit SSE https://www.loverslab.com/files/file/5738-sl-mastemike-animation-testpack-se/ Mike24 32Bit SLE https://www.loverslab.com/files/file/3771-slal-mike24-animations-classics/ 64Bit SSE https://www.loverslab.com/files/file/7733-mike24-skyrim-se-sexlab-animations-unofficial-conversion/ MilkyTabboo 32Bit SLE https://www.loverslab.com/files/file/5844-milkyslal-may-update/ 64Bit SSE https://www.loverslab.com/files/file/6019-milkyslal-for-se/ mojito817 32Bit SLE https://www.loverslab.com/files/file/2725-feet-lovers-slal-anims-idles-cum-textures-sam-feet-replacer/ 64Bit SSE ? nazonootoko 32Bit SLE https://www.loverslab.com/files/file/3765-nazonootokos-animations-for-slal/ 64Bit SSE ? NCK30 32Bit SLE https://www.loverslab.com/files/file/6878-nck30-animations/ 64Bit SSE https://www.loverslab.com/files/file/6878-nck30-animations/ Proxy86 32Bit SLE https://www.loverslab.com/files/file/4369-proxys-animations/ 64Bit SSE ? PsycheHHH 32Bit SLE https://www.loverslab.com/files/file/11477-psyche-animation/ 64Bit SSE https://www.loverslab.com/files/file/11477-psyche-animation/ Rydin 32Bit SLE https://www.loverslab.com/files/file/1972-rydins-animations-resource-pack/ 64Bit SSE ? Sailing Rebel 32Bit SLE https://www.loverslab.com/files/file/3020-slal-animations-by-sailing-rebel-srb-2016-06-29/ 64Bit SSE https://www.loverslab.com/files/file/6024-slal-se-animations-by-sailing-rebel-srb/ SirNibbles 32Bit SLE https://www.loverslab.com/files/file/2585-nibbles-animations/ 64Bit SSE https://www.loverslab.com/files/file/5710-sir-nibbles-anim-pack-se/ SpaceHamst3r 32Bit https://www.loverslab.com/files/file/6105-shs-bound-animations-slal-pack/ 64Bit https://www.loverslab.com/files/file/6111-slal-sh-furniture-anims-v1-se/ Suke 32Bit SLE https://www.loverslab.com/topic/62530-sukes-animations-slal-692016/ 64Bit SSE ? znaroks 32Bit SLE https://www.loverslab.com/files/file/3975-znaroks-animations-with-slal-pack/ 64Bit SSE https://www.loverslab.com/files/file/5748-znaroks-slal-animations-for-se/ 3jiou 32Bit SLE https://www.loverslab.com/files/file/4260-3jious-animations-for-slal/ 64Bit SSE ? some other SLAL Packs can be found here (but mostly redundant because most animations are already in other SLAL Packs) 32Bit SLE https://www.loverslab.com/topic/55268-sexlab-animation-loader-guide/page-6?do=findComment&comment=1422937 64Bit SSE ? other animation packs (not SLAL): 3jiou 32Bit SLE https://www.loverslab.com/files/file/3097-sap-sexlab-animation-pack/ 64Bit SSE ? tweens 32Bit SLE https://www.loverslab.com/files/file/2625-m2m-gay-animations/ 64Bit SSE ? Zaz Animation Pack 32Bit SLE https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/ 64Bit SSE https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ Submitter MadMansGun Submitted 12/19/2016 Category Other Requires http://www.7-zip.org/ Special Edition Compatible Yes
  24. Custom H5 Norm and Spec map (bump) creation with AwesomeBump and Gimp 4.10 By arse22 Mar 2021 Intro This will be a brief introductory guide to creating your own bumps (normals and spec maps) for Hook5 TK17, using free software you can find online. When it comes to 3d and image manipulation, these topics can be daunting and overwhelming, so I will steer clear of much technical aspects or details and dive straight to practical, as it pertains to Hook 5 and this game. Once you get the hang of it, you will agree that the artistic and technical knowledge required for baseline bumping is actually very low and maybe even limited. I would go as far as to say that a good portion of it is grunt work, so everyone can learn it and be contributing. Pre-Requisite -Any working version of TK17/SV with working Hook5(free or paid.) -Installed GIMP 4.10 or latest https://www.gimp.org -Installed AwesomeBump latest https://sourceforge.net/projects/awesomebump.mirror/ Basics of Bumping, Spec and Normal Maps So, long ago on Hook4 everyone used BumpMaps to create nice visuals for rooms, clothes, skin, anything with a texture, sometimes even without. Later, in Hook5, it has been replaced by Normals and Specular (norm and spec) maps, so this should clear up any confusion about those terms. They are not compatible, but achieve the same thing as far as improving your textures through Hook5, everyone still calls it bumps though. Typically the most common format you will see is [texture name]_n for normal and [texture name]_s for specs. They are placed in the same folder as the texture in ActiveMod, alongside a [texture name]_pass .txt file which points to the norm and spec. All of these you have to create for H5 to interpret in the game. Selecting a Texture to Work On The first step is to select a texture you would like to work on, let’s take a base game texture like Jeans (F_Jeans001_Base.png) . Typically cloth, hair, room texture, object texture is simple and straightforward, best for this guide. Skin is a little more advanced so maybe save that for after since there is more room for error and the process is not plug and play, there is much more room to improvise but this basic knowledge is still required. AwesomeBump Quick Guide to Normal Maps AwesomeBump is a popular free choice, it’s a little heavy on features and confusing to many, but good to have in your arsenal, especially if you plan to branch out into other 3d things. We will use it minimally as an excuse for you to install it. When you first load up this program, it looks like this: First thing to do is click on the top left icon with “D” for Diffuse and make sure you are on that, I believe it’s on it by default so nothing will happen usually. Then you click “Open New Image,” and find the texture we are working on. Looks kind of weird right now, so you must check “Enable preview”. Then, scroll to the bottom of this window and click on “Convert.” So, now what the software did is use the image we put in as the Diffuse and created various bumps for it which you can select on the left. N for normal, S for spec, H for height, O for occlusion, R for roughness etc. We’re not actually going to use much of that, for now just click on the N icon so we can make a normal. One thing to note about this program, although you can rotate and look at the result in the preview window in the middle, don’t click on the window in the right because it actually has an effect on the later result. I am yet to figure out how to reset it to neutral position, short of reloading. This is a good place to trial and error, but some of the things the sliders do can easily be done with a paint program later, there is no difference and we are trying to only make a basic bump or PBR as it’s called. So for now let’s just load it in game and see if it works. Leave the settings to default and select “Save Current Image.” Save it in the folder you have your texture, note that the _n suffix is already added in (the program knows what you want.) Testing In-Game If you looked around, you noticed the preview window in AwesomeBump doesn’t tell you much if you’re not already familiar with what you’re looking at and it’s not really made for Hook. So, if you have not already, create a “TestJeans” folder or something like that in ActiveMod and place both the texture and the normal in. If you load the game right now, it will look bad without a spec, so let’s use a generic spec for now just to test the normal. Just right click and download the below green image and place it with the other two files in your new folder in ActiveMod. Make sure it's named F_Jeans001_s.png Now you just need to make a pass file, create a new text file named “F_Jeans001_Base_pass.txt” in the folder with this info: So, when you load it in game it will be under “TestJeans” or whatever you named the folder. From this point it’s a bit of guess work, if you want to experiment with normal, you can change the sliders in AwesomeBump, overwrite the normal file and press Alt+R to reload in-game, to see the result. It’s a good idea to try it out if you never done this, but I will attempt to save you some trial and error and try to explain what the sliders do: Enhance Details - This is basically stronger normal effect (if you used the default settings from the program, you will note that the difference between that and a basic texture is fairly subtle, unless you mess around with lights, because this is set to 0.) Small and Medium Details – Well, below is a slider called Details Depth and these are just a means to fine tune it. Details Depth – This is self-explanatory, it’s how deep the crevices and such should appear (I think you can do this with contrast in any image program.) In more complex objects, an advanced technique involves making multiple depths and combining them together into one normal map to try to paint the object more accurately. Sharpen/Blur – It’s more or less sharp and blur from any image editing program, however the effect is really strong here, probably better to do subtle work in such a program, but it can save you time situationally. Normal Step – Honestly I don’t even know what this does. It seems to be more depth tweaking, but you should leave it at 1. Setting it to 0 makes the image disappear entirely and -1 inverts the normal, I prefer to invert in a separate program later if needed, since you rarely need to invert the whole thing, just specific parts that ended up wrong. Advanced Normals From here honestly, how good you want to make your normal is in your hands, you can leave it as is or you can tweak it a bit, or you can go in and make multiple normal, merge and crop them or merge with normal of other images to create weird effects or a textile effect for clothing etc. It will entirely depend on your skill with image manipulation and how much detail you put in. There is much more technical info on best practice and usage of normal maps elsewhere on the web, using this as your base method to build from is a great way to begin the journey of learning. The key concept to understand, also true for specs, that the image you put in for the bump will be what the game interprets, so using the base texture is only the foundational step, you are not required or limited to this. For example if I took some small HD image of human skin and made a normal of that, I can pass it as a normal for an actual skin, it will repeat the normal across the whole thing. That won’t look great, but it’s an idea. However, for something like a skin, you can’t just throw something in and expect good results because in the case of this game, the skin texture used by the game engine does not properly convey a lot of the complex curvature of a body, especially when it comes to details. The normal produced will have a lot of wrong depths (the outline for the body for example) and many missing ones too. So making a real good one would require a lot of extra work, if only to clean the normal a program like this would produce, which would be but a baseline starting point and maybe not the best one. This can absolutely be true for clothes, room textures etc as well, depending on the subject and what you are trying to accomplish. Editing Specular Map So we have a passable normal map made and everything works in game, time to look into making a custom spec map. This a lot more open-ended, easier but also more choice in approach. Normals are very similar across many 3d program, but the specs in Hook5 are unique to it, so it doesn’t hurt to look over the Hook5 guide before or after this. It sort of goes hand-in-hand with this guide on how to make a spec in Gimp. Specs are even more broad I would say, many content creators just use that default green image I provided (it actually comes with hook generic textures) and don’t bother looking into it. There are many ways to approach it and frankly I don’t even use AwesomeBump for specs at all. But, hopefully this method will offer a good place to start. Back in AwesomeBump, as example, let’s switch to the Spec Map tab and create a default settings spec map, the method is the same, just select the tab and click “Save Current Image.” Now, you want to take this new _s file that was created and load it in GIMP. In GIMP, select Colors->Components->Decompose. In the drop down select RGBA and hit ok. If you don’t have this option in GIMP, you should download a plug-in, I am not 100% sure it comes with GIMP by default. GIMP will create a new image with 4 layers corresponding to the RGBA colors. From here, any white on a specific layer will turn that color when we recombine them, so if that makes sense, the image is only there to guide you in your creative journey. In general you want the red (metallic) layer to be black and the glow (blue) to be black, while the alpha to be white. The green is the most commonly used layer since it makes things shiny and that’s a large percentage of hook usage. So, for now select the red layer, then Colors->Levels and set the Output to black. Do this for the Blue layer as well and leave the other two unchanged (the alpha should be white already.) Now select Colors->Components->Compose. In the Compose window make sure to select RGBA again and make sure each layer aligns with the corresponding channel. Hit ok and yet another image will be created. Now just File->Export this new image overriding the _s file in your folder and Alt+R in-game, I am assuming you already know this part from when we did it for normal map in this guide. If you followed the steps, the composed image will look like this, a working custom spec: Color Channel Details One thing to note when you test this result is that our custom item became very shiny, that’s because the Green channel is actually gloss in Hook5 and we did not change the spec made by AwesomeBump and because it’s mostly white, the effect is very strong. You can go back in and adjust the levels of that channel to your liking and compose again if you’d like. Another thing to do is to try out the other channels in the same way (actually all Black and all White is the simplest test, to see the extremes of each channel in-game.) The thing about metallic (RED) channel, it’s not that commonly used, often times a fine detail on metallic parts. Usually a high gloss (green) setting is plenty for actual metal parts and accomplishes the same effect and usually you will want a combination of the two anyway (since red isn’t shiny by default.) To make good specs, just like with normals, manual editing and fine tuning of specific parts is necessary. A note about the blue channel is that it will not do anything unless you have paid version of hook5, have enabled glow in settings and added the line “glow_intensity = 1 or another number, 2 is a good testing number” into the pass file, so again it isn’t used that much. On a more practical note, often glowing objects are futuristic things like data pads and the like, so again, like red, it will be in combination with the red and green channel and not nearly that strong as we are doing here. If all of this is confusing, a good exercise to try is this: decompose the original spec again and this time turn all 3 channels black and paint white with a brush in different spots on each layer before composing, as I did in the pic below (look at the layers previews:) It should compose to the lower image: You can even export and Alt+R and hopefully my notes on channels Red and Blue make more sense once you see how that looks in-game. Only the Green (gloss) channel is pronounced unless you have enabled glow for blue, red is much more subdued. An overwhelming majority of specs made for Hook5 will just be adjusted green channels, since most just want a nice gloss on their objects. So, one last thing experimental thing to try, is to add to the test composition is manually paint a strip of white and erase a strip (alpha,) directly on the composed image, just to see how they look in game. Well, what did we learn? It seems white is also glow (if you have Glow turned on and added the line into the pass file on paid hook, if you don’t it will just look super glossy/shiny.) While alphaed-out areas will create an absence of light (though this is only true for hook light, I’m assuming, the in-game light engine still tries to light the area but the in-game light engine is bad so why worry about it.) That should cover the basics on how to compose a specular map and how details and in-depth you want to be with it is up to you (just like with norms) and up to your image manipulation skills. You can paint directly with white or gray on the decomposed layers, or just copy paste from somewhere, since the layers are grayscale, it will work out. Advanced Spec, Hook5 and Beyond From here, I would look deeper into other Hook5 guides for more advanced ideas and experiment with different settings you can apply to textures (besides glow_intensity, there is many more.) Once you know this basic steps, you can see it is easy to begin learning more Hook5 tricks easily. For example, in the Hook5 guide it says messing around with the alpha color channel can produce more interesting effects, I didn’t really try so I didn’t cover it in the guide, so it could be a good place to start. More-so than normal, specs can really be anything and can have a major impact on the final image so it’s sort of like playing with fire in some cases, especially when it comes to glow and high gloss. I didn’t even begin to describe how a good normal map works in tandem with a good spec map, so you are really aiming for something good between those two and seeing how different types combine together is where a lot of the experience comes in. Worth noting, if you have already read the Hook5 guides and are familiar, the norm and spec we are making are specifically for CustomModel shader which is the most common. Room things often use CustomStatic, CustomSkin is for skins, but there is also EyePass and EyePass2 specific to eyes. Quick FAQ Q: What about subs? A: Subs, or SS or subsurface scatter is kind beyond this guide. Since it’s for CustomModel shader, I don’t even think there is a stage4 parameter. Basically, it’s used on skin to create an illusion of realistic skin, because real skin is semi-translucent, visually the eye catches a second layer (at least.) Essentially it achieves the same thing, but a lot of times, you don’t need a program for it, you just take the original texture or the diffuse and make it darker. If you want to become proficient with it and want to create realistic skin, you are better off looking into Customizable Skin in H5 which offers much more robust options for achieving this effect and more (I think it works for clothes too, but Ive never seen it.) Q: What about sizes? Things are different sizes? A: Size doesn’t matter really, you will see most norm and spec maps in .dds format because of mipmaps. In general though, Hook5 will accept larger and smaller norms and specs without problem. Q: What is a good way to work with .dds files, since many of norms and spec are? A: GIMP should be sufficient and handles the format well, loading existing and converting pngs, make sure to generate mipmaps when saving. Another good alternative is Paint.net but I had mixed results with it, it just loads faster for 1 minute edits. Q: Is the specular map created by AwesomeBump just a greyscale image of the texture? A: I’m pretty sure that’s all it does, but I didn’t bother to test, there is some sliders to make adjustments too and those are definitely applying various adjustments to it. I don’t actually know the details but it seems ok to use it since it’s where your normal will come from. I highly doubt it’s the optimal method, I’m 100% sure Hook5 is not reading the map the same way the program that it’s intended for is, but it should work since it’s just different colors. Conclusion So, I showed how fast and easy it is to make your own norm and spec for any texture, it’s time to get to work! >:) Well, to be honest it can be a lot of work if you want to achieve certain things and want it to actually look good, it takes trial and error and I’ve most certainly avoided almost all the technical details behind how such maps are used in broader 3d software. There is plenty of info out there and the methods I showed are not the best or most optimal, they are just a simple way to get started and make your own H5 bumps today.
  25. Hello everyone, thanks for reeding this threat ! First of all, i want to apology for my weakness in english, it is not my native langage so sorry for the mistake i will made. So ! I love skyrim and i love to mod my game, it make me feel like i create the perfect game xD But i struggle, i know how to download an enb and modify is stting, i know how to load a face preset and even a body preset... But recently it was not enough... I wanted more, i wanted physics on body. I want to make breast colide with hand, i love the hdt from 3bbb just like that : https://www.nexusmods.com/skyrim/mods/100306 The result is great, tje texture seem great but, i have something who make to don't like bhunp... The butt. I know it's stupid but i prefer cbbe body just because of that. I also tryed the great COCO mod, the creator create a lot of great outfit just like Grimm but... i don't know how to make the physics form the outfit work (heres an example : https://www.nexusmods.com/skyrim/mods/107754 ) So heres my questions : - First : It is possible to have just like bhunp the same result witth CBBE ? It is possible to make belly, pussy, breast, leg and butt have physics and make them collide with the hand ? (with and without armor, cbbe) if yes, how ? If i still need to use Bhunp because cbbe dosn't do what i'm asking, can someone explain me ? colision is really important for me ^^ (i'm new in this world of physics so please take the time to explain carefully, i will be gratefull) - Second : With all the precedent result, how can i make armor physics work just like the cape fro m behind : - Third but you don't have to answer that if you don't want : do you have enb, cosmetic or body mod to advice me and made my gmae more beautoiful ? If it's a complicated mod, can you explain me how to install (like real vision) please. I'm really grateful for people who will take the time to answer me. I'm really trying hard but sometime i'm lost ^^ thank you. (i'm trying but i still don't know what smp + pe patch do)
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