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View File TETHER - Hand-Holding for Followers An SKSE plugin for Skyrim SE / AE that implements continuous follower hand-holding: a hand connection that survives walking, running, and terrain movement without breaking. Built on a combination of a Havok ball-and-socket constraint and kinematic position control. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ On AI use ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Most of this plugin's code was generated by Claude Code (Anthropic). The author (KEI997) handled: - Spec decisions, prioritization, trade-off calls - In-game testing and bug reports - Pointing the AI at specific reference mod sources ("read this, use as reference") - Reviewing and accepting/rejecting generated code - SSEEdit ESP construction, Papyrus compilation, OAR animation authoring All reference sources the AI read are publicly-licensed. Per-feature attribution is listed in the GitHub README: https://github.com/Kei-BWV997/TETHER If any listed author objects to their source being used this way, please contact and I will rework the affected feature or adjust the credit. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Features ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - One hotkey to engage / release the hand-hold (default H, works with both keyboard and Xbox controller) - While tethered, hands are physically bound via a Havok ball-and-socket constraint (the palms actually stay stuck together, not just visually near each other) - The follower is kept directly behind the player via KeepOffsetFromActor - While tethered, the player's max movement speed scales with distance to the follower — try to sprint away and you'll automatically be slowed down to a speed the follower can match (natural since you're literally holding their hand) - Custom OAR conditions let you swap in dedicated tether animations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Animation status in v1.0.0 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Only ONE pattern currently has an authored motion: player-male (the puller). The other three folders (player-female, follower-male, follower-female) exist as empty structure — they contain only the OAR config.json, no .hkx files. Actors matching those conditions will just play vanilla locomotion while tethered. The plugin ships this structure so users can drop their own .hkx into the correct folder to enable that pattern, or wait for future updates / a community animation pack. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Known issues ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Sometimes on engage, the follower doesn't start moving to the tether position. Workaround: release, walk a few steps away, then re-engage. Cause not yet identified. - Third-person only (no first-person support) - One active tether at a time (no multi-follower) - Doesn't work while a weapon is drawn (deliberate — releases on draw) - Very rare CTD possible if an actor's state changes at an unfortunate moment (auto-release handles the common cases: cell change, save load, weapon drawn, etc., but edge cases remain) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ MCM options ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Toggle key rebind (keyboard + gamepad) - Follower offset position, Follow / Catchup radius - Elastic tether curve (ideal/slack distance, speed multipliers at both ends) - Follower speed boost while tethered - Palm attachment offset - Auto-release toggles (on weapon drawn / on combat start / on extreme distance) - R key resets a single option; "Reset All Settings" button ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Source code / technical details ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Open source under MIT license: https://github.com/Kei-BWV997/TETHER The GitHub README covers: - Per-feature reference-source table (which mods were used for which techniques) - Technical details of each feature (hook sites, Papyrus APIs called, state machine) - License and third-party file handling Bug reports and pull requests are welcome via GitHub Issues. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ About the author ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ I'm normally an OStim animator, active on the OStim Community Discord. If you want to chat about this mod, request features, or just say hi — come by: [https://discord.gg/ostim] (TETHER is not an adult mod, but I develop from that community and that's where I hang out.) Submitter KEI997 Submitted 08/13/26 Category Regular Mods Requirements [Required] - Skyrim SE / AE (1.6.11xx recommended) - SKSE64 / SKSE-AE - Address Library for SKSE Plugins (AE version) - SkyUI 5.2 SE - Open Animation Replacer 3.0 or later - powerofthree's Tweaks (EditorID preservation — without it, the MCM values won't reach the plugin) [Strongly recommended] - Keep Up! Follower Locomotion Fix (TESFAN) — fixes an engine bug where followers get stuck on stairs or complex terrain. TETHER works without it, but this significantly reduces the "follower left behind" problem. [Confirmed compatible] - FOMS (Follower Organized Management System) - True Directional Movement Regular Edition Compatible No Install Instructions 1. Install all Requirements first 2. Install the TETHER zip via your mod manager (MO2 / Vortex) and enable it 3. Make sure TETHER.esp is enabled in your load order 4. Launch the game, load a save 5. Confirm "TETHER" appears in the MCM list ■ In-game usage - With your weapon sheathed - Look directly at your follower - Press the hotkey (default H, rebindable in MCM) to hold hands - Same hotkey releases - Drawing a weapon automatically releases ■ Verifying it loaded correctly On a clean launch, Documents\My Games\Skyrim Special Edition\SKSE\TETHER.log should contain lines like: TETHER v1-0-0-0 TETHER loaded OAR condition register (TETHER_IsTetheredPlayer): OK OAR condition register (TETHER_IsTetheredFollower): OK Settings::Load: 16/16 globals bound from TETHER.esp kDataLoaded: TETHER ready If you see "Settings::Load: 0/16", the plugin can't read EditorIDs. Make sure powerofthree's Tweaks is installed and TETHER.esp is enabled. ■ Uninstalling Release the tether (make sure you're not currently holding hands), save the game, then disable the mod. This avoids leaving any Havok state in the save.
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AAF Family Planning Enhanced for CBBE, Fusion Girl, and Jane Bod View File This is a conversion of Chosen Clue's great mod Family Planning Enhanced to the Advanced Animation Framework, supporting CBBE, Fusion Girl, and Jane Bod bodies. Mod Features Family Planning Enhanced, or FPE, is a pregnancy mod with a host of options to customize its behavior. Straight from installation, it works like this: If you are male You have intercourse with a female until she becomes pregnant. That's really all there is to it. There are options that help you determine if you succeeded in impregnating your partner, such as notifications about your virility, the chances your partner was pregnant, and when she becomes pregnant. If you are female Have intercourse until you become pregnant. As with males, you can enable notifications about your fertility, post-intercourse notifications about the chances of pregnancy, and notifications about conception and the stages of pregnancy. What about NPCs? They can get pregnant too, either through intercourse with the player, or with each other. What happens next? Pregnancy, of course! Women will have their bodies grow accordingly, if you have the right mods. Then, after 9 FPE months*, she will give birth, and after a certain amount of FPE months, the baby will grow into a child. Then after some more time, they will grow into an adult. *Note, that FPE months are different from actual months, and can be customized to last however long the user wishes. This is pretty vague, I thought you said that FPE had a host of options? Hell yes it does. 4 pages, 30 settings, all available via the Mod Configuration Menu (MCM). Every option affects things differently, so be sure to hover over them while in the MCM menu to learn about each, or find out something you didn't know FPE had! Full list of features: Requirements Fallout 4 Script Extender (F4SE) by the F4SE team. Please make sure this is installed correctly. CBBE by Caliente, Fusion Girl by Vioxsis, Leito86, TheBottomhoodOfSteel, and ZaZ, or Jane Bod by Nightasy Mod Configuration Menu by Registrator2000 LooksMenu by Expired6978 Advanced Animation Framework (AAF) by Dagobaking AAF Themes by Halstrom And of course you need to install animation packs. Note: The latest version of FPE requires Fallout 4 runtime 1.10.162 or newer. If you are running an older version of Fallout 4 you can use Fallout 4 Plugin Version Check Patcher to enable it to load AAF FPE. Optional Mods FPE Male Mesh Override mod by AppleWaterSugar. This provides a male pregnancy morph slider for Atomic Muscle and BodyTalk3, allowing pregnant males to have proper pregnancy bellies. This is totally optional, but recommended if you play with male pregnancies enabled. Installation Install the prerequisite mods, listed above. Pay special attention to the F4SE installation -- you must install the Data folder from the F4SE archive into your Fallout 4 folder. If using CBBE, be sure to install the F4EE morphs when installing. If using Fusion Girl or Jane Bod, build your body in Bodyslide with the "Build Morphs" option enabled after installing. For all body types, always use the "Build Morphs" option whenever you build a body or outfit in BodySlide. Then, install AAF Family Planning Enhanced (this mod!) AAF_FamilyPlanningEnhanced_2.710.7z is the main mod file. This is required. AAF_FPE_2.710_DLC_Doctors_Addon.7z adds support for the doctors in Far Harbor and Nuka World. You need the main mod and the DLC to use this. FPESuperMutantAddon.7z allows humans impregnated by Super Mutants to have babies who grow into Super Mutants. This is optional. FPEDogAddon.7z allows humans impregnated by dogs to have puppies who grow into real dogs. This is optional. FPEMakeYourOwnBabyAddon.pdf is instructions for mod authors wishing to make their own baby add-ons FPE_Interface_Script_2.610.7z is an example script for mod authors - you do not need this if you are only playing the game Once you've installed the mod, start up Fallout 4 and go into the AAF FPE MCM and choose your settings. Then go forth and procreate! Frequently Asked Questions Q: Do third party add-ons work with this version? A: Yes. The add-on interface is unchanged from previous versions. AAF FPE Addon Pack or FPE More Creatures work with this mod, as do the add-ons in the Download section. Q: Is there an option to create random NPC pregnancies? A: The only way FPE can create pregnancies is when an animation occurs. Any mod that allows NPCs to have sex with other NPCs will work. Shenanigans, Autonomy, prostitution mods, companions in an AAF Violate event, or simply using the AAF wizard can make NPCs get pregnant. Q: How does the position filtering work? A: FPE looks for certain tags on animations, and will prevent pregnancy if any of those tags are found. The list of excluded tags is: Kissing, Hugging, Cuddling, Blowjob, 69, Cunnilingus, Scissor, Handjob, Footjob, Jackoff, Masturbation, Spanking, Dancing, Pose. This is in addition to the other requirements, i.e. there must be at least one actor capable of becoming pregnant, one actor capable of fathering a child, etc. Q: Does this work with Unique Player? A: Yes, but you must copy the morph files for your chosen body. When you build the female body in BodySlide, you must copy the .tri file (the morphs file) from the Characterassets folder into the PlayerCharacterAssets folder under Data\Meshes\Actor\Character Q: Can I prevent certain actor types or individual actors from becoming pregnant? A: Yes. Version 2.201 and up have a formlist, FPFP_ProhibitedKeywords (XX017743) for this purpose. Actors with any keyword in this list cannot get pregnant. So you can add keywords like ActorTypeGhoul or AnimArchetypeElderly to this formlist to prevent those actor types from becoming pregnant. The formlist includes the new keyword FPFP_NoPregKW (XX017742), so it can be added to an individual actor to prevent them from becoming pregnant. Q: Can I prevent certain pregnancies from starting up the Find the Father quest? A: Yes. Version 2.610 and up include a new keyword FPFP_NoDaddy (XX01E1A6). If this keyword is on the actor who impregnates the player, the Find the Father quest will not start for that pregnancy. Q: Is there an API I can use to make my mod cause or end pregnancies or find out when an actor gave birth? A: Yes. The main quest includes a GetAPI() function which you can use to access the API. The primary function you will use is GetPregnancyInfo(akActor) which allows you to call all of the internal functions to manipulate pregnancy. As of version 2.610, the mod also includes FPFP_GetPregnant and FPFP_GiveBirth events which will be sent out when a pregnancy begins or ends. The FPE_Interface_Script available in the Downloads is a modder's resource illustrating the use of these features. Q: Does this work with the Menstruation system from Advanced Needs? A: Yes, with Advanced Needs 76 only, not with Advanced Needs 2. Version 2.710 and up will check if you are on your period and prevent you from becoming fertile or getting pregnant if so. Credits @vinfamy for Family Planning @Chosen Clue for Four-Play Family Planning Enhanced, which is 99% of this mod @Z0mBieP00Nani for the Condom Boy texture on the condom box @TheBottomhoodofSteel for the Fusion Girl morph sliders and help with the BT3 pregnancy morph @fedim for the original AAF 79 port of FPE @WandererZero for quality assurance @AppleWaterSugar for developing the male pregnancy morph sliders for Atomic Muscle and BodyTalk3 @Ulfberth for help with Atomic Muscle pregnancy morph Changelog Submitter EgoBallistic Submitted 04/29/2019 Category Sex Effects Requirements F4SE, MCM, LooksMenu, AAF, CBBE or Fusion Girl, AAF Themes
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Version 1.0.2
1188 downloads
An SKSE plugin for Skyrim SE / AE that implements continuous follower hand-holding: a hand connection that survives walking, running, and terrain movement without breaking. Built on a combination of a Havok ball-and-socket constraint and kinematic position control. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ On AI use ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Most of this plugin's code was generated by Claude Code (Anthropic). The author (KEI997) handled: - Spec decisions, prioritization, trade-off calls - In-game testing and bug reports - Pointing the AI at specific reference mod sources ("read this, use as reference") - Reviewing and accepting/rejecting generated code - SSEEdit ESP construction, Papyrus compilation, OAR animation authoring All reference sources the AI read are publicly-licensed. Per-feature attribution is listed in the GitHub README: https://github.com/Kei-BWV997/TETHER If any listed author objects to their source being used this way, please contact and I will rework the affected feature or adjust the credit. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Features ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - One hotkey to engage / release the hand-hold (default H, works with both keyboard and Xbox controller) - While tethered, hands are physically bound via a Havok ball-and-socket constraint (the palms actually stay stuck together, not just visually near each other) - The follower is kept directly behind the player via KeepOffsetFromActor - While tethered, the player's max movement speed scales with distance to the follower — try to sprint away and you'll automatically be slowed down to a speed the follower can match (natural since you're literally holding their hand) - Custom OAR conditions let you swap in dedicated tether animations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Animation status in v1.0.0 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Only ONE pattern currently has an authored motion: player-male (the puller). The other three folders (player-female, follower-male, follower-female) exist as empty structure — they contain only the OAR config.json, no .hkx files. Actors matching those conditions will just play vanilla locomotion while tethered. The plugin ships this structure so users can drop their own .hkx into the correct folder to enable that pattern, or wait for future updates / a community animation pack. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Known issues ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Sometimes on engage, the follower doesn't start moving to the tether position. Workaround: release, walk a few steps away, then re-engage. Cause not yet identified. - Third-person only (no first-person support) - One active tether at a time (no multi-follower) - Doesn't work while a weapon is drawn (deliberate — releases on draw) - Very rare CTD possible if an actor's state changes at an unfortunate moment (auto-release handles the common cases: cell change, save load, weapon drawn, etc., but edge cases remain) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ MCM options ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Toggle key rebind (keyboard + gamepad) - Follower offset position, Follow / Catchup radius - Elastic tether curve (ideal/slack distance, speed multipliers at both ends) - Follower speed boost while tethered - Palm attachment offset - Auto-release toggles (on weapon drawn / on combat start / on extreme distance) - R key resets a single option; "Reset All Settings" button ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Source code / technical details ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Open source under MIT license: https://github.com/Kei-BWV997/TETHER The GitHub README covers: - Per-feature reference-source table (which mods were used for which techniques) - Technical details of each feature (hook sites, Papyrus APIs called, state machine) - License and third-party file handling Bug reports and pull requests are welcome via GitHub Issues. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ About the author ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ I'm normally an OStim animator, active on the OStim Community Discord. If you want to chat about this mod, request features, or just say hi — come by: [https://discord.gg/ostim] (TETHER is not an adult mod, but I develop from that community and that's where I hang out.) -
Version 2.0.6
265 downloads
# Work in Progress This page is currently under construction. The mod is already functional and can be used, but the documentation is still being rewritten for V2. Some sections may be incomplete or updated as development continues. This is the second generation of SL Tags and Dialogue Sex. V2 focuses on a cleaner workflow, remove small bugs, and improved slot management, easy preset handling, A simple spell has been added to make it easier to test the low-health dialogue. This mod supports human 1 vs 1 animiations only. So I made add on to start 3p animaiton with prostitution dialog and up-date it too. SL Tag and Prostitution V2 Not compatible with SexLab P+ Currently, this mod is designed for the traditional/native SexLab environment, including users of SexLab Utility Plus. Supporting SexLab P+ would require adapting the mod's existing animation and tag-search system to the APIs and registry system used by SexLab P+. Since this involves more than simple compatibility changes, native SexLab support will remain the current target. Though I may consider a separate SexLab P+ compatible version when I migrate my own Skyrim environment to AE/P+ in the future. Then, this mod is intended for users who, like me, continue to maintain and use a traditional SexLab-based setup with ## What does this mod do? SL Tags and Dialogue Sex V2 is a dialogue animation management system for SexLab It allows you to organize your installed SexLab animations into reusable slot groups and play them through conditional dialogs. if you have very few registered animations, only a few tags and results may be available. This mod can search and organize nearly 2,000 registered animations as one List group.The more 2p human animations you have, and the more accurately they are tagged, the better the results will be. Search results depend entirely on the tags assigned to each animation. Incorrect or incomplete tags may produce unexpected results. ## Features Create and save reusable animation 16 slots (A–P). Assign animattion slots to different 5 main dialogue topics. Start animations automatically or manually from a selection list. Search animations again at any time using the current tags of each slot when run animation. (option) Save and load presets as JSON files. Display all serched animation as list with a page system. (avoid hard limit of 128 papyrus list length) (option) Test your current tag settings instantly with the included Test Dialogue and options ## Dialogue Conditions Dialogue A - available for most of NPC (default Dialogue) DIalogue B - Follower-only dialogue DIalogue C - NPC currently in bed DIalogue D - NPC health checked or is affected by a unique Magic spell (this mod added spell) DIalogue E - NPCs carrying a lockpick These are only example conditions. So I recommend change condition as you like. You can set your own conditions for each dialog in the Creation Kit, and assign your saved slot in MCM menu. (or show all slot option) A basic Creation Kit tutorial will be added in a future update. to change dialog text and condtions, Though this guide may assumes you already know the basics of the Creation Kit. not intended as a perfect beginner's guide. ------------------------------------------------------ Currently, there are three Quick Start Guides. ## Quick start guide 1 (edit tag setting and test animation) -------------------------------------------------------------------------- ## Quick start guide 2 (Save a Slot and Assign It to a Dialogue) -------------------------------------------------------------------------- ## Quick start guide 3 (save and load preset json) ------------------------------------------------------------------------------- ## Option Guide (Choosing Slots and Animation) If you find any behavior that is different from what I described here, please feel free to post in the Help thread for this mod. If possible, tell me the steps you followed, your settings, and what happened. That will help me investigate the problem. I plan to continue improving and updating this mod little by little. Thank you for using my mod, and have fun! Peace and Love! ## For advanced users and modders The saved slots can also be used by other add-ons to start sexlab animation. For example, my Prostitution Add-on lets you assign saved 16 animation slots through its MCM and start animations from its own custom dialogues. ---------------------------------------------------------- # About My AI Aibou (How and why I Use AI for Mod Development) I would like to thank ChatGPT, whom I call "Aibou" , which means "my partner" in Japanese. Aibou has been my programming teacher, code reviewer, and brainstorming partner throughout the development of this mod. Rather than generating code blindly, we discuss ideas, review each change step by step, and I always read, understand, test, and verify the final implementation by myself. Working together has helped me to learn papyrus scripting, and I hope this mod reflects that journey. -
SL Tags and Dialogue Sex V2 View File # Work in Progress This page is currently under construction. The mod is already functional and can be used, but the documentation is still being rewritten for V2. Some sections may be incomplete or updated as development continues. This is the second generation of SL Tags and Dialogue Sex. V2 focuses on a cleaner workflow, remove small bugs, and improved slot management, easy preset handling, A simple spell has been added to make it easier to test the low-health dialogue. This mod supports human 1 vs 1 animiations only. So I made add on to start 3p animaiton with prostitution dialog and up-date it too. SL Tag and Prostitution V2 Not compatible with SexLab P+ Currently, this mod is designed for the traditional/native SexLab environment, including users of SexLab Utility Plus. Supporting SexLab P+ would require adapting the mod's existing animation and tag-search system to the APIs and registry system used by SexLab P+. Since this involves more than simple compatibility changes, native SexLab support will remain the current target. Though I may consider a separate SexLab P+ compatible version when I migrate my own Skyrim environment to AE/P+ in the future. Then, this mod is intended for users who, like me, continue to maintain and use a traditional SexLab-based setup with ## What does this mod do? SL Tags and Dialogue Sex V2 is a dialogue animation management system for SexLab It allows you to organize your installed SexLab animations into reusable slot groups and play them through conditional dialogs. if you have very few registered animations, only a few tags and results may be available. This mod can search and organize nearly 2,000 registered animations as one List group.The more 2p human animations you have, and the more accurately they are tagged, the better the results will be. Search results depend entirely on the tags assigned to each animation. Incorrect or incomplete tags may produce unexpected results. ## Features Create and save reusable animation 16 slots (A–P). Assign animattion slots to different 5 main dialogue topics. Start animations automatically or manually from a selection list. Search animations again at any time using the current tags of each slot when run animation. (option) Save and load presets as JSON files. Display all serched animation as list with a page system. (avoid hard limit of 128 papyrus list length) (option) Test your current tag settings instantly with the included Test Dialogue and options ## Dialogue Conditions Dialogue A - available for most of NPC (default Dialogue) DIalogue B - Follower-only dialogue DIalogue C - NPC currently in bed DIalogue D - NPC health checked or is affected by a unique Magic spell (this mod added spell) DIalogue E - NPCs carrying a lockpick These are only example conditions. So I recommend change condition as you like. You can set your own conditions for each dialog in the Creation Kit, and assign your saved slot in MCM menu. (or show all slot option) A basic Creation Kit tutorial will be added in a future update. to change dialog text and condtions, Though this guide may assumes you already know the basics of the Creation Kit. not intended as a perfect beginner's guide. ------------------------------------------------------ Currently, there are three Quick Start Guides. ## Quick start guide 1 (edit tag setting and test animation) -------------------------------------------------------------------------- ## Quick start guide 2 (Save a Slot and Assign It to a Dialogue) -------------------------------------------------------------------------- ## Quick start guide 3 (save and load preset json) ------------------------------------------------------------------------------- ## Option Guide (Choosing Slots and Animation) If you find any behavior that is different from what I described here, please feel free to post in the Help thread for this mod. If possible, tell me the steps you followed, your settings, and what happened. That will help me investigate the problem. I plan to continue improving and updating this mod little by little. Thank you for using my mod, and have fun! Peace and Love! ## For advanced users and modders The saved slots can also be used by other add-ons to start sexlab animation. For example, my Prostitution Add-on lets you assign saved 16 animation slots through its MCM and start animations from its own custom dialogues. ---------------------------------------------------------- # About My AI Aibou (How and why I Use AI for Mod Development) I would like to thank ChatGPT, whom I call "Aibou" , which means "my partner" in Japanese. Aibou has been my programming teacher, code reviewer, and brainstorming partner throughout the development of this mod. Rather than generating code blindly, we discuss ideas, review each change step by step, and I always read, understand, test, and verify the final implementation by myself. Working together has helped me to learn papyrus scripting, and I hope this mod reflects that journey. Submitter greenmango12 Submitted 08/06/26 Category Dialog Sex Requirements Skyrim runtime SE 1.5.97 SexLab Framework SE v1.63 (and all of its required dependencies) SKSE for Skyrim SE 1.5.97 SKY UI for Skyrim SE 1.5.97 Regular Edition Compatible No Install Instructions 1. Download the archive. 2. Install it with your preferred mod manager (I may recommend MO2). 3. Enable the plugin. 4. Launch the game and wait for the MCM menu to initialize. Depending on your load order, this may take a few minutes after the first installation. 5. Open the MCM menu and configure the mod as desired.