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View File Phaze's Additional Degeneracy My fifth mod for Crusader Kings 3 is a lewd toolbox of a sort. The goal was to make a place for all the ideas I came up with but did not have a home for. There is no central theme for the content in this mod, if it is something I want to do then I will do it, simple as. I plan to use this mod as a dependancy for some of my future projects as well just to help keep things organsied. What this mod is not This mod is not intended to be very customisable. Some features that I will add will have options to change, increase or flat-out disable, but only the ones I intended to. If you do not like an aspect of this mod, just don't use it. Its purpose is to store many of my ideas and serve my own plans. Currently this mod does not change the physical apperance of anything. This mod is NOT finished. It is a work in progress. Some elements are lacking content or are not even functional. More content is also planned for the future. This is a work in progress. Content Warning Many depraved themes might be explored in this mod over time and a fair few will not have toggle options. I advice if you do not like darker or more extreme content to simply not install this mod in the first place. What are the Current Features? Milk Economy Version 2!!! Construct a Milk Pasture whilst landless to start Appoint women (Or Futanari) as Hucows. Their lactation level will determine the amount of gold they earn you on a yearly basis Appoint people as Farm Hands. Their apptitude directly impacts how much gold you earn. They can also help you bottle extra milk Appoint men (Or Futanari) as Studs. Their job is to breed the cows to keep lactation up. Futa Studs can also have their semen bottled Build upgrades to unlock more options! Purchase additional perks from a milk peddler who occassionally visits Use risky practises to improve production Women might be in trouble if they surpass their milk capasity! Synergises with breast size traits Improved with the returning "Mommy Milkers" trait A fair collection of events for running the Milk Farm! Three levels of Hucow trait, each one increasing their value to the farm! Multiple types of Milk Artifact based on the Hicow's Traits Ability to feed your children breast milk with an interaction Ability to drink from your spouse's breasts with an interaction Ability to milk yourself with an interaction Ability to drink bottled milk or semen with an interaction Adds a Cow Rancher Tradition Better milk payments Farm hands are better at their job Prisoner interaction to enslave as a Hucow New MAA Mix Milk together with a milk producer to gain new items Lang-Leaf can be found when travelling. It can be used to make a potion with milk Futanari Semen can be used to make a new milk type... Someone might want to buy it! Milk Economy fully supports the Futanari from Phaze's Futanari Mod Build Alternative Horse Care inside Milk Pasture to improve your Nomadic Herds! Gain options to be more intimate with your horses A collection of sexual training vairables for use in event triggers and outcomes Set of modifiers relating to this system A set of four genetic ass size traits to be inherited into your dynasty Each trait has three trait tracks that will gain XP by engaging with certain content One "negative" size trait Booty Worshiping Tradition You can get it if you have any of the positive ass traits Enables a character interaction to spank someone's ass Unlocks additional traits Pubic hair traits Men and Women have a trait, the female version has a trait track that changes over time (For players it currently only goes up) A tradition that can unlock additional traits Extreme Size Traits A fourth level to Dick and Tit size traits A tradition that you can get if you have an extreme trait A few other traits here and there Requirments and Compatability Needs to run Carnalitas! Works fine with my Futanari Mod and has intergrated features Should not be used with Milfy Mod Special Thanks The Lord for helping port Milk Economy, bug fixing, improvements and being generally helpful VSleepy for contributing their art for the possitive ass size traits, position icon and a red head hucow event art and more! AbgreiD1702 for the Russian Translation Kanade_108 for the Chinese translation Support My financial situation greatly determins my ability to work on mods. If you have enjoyed my works and have some coins spare please support me on my KO-FI account to help me out: https://ko-fi.com/phazestar russian.7z simp_chinese.zip Submitter Phaze Star Submitted 02/17/25 Category Crusader Kings 3 Requirements
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Version 2.1.3
118549 downloads
A separate tats archive download is still necessary. The latest tats archive is 2.1.1. The loose files archive is no longer necessary, the BSA should include all files needed. There's a new cow color available, make sure to download the tats file as well! JSON format for the morph JSON file has changed. Use the 2.0.3 JSON for all versions 2.1.1 and below, use the matching 2.1.2 JSON file for versions 2.1.2 and above! Make a backup before installing if you don't want to lose your changes! The SE tails enclosed in the main archive are ported from Fantasy Creatures HDT SMP tails. The extra tails archive by @Unknown22923 is an alternate version! If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Make sure to have at least one Breastfeeding animation activated. Also make sure to allow creature sex and have at least one animation involving giants activated if you do not disable Ritual Cow side quest. Devious Devices - Assets, SE: DD 5.2 optionally (recommended) with DD-NG patch. Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. For SE/AE CBBE 3BA users, see this post to get MME using the appropriate morphs. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive You need at least one active sex animation with the tag "Breastfeeding". For the quest "Ritual Cow", at least one active creature sex animation involving a single giant is required, that quest can be disabled in the debug options, though. Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Backported Extended ESL Support ("BEES", older SE versions only) to make the SE 1.6.1170 esp work on older Skyrim SE versions like 1.5.97, etc. Face Discoloration Fix (SE only) to combat the blackfacing which occurs occasionally when changing face parts. Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Skyrim Phone Directory (SPD) (SE only) (have multiple mods renaming npcs work together) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three 2 archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes. -
Being a Cow (Alternate Version) View File A separate tats archive download is still necessary. The latest tats archive is 2.1.1. The loose files archive is no longer necessary, the BSA should include all files needed. There's a new cow color available, make sure to download the tats file as well! JSON format for the morph JSON file has changed. Use the 2.0.3 JSON for all versions 2.1.1 and below, use the matching 2.1.2 JSON file for versions 2.1.2 and above! Make a backup before installing if you don't want to lose your changes! The SE tails enclosed in the main archive are ported from Fantasy Creatures HDT SMP tails. The extra tails archive by @Unknown22923 is an alternate version! If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Make sure to have at least one Breastfeeding animation activated. Also make sure to allow creature sex and have at least one animation involving giants activated if you do not disable Ritual Cow side quest. Devious Devices - Assets, SE: DD 5.2 optionally (recommended) with DD-NG patch. Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. For SE/AE CBBE 3BA users, see this post to get MME using the appropriate morphs. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Backported Extended ESL Support ("BEES", older SE versions only) to make the SE 1.6.1170 esp work on older Skyrim SE versions like 1.5.97, etc. Face Discoloration Fix (SE only) to combat the blackfacing which occurs occasionally when changing face parts. Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Skyrim Phone Directory (SPD) (SE only) (have multiple mods renaming npcs work together) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three 2 archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes. Submitter botticelli Submitted 04/04/22 Category Other Requirements see text Special Edition Compatible Yes
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Version 2.1.3 changed UnevenBreasts mutation application thanks to @theevillfox in two ways: (1) for 3ba it now scales L/R Breast01..03 nodes instead of NPC L/R Breast and (2) it optionally now also uses the json file, just add 2 sections à la "MutationUnevenLeftBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "L Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast03", false, [ 0.8 ], [ 0.0 ], true ] ], "MutationUnevenRightBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "R Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast03", false, [ 0.8 ], [ 0.0 ], true ] ] fixed alias assignment in quest bac_cowgrazing having had the 5th plant alias omitted from distribution thus causing weird behaviour of that quest fixed quest After Storm where the quest script would remove MME's Being Milked Passive spell to stop milking only to have the player alias start milking again because of Untamed Milk auto start. When getting strapped into any milker, MME will not start milking if it is already running changed already added follower dialogue to the vanilla DialogeFollowerQuest to optionally fire a mod event for EFF on wait/follow options fixed spell bac_bovine_degrading (one of the "Being A Cow" spells) to no longer use RegisterForUpdate() in favor of RegisterForSingleUpdate(). The former could cause a race condition with the grazing start so you'd get hungry while at the same time the hungry timer starts again. Due to high script load the hungry checking could take more than 5 seconds which was the interval of the update timer thus causing the next update to overtake the current one. added generic clearing of BAC's body morphs upon successful de-bovinification. Else, e. g. Steatopygia would hang on. fixed debovinification process where the pc cow would sometimes and seemingly at random unequip all items. changed the default SE tails from 6b (short) and 5e (long) from Fantasy Creature HDT SMP Tails to its next version Fantasy Creature HDT SMP Race Menu Tails II changed NiOverride dumps to produce sorted output in the console added a debug option to MCM to reset BAC's stuck reequip quests, this option will automatically trigger once on game load added a toggle for the curse starts on sex option to choose if you want it to start with all animation tags present vs. any one tag present changed cow head scaling. Prior versions did a scale on CowHead1..8 mutations and another scale on CowNeck mutation. Both scales nulled each other somehow. Now, head scaling starts with at least CowHead1 and/or CowNeck. Base head scale is 1.0 and CowNeck adds 0.1. Each CowHead mutation adds another 0.0125, so with CowHead8 and CowNeck you end up at 1.2. This honors the section "ChangeHead2" of the json file meaning it is multiplied by the factor you put in there. (SE only) added optional support for SPD which I created on the nexus. Use this, if you want concurrent re-naming of your bimbo cows between BoS and BAC. BoS will support that in its newest version. With that in place, you can have bimbo cows attributed by BAC and renamed by BoS, e. g. "Ayrshire Jarl Elli the Whore". Version 2.1.2 I now create the distribution based on the SE version. The LE esp version is backported using this xEdit script: https://www.nexusmods.com/skyrim/mods/114984. If you encounter problems using this, please try to find a solution based on the SE esp first, I have no better idea. added HDT-SMP tails for SE only, optional alternate SMP tails made by @Unknown22923 are also available added visible cow flop for SE changed format and scanning of actor_base.json to allow a completely SLIF-free morphing and to greatly reduce the string spelling problem. If you don't use any SLIF keys in there, SLIF is no longer required for BAC. However, this may require you to reformat you own json file. Store that away before installing the new one to be able to adapt it afterwards. If you've used the JSON before and changed it, make a backup to be able to migrate the changes to the new format. added an MCM page to display all bodymorphs applied by BAC via NiOverride (as opposed to SLIF) changed Acolyte Jenssen's service quest to apply the bodymorph reductions only after SexLab has deregistered the player as opposed to within the AnimationEnd mod event. Else the removals would not take place immediately under SE but needed change of location first. added sliders to change the growth steps for breasts and feet due to voluptuousness/podomegaly potions added a toggle option on request for @Ricordi to disable leg node transformations (no thicc thighs) changed Paul's remote punishment removing the repeated potion application for each step and replacing it with a single overall boob/hooves morphing thus hopefully reducing the script load at least at later stages changed overlay reservation on cow registration for SE/AE. Since the visibility order in SE is opposite to LE, the slots will be assigned highest first in SE (LE: Ovl[0] ist first, SE: Ovl[<max - 1>] is first) added a toggle option to have the vertical tongue position automatically adjusted with the large CowHeads (5 throught 8). Each of those will add 1 (CowHead5) or 2 (6 through 😎 to the tongue's height position set in MCM with this option active. added some face morphs via ActorBase.SetFaceMorph() to npc cows depending on their FaceCow mutations. These do not show on npcs with prefab heads but may occur later when mutating with CowHead1, etc. Version 2.1.1 fixed an endless loop in bac_actor.pex (ExecuteOrgasmEnd) added a toggle to stop MME milking loop at end of curse to not have the curse trigger on milking immediately again added options to change the slot assignments of the cow items. This requires editing the meshes (.nifs) and the armor/armor addons (in CK) to assign those changed slots. With BodySlide generated items, only the ShapeData blueprint mesh needs to be changed and then re-generated, for other items, the files distributed in data\meshes\bac (distributed in the bsa) need to be changed. Use with extreme caution! I will not be able to help you there should items stop appearing. If you intend to do that, I recommend making an addon mod to BAC and change those slots there collecting all meshes required in the process and storing them separately from BAC so that you don't need to redo all of this each time I publish a new version. Be warned! There are currently shy of 700 meshes involved since each appearance facet normally carries extra meshes. added options to bypass up to 3 otherwise blocked mutations for single cows on Cow Settings page. This way you can generally disallow some mutations and still have them applied to selected actors. added an (non-)immersion option to have a UIListMenu pop up for mutation selection instead of just randomly selecting one thanks to @masterofgamespl. The first option of that menu will always be "Mutation for <cowname>" so you should be able to select the mutation for the intended cow should multiple cows transform simultaneously. If you select that line directly, the standard random selection will take place. With less than two mutations available the menu will be skipped. added some script functionality to change your name back after you exit Paul's slavery (*not* just after debovinification!). This will not work in a running game where the renaming already took place. During your cow alias phase, you may edit your original player name in BAC MCM. If you clear that name, it will be reset to its value when entering MCM at menu exit again. Having an empty player name would result in dysfunctional gameplay. added a new Coldharbour effect "Coldharbour's Cord" which will double any growth effects from Paul's Voluptuousness and Podomegaly as well as Enormous Boobs potions. added a new cow color "Brown Spots" to represent brown spotted cattle (Ayrshire) which prompted me to rename the old "Brown (Spots)" color to "Black Spots". Textures are thankfully provided by @Addywil. This requires downloading of the tats archive again since the fur textures end up in there. added a slider on the Sounds page to configure a volume percentage for sounds played while in a dialogue menu so that they can be drastically reduced in volume to hear what's being said. Keep in mind that sounds already playing when entering or exiting dialogue will keep their volume. This is applied to all BAC sounds of all cows present, though footstep sounds will be unaffected since the script cannot influence them. Version 2.1.0 remapped ~150 property values lost due to inaccessability of property lists and CK constantly losing them one by one when trying to view the property list of a given script with the cause being property zadLibs of script bac_store.psc. Access to zadLibs has been isolated into bac_zad_access.psc to no longer harm my property lists. Finding this out took 3 months, frustration pauses included, since the available error from the papyrus0.log only states "property list too large" and does not mention the culprit - in this case script zadLibs.psc. That error may appear with any script that directly or indirectly uses zadLibs as a property itself. The problem originated in a) my installation of SLIF (patched) which apparently shipped an outdated version of zadlibs.pex overwriting the newer one from DD 5.2 and b) a wrong duplicate setting in SkyrimEditor.ini (bInvalidateOlderFiles in section [Archive] was set to both 1 and 0 with the latter setting being applied). Apparently it did not appear with *all* those scripts depending on the mood of the LE CK weather or something else because that error appeared with *different* scripts each day. This requires a clean save / fresh start! Also make sure to clean out any residual loose bac scripts as described in item #3 of the FAQ on the file page. changed face tint application to only happen after at least CowHead1 or FaceCow1 mutation is active, also added a toggle in MCM to turn it completely off for those of you experiencing some blackfacing issue replaced old cow horns with @Addywil's new horns, also added the horns with circlets (=helmet) and the milkstone misc item, also the smaller horns & ears are now twin objects for slots 42 and 55 each. It turned out that with some foreign mod hairstyles the slot 42 items were not rendered correctly added a misc quest to obtain a milkstone and have Madesi craft the circlet which then can be applied by Paul. That quest can be started either by asking Paul about helmets or by looting a dead cow (there's a configurable chance in MCM to find a milk stone). In any case that milk stone is intentionally not a quest item! This is done for those of you who do not care for it but find it nonetheless in a dead cow and then want to sell it. There's only one active milk stone available at any given time meaning you'll have to complete that misc quest by getting the circlet applied to someone (pc or npc) before being able to find the next milk stone. fixed bell & nose ring removal if that item is disabled via MCM to encompass the shadow item in slot 47 thanks to a post from @astor2015 reworked the objectives and marker locations of quest bac_afterstorm so Proventus should now move coherently and lead you to the milker. Also changed milk target checking to MME's mod event which saves us a lot of lag getting caught by the hunters (either pack of them) will now dispel all running magic effects as it's essentially the same as getting jailed changed the misc quest for the recipe to Conditions instead of manually filling the aliases added options to start/progress the curse on being raped and (optionally) *not* to progress on milking. Disabling progress on milking will currently render the pc unable to lose the curse. added a toggle option to enable forced item equipping during quest furniture scenes - use with caution. ZaZ furniture tends to CTD when something changes the z base transform (e. g. high heels) Version 2.0.10 fixed a function call in bac_menu.pex which apparently shadowed a "private" function of the same name in SKI_ConfigManager.pex changed (Un)Block(Self)Bovinification to also service male MilkMaids, if enabled in MME changed degraded cow Moo dialogue to also award a moo skill point if dialogue leads to breastfeeding changed naming dialogue (Cow 32/Maggie) to trigger YPS via ModEvent, so that YPS also recognizes the new name added an option to skip face tint fix for custom races added package overrides for Marc so that he proceeds straight to Whiterun and does not reverse his journey halfway changed freak show dialogue actor selection to no longer consider actors active in a SexLab animation added reaction to YPS' yps_GenderChange mod event (will occur with YPS version from 6.7.2 onwards) to re-register NiOverride slots, etc. for an already registered cow added mod event calls for yps on name change ("Cow 32") and for udders/tongue equip (since those use piercing slots and tend to get unequipped by YPS) reduced calls to NiOverride.RemoveNodeTransformPosition/Scale to those transformations that actually exist fixed Paul's service reopening which previously only happend on game load because I mixed up OnUpdate() and OnUpdateGameTime() added new Coldharbour effect "Coldharbour's Glow" which will distribute arousal and thus make all npcs horny around the pc. Also there's a configurable chance of any npc actor (ActorTypeNPC) undressing when their arousal exceeds 50 changed Coldharbour's Aura effect to no longer play crotch idle when npc is in combat because that would cause them to stop fighting actively changed text of scroll recipe to include the info to use it on a tanning rack added removal of CowBack1/2 and CowNeck when locking the pc into the milking machines in Captured Cow 1 and 2 (and re-setting of the spine when exiting). This will ignore "Cow Back Reduce in Animation" setting from MCM since the machine is not able to lock you in when your center of gravity is too far away from the actual furniture and disabling this would still cause the quest to get stuck changed beginning of Hammerheart, the objective "Find Paul in Riverwood" will be displayed at a somewhat later time since you are not already cursed when starting the game. added dialogue to quit enslavement to Paul once you've cleared your debt. Any deposit at this point will either be split between you and Paul (Paul's base mood between -10 and 10) or withheld by Paul (base mood less than -10) or given to you (base mood greater than 10), if you accept. Version 2.0.9 added tint mask support for npc cows. Now each time a cow head is applied, the original tintmask from that npc's prefab head should be restored added options to optionally make BAC mutations cause BoS (Bimbos of Skyrim) corruption if you have that installed added hand footstep sets to the stage 13 hands as well fixed two calls to SLIF in bac_camerapos.psc to point to NiOverride when SLIF is not installed moved tats color selector from the BAC settings page (player only) to the cow settings page where it now features for every cow. This will also load the color preset for the new color if present added a toggle to apply the regular fur tats with NakedAss mutation as an individual setting for each cow. This way you do not need to disable NakedAss, if you just not want it for some specific cows. Let them get it nonetheless and disable the naked fur tats here. instead of the pc color selector, there are now toggles for each color. With these you can narrow the range of colors randomly selected with any new cow to those you like. You must leave at least one color active and it will not affect color forcing by potion or MCM. added a new dialogue option for Marc at the end of Cow's Tears. To avoid the hunter combat you can now submit directly to Marc. Please give the script some 10 seconds to catch up. If you disallow fur in MCM, CowNose will now be disallowed, too since it's technically a fur part. fixed freeing up of NiOverride slots on debovinification thanks to @PNclarity001. added load/save functionality for MCM settings. This does *not* include custom race settings. Those IDs are absolute and would likely cause a CTD on a new game with different load order. It also does not include the color settings. Those are still saved from the Cow Settings page. merged cow height calculation into one function to get the same comprehensive height for every call (was calculated separately for tall/stunted vs. normalized cow before) Version 2.0.8 MCM random max stage slider now has a range from 30 to 50 added milkier tats for cows with LactationBursts to replace those gained with UntamedMilk. This requires downloading of the tats archive again! split LongHorns mutation into two: Long Ears and then LongHorns thanks to a suggestion from @H Bof. This requires downloading of the loose files archive again! added keyword zad_Lockable to all mutated hands and hand hooves (they already have zad_DeviousGloves) added keywords zad_Lockable and zad_DeviousCollar to all cowbell/ring combo items made a wilderness encounter (WE) quest to hopefully speed up the hunter encounter. I had those hunters happen on me the regular way every time I tried to test that, though, so it's considered experimental added dialogue to Paul to exchange the pc cow's nosering as long as you got that from Paul's branch of the intro (quest After Storm). This is just the immersive option to the already existing MCM option moved the milker in Dragonsreach from the cellar to the kitchen to make that more accessible added a check for filled alias bacFurniture at stage 10 of quest Captured Cow re-implemented ready message when Paul is again willing to service you added two new mutations thanks to @darkdraketom called Small Cavity and Large Cavity. They can be obtained after stage 15 (small) and 18 (large) because they require udders. Assuming those udders take in air which creates air pockets, the milk starts sloshing around and creates sloshing sounds. The small udders will only ever issue the small cavity sounds regardless of your rank in this mutation. Those sounds are attached to the udders as footstep sets, so their volume is set by the general footstep volume setting. In addition, they are played on StageStart, StageEnd, LeadInStart, and LeadInEnd SexLab mod events. The volume of these occasions can be adjusted on the sounds page in BAC MCM. enabled the secondary mutations Hungry, ShortArms, LargeHooves, and HugeHooves also for slim cows, slim cows now also get Defecate and all the rest changed mutation checking so that you can disable a mutation target already applied to the pc. It will *not* remove the mutation from the pc, but after losing it e. g. via debovinification she will not get it again made an option to clear npc cow outfits on registration. Those cows will be given their outfit items one last time but they may not equip them again and again after destroying them as a cow. changed cow item equip function to respect DD devices. It will still unlock/unequip that device in hardcore mode but use the zadLibs function for that, so that it is properly removed together with its shadow object. If that item appears to be a DD quest item, it will *not* be removed and you get a message box instead. added new cow color black (named Black Angus) plus color switch potion for black with the black cow, I re-created the white head fur like the black based on the brown so it should fit better around the eyes suspended cow defecating while actor is active alias for blacksmith workloop. Else she would leave the furniture and the workloop would complete without her being serviced. added new mutated hands from @Addywil now completed with shoed versions (do not forget to run BodySlide). When you get them shoed and they mutate further afterwards, those shoes will burst off and need to be reapplied by Paul - the same goes for debovinification and losing the hand hooves for those hands again and also for the feet. if the foot hooves grow or shrink, any irons will now need to be reapplied again. made the SE version after finally getting my SE setup cleaned up and reinstalled. This version is just the converted LE version as done by @evilbom previously. Two differences: (1) I created the bsa and the texture bsa from CK and not with CAO. That way, they are way smaller and (2) I did not convert the head meshes with NIF Optimizer but used @Obryanov's method instead, so those should be SSE head meshes and no longer cause CTDs. Still this is provided as is since I do not have the time to test it on SE. Version 2.0.7 added an option in MCM Mutation Settings to remove CowBack/CowNeck for RaceMenu visits (experimental) added a new lesser power "Soul Gift" which will essentially cast a Soul Drain on your sex partner upon orgasm to gift their soul to Molag Bal. This will be added with cow stage 6 (and removed again when dropping below 6) fixed loading of preset (nose alpha value was incorrectly loaded as int from float thus resulting in 0.000) changed Coldharbour's Aura effect to an area spell which does the schlong growing more reliably. Also, it will no longer play the animation on targets hit, if they are in a sit or mount state now clearing StrongBoxKey alias on A Craftsman's Masterpiece at stage 50 when you've obtained the plans, so you can get rid of the key Changed Coldharbour exit "portal" to an actual door. This way the text "To Abandoned House" does not stay on the screen after leaving Coldharbour Changed item toggles to menu options similar to the mutation targets, so you can enable/disable things differently for PC vs. NPC Added Bell/Ring item toggle menu made Paul's workloop cooldown a little more dynamic. Base wait time is random between 3 and 6 hours game time. Each npc cow you create will reduce the lower time by 1 game minute, thus e. g. 60 cows will lead to a cooldown between 2 and 5 hours. With such crowds wanting his service, Paul is inclined to work a bit more often made a timeout check on defecating quest to reset it if it hangs The percentage values behind Paul's nag messages (e. g. "I noticed that my hooves are larger even more!") are now turned off by default. They can be turned on again in the debug menu reworked the market place boob potion feed loop of the Freak Show quest to no longer overtake itself by trying to start the next actor/scene while the current one is still running. Implemented a 90-second timeout on actors not responding to the scene because they are otherwise occupied so it will not hang indefinitely. Freed actors from short-time amnesia, i. e. they will remember what you're doing once they have talked to you and have a slightly different dialogue next time. removed the transparency flags from the mutated hands so they should no longer appear translucent in some ENBs Version 2.0.6 added Soul Husks from the Soul Cairn to grazeables added an option to Cow Settings to include indiviual cows in the milking auto start with Untamed Milk despite having player only setting on that (MilkMaids only) changed activator of Cow Flop so it can be picked up and sold (for 5 septims to merchants or for 10 septims to farmers) Quest bac_cowgrazing will now be marked as failed if you do not find any grazeables within ~5 minutes changed assignment of plant aliases in quest bac_cowgrazing so that quest markers always appear changed Paul's dialogue and quest bac_blacksmith_workloop to service npc cow followers as well. You need to talk to your cow follower when she's at least stage 13 (cow hands) and you are only a short distance from Paul (<2000'). She'll have a dialogue option to put her in the work alias. Then you can talk to Paul the usual way (Hi Paul!) and get an extra option to have him service her instead of you. Then you need to direct her to take a seat in the furniture. This was a nuisance since (a) there was no navmesh inside the stables building and (b) even with a navmesh the space is too crammed for two huge cows for one to be able to direct the other. Plus, that horse tends to get in the way too. So, I removed the inner stable wall and the second door to get it working. Paul will just walk up and say something and that's it for now. You can tell her to follow you again afterwards. I added some dialogue options for non-standard followers to vanilla DialogueFollower quest to be able to ask them to do something for you and follow you again afterwards. I'd recommend saving the game before asking Paul to service your friend because it can be quite tedious to get her into the furniture and the quest may time out on you. I've found the best place to direct your follower from to be just a little space off Paul's workbench on the left of the door so that you can see inside the stables and also fully see the furniture. changed the UnBlock Bovinification spell to (hopefully) work on vampires as well. At least it does on Serana now. some integration work to have BAC run alongside Bimbos of Skyrim and make Bimbo cows possible. added an option to Cow Settings menu to dump Node Overrides from NiOverride to console in an effort to quell those questions about not having enough overlay slots Debug menu now uses text options instead of toggle option (which were never toggled) changed Data\Textures\actors\character\SlaveTats\bac\cowface.dds to no longer ship the colors. Instead, those are now set by the same mechanism as the stretch colors and can be changed in Cow Settings MCM. If you already saved those as presets, those presets might need saving again to include those new settings. Version 2.0.5 fixed a typo in the hand hooves mutation message fixed dremora messenger dialogue not correctly redeeming souls when choosing to remove Coldharbour spell effects removed no-interiors constraint from grazing quest removed bac_mcm_base.psc/pex (old menu base script) along with the quest scripts for the old menus added experimental iNeed support to the grazing quest added sliders for veins and cellulite alpha value and toggles for their glossiness fixed shoed version of stage 2 hand hooves using the wrong armor addon (hands vs. hooves) added slightly off-beat footsteps to the hand hooves to create an audio impression of four-leggedness added option to attach "titles" based on color (= breed) to npc cows (brown = Red Angus, white = Whitebred, spots = Holstein). Since player's display name cannot be changed by script, anyone wanting this for the pc would need to set it manually e.g. in Racemenu. Will also not work with npcs that already have a title (like e.g. Jarls). added an option to the Cow Settings to save the color settings as a preset json for that color. Any new cow of that color will then have these settings automatically applied. added FootSprintLeft and FootSprintRight to the resgistered animations for activity point checks for cow weight changes. The will grant 2 activity points each as opposed to FootLeft, FootRight, JumpUp, and JumpDown which all grant 1 activity point. added a "moo skill" which increases by 1 each time you sucessfully navigate a dialogue mooing and resets to 0 each time you get a mouth mutation (CowFace2 and all CowHeads) This skill capped to 50 will increase your chance to sucessfully speak instead of moo the next time added an option to make that skill persistent thus not resetting to 0 on mouth mutations and keeping its value across multiple cow cycles (i. e. getting debovinified and cursed again) added a json file to exclude quest related food items like the spiced beef for Voada from those items auto-fed by the Hungry effect. Feel free to add items there but heed to the JsonUtil FormList format "<base ID>|<modname>" with base ID being the decimal value of the last 6 digits of the item ID. E. g. Varian's extra spicy spiced beef from Summerset Isles has ID 0x0311fae8 within CK or e. g. 0x8F11fae8 within the running game. Take 0x11fae8, convert it to decimal e.g. with programmer's mode of Windows calculator resulting in 1178344, then add "1178344|summersetisles.esp" to the foodList in data\SKSE\Plugins\StorageUtilData\BAC\hungry_excluded_food.json. This is an optional file, download BAC_2.0.5_DeniedFood_JSON.7z. added an optional json file to make the grazeables list editable (data\SKSE\Plugins\StorageUtilData\BAC\grazeables.json). Needs to be downloaded separately in order not to be overwritten each time you install an upgrade. I experimentally included some Dragonborn plants and some BSHeartland (Beyond Skyrim - Bruma) plants as well in the sample file. If you want to add things there, go to CK WorldData/Tree and add the *decimal* base ID (only the last 6 hex digits converted to decimal) of the plant and its esp name to plantList *and* the decimal base ID (same issue) of the ingredient or potion (i.e. food item) - if not standard - to foodList. If the plant drops a LeveledItemList, you'll have to add each item of that list separately. This is an optional file, download BAC_2.0.5_Grazeables_JSON.7z. changed grazing quest to no longer play stomach sounds when all plants are collected (and eaten) changed orgasm mutation event handling to only register actor for mutation, if not already registered. It seems with SLSO actors could get registered twice resulting in the mutation process to get stuck added a slider to the curse options to set base progression of curse when not milking. The equivalent amount of milk added each full game hour without any milking is B * (6 - T) with B being this base progression value (0..10, default 1, 0 to turn it off completely) and T the transformation speed value (Ultra fast = 0 through ultra slow = 5), resulting in 1 milk unit on Ultra Slow with this set to 1 up to 60 milk units on Ultra Fast with this set to 10. added Blended Lactacid to LevelItemList LItemSkooma75, so it may appear in some mod's Skooma Barrels like MME's Lactacid Version 2.0.4 added options to set creature sexlab voice for cows depending on CowHead stage changed call to PO3_SKSEFunctions.GetSkinColor() to be compatible with different SE function signature added Keyword zad_Lockable to hooves and horns to allow coexistence with Bimbos of Skyrim mod added footstep set FSTBarefootFootstepSet to bac_hooves01AA armor addon to have stage 1 "hooves" (i. e. cramped feet) emit any sounds added a check after 5 minutes to the grazing preliminary loop (when the stomach growls but the quest is not yet started) to end it there and not keep the stomach endlessly growling. Also removed IsArrested() from the prohibitive conditions of CanGraze() since that method reports true on any bounty and not the actual arresting. Added toggle to disable stomach sounds when male SOS schlongs grow due to Coldharbour Aura changed grazing again. Comestibles will be eaten only after all are harvested. Else sometimes a race condition will be encountered where eating a herb will add one again triggering the eating and so on. the milker scene in After Storm should now disable "Milk Pump and Cuirass sells milk" in MME MCM, if active. Else you'll never get milk bottles which are required for this quest. changed after storm milker alias to only remove 50 bottles of milk in total and not of each milk you have in your inventory. changed Coldharbour's Lure to a miniquest that moves the creature towards you and starts sex after half a minute. If the creature gets killed first, no sex will happen. If you initiate sex first, that also counts. After you're done and another 10 seconds, the creature is moved back to its origin. made a debug toggle to cleanup maid lists sice sometimes a maid is added twice removed an error from Milkmaid list page where the list of cows vs. the list of milkmaids was used to calculate number of pages. Also renamed "Milkmaid View" and "Milkmaid Settings" menus to "Cow View" and "Cow Settings" as they only display cows as opposed to the Milkmaid List menu which display all milkmaids added @Addywil's new hand hooves. First stage (at stage 13) with two thick fingers may feature reinforcement by Paul at a later time. For my convenience I already integrated the dialogue with Paul. So, if you want to get improvements on the hands, you get them - with no extra visual effect yet. Normal cow hands do +25 unarmed damage, light (i. e. shoed) hands do +35 and fully armored hands do +45. The hoof stage is now a regular mutation configurable under Mutation Targets menu and may happen after stage 15. There are no extra bonuses for hooves vs. hands. Hardcore mode weapon equip denial now only works with those. You can still equip weapons with the mutated hands or if you allow weapon equip in handscore mode via MCM. DO NOT FORGET TO RUN BODYSLIDE!!! Tried to revive the forced progress without milking. This is experimental, not sure as to how it will work, though. Version 2.0.3 Grazeable plants should no longer include disabled plants (mostly in Whiterun around the Gildergreen). Grazing will now only equip 1 or 2 harvested herbs (2 in case of Green Thumb perk) and no longer all present Acolyte Jenssen is now protected during his rescaling service quest to prevent him from dying (e. g. by succubus drain) Extended services of Molag Bal's messenger. He'll now also remove the secondary effects from Coldharbour for the usual fee Added Coldharbour Aura as another souvernir from there. It will cause male schlongs around you to grow (SOS only). Added HorkerRace, ElkRace, SpiderRaces an ChaurusRaces to ColdharbourLure race list Coldharbour's Lure now checks vicinity to enemies to both player and sex partner and will only initiate sex when distance is at least 2000 feet Introduced optional json file for all the morphs in data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It will *not* be included in the distribution since it would overwrite your changes each time. Download bac_2.0.3_BodyMorph_JSON.7z separately and place it in the path mentioned, then change it to your liking. Merged the three MCM menus into one again sadly scrapping all the Add...OptionST() calls and replacing them with their respective Add...Option() calls thus no longer hitting the 128 options maximum limit obviously in place with the state based methods. Should be safe to install on a running game since bac_update will first unregister the old menus and then MCM will register the new one. Give it some time on the 1st load, you should see some messages. New debug option to restart Being A Cow at stage 30 (Paul's radiant cycle), if stuck for some reason. Changed character names in messages from GetLeveledActorBase().GetName() to GetDisplayName() Moved Podomegaly vs. Voluptuousness potion chance from BAC MCM Debug to Story page Added option to pause/unpase cow visuals Fixed auto equip of blended lactacid once more, turned out to be caused by one MiscObject reference still lingering around Changed footstep set for shod hooves to something more resembling hoofbeats instead of coconuts. Since I could not find an adequate shod oxen hoofbeat sound, they'll be horse hoofbeats still... Version 2.0.2 fixed an error in the blended lactacid auto equip code where some hunter or bandit with blended lactacid would immediately try it out with no regards to being no milkmaid added option to block up to 3 mutations per individual cow (MCM MilkMaid Settings page). This will not check whether the chosen mutation can actually happen for this cow at all or if the chosen mutation is already applied (in which case it is *not* blocked) needed to split the menus once again - individual milkmaid/cow settings got too large. Now there's a 3rd menu with only the individual pages The grazing quest no longer forces pc into railroading. Instead, you'll get some objectives to harvest the plants and do it in you own time. This way, the quest no longer accidentally collides with the defecating quest Removed StartGameEnabled flag from bac_cowdefecate and bac_cowgrazing quests thus having them starting correctly the first time and not blocking the defecating because of them already running changed arousal gain by HornyCow from direct modification of sla_Arousal faction to slaFrameworkScr.UpdateActorArousal() call moved StorageUtil values for voluptuousness and podomegaly potions to base path BAC.Potion. from BAC.Cow. so they persist during debovinification implemented timeout to remove cows from faction bac_reequipping at the latest 5 minutes after last reequip started. This should reduce the annoying moments when you wait for overdue transformations added a dialogue branch to Marc at the return to the Talos statue. If the PC has a bounty, Marc should refuse to continue until that is cleared. fixed the inventory event filter in the player alias to react on blended lactacid potion item rather than misc item. Visiting Coldharbour (and getting forced upon by a dremora) now leaves you with a present Blocked actors (either pc or npc) will no longer auto-quaff (blended) Lactacid Changed auto-milking start chance calculation to not start with 0% setting Changed A Craftsman's Masterpiece stages 60 and 80 (collection of dwarven ingots and centurion dynamo cores) again to hopefully work correctly now Changed LevelUp potion to start leveling up from stage 0 Version 2.0.1 fixed bac_OnReadSetQuestStage.psc to correctly extend ObjectReference instead of ReferenceAlias ShrinkSelf spell now sets a marker before shrinking and moves the character back to that marker on end of shrinking as a workaround for mile-high Skyrim fixed automatic self-milking with Untamed Milk not to execute on MilkSlaves as MME does that already changed overlay slot allocation to a sparse model. Those things not enabled will no longer consume NiOverride slots with a blank texture. Once enabled and used, disabling will *not* cause automatic freeing up of the once used slots though. You can achieve this manually at the bottom of the Milkmaid Settings in MCM scrapped bac_watchdog spell. The functionality is now integrated in the aliases which already existed and no longer uses a seperate script instance. As a side effect of this, npc cows not 3d-loaded will no longer fart, moo, breathe heavily, or shit added removing cow registration upon MME deregister expanded mutation on end of sex to all cows. For npc cows, use a matchmaker mod or DIY LevelUp potion now works as LevelDown potion if in debovinification phase changed Hungry effect to feed on all types of food not just those with VendorItemFood Keyword added optional ripping of gloves/shoes/circlets in hardcore mode added option not to remove the ripped item(s) replaced blended lactacid MiscObject with its Potion object in the LeveledItem lists. Any existing MiscObjects will hopefully continue to work. changed cow registration behaviour. MilkMaids and MilkSlaves are now recognized by BAC and registered preliminary to assign an alias to them. This way we can scrap the blended lactacid MiscObject and feed the potion via alias directly. recreated NavMesh in Coldharbour, so Hugh should no longer get stuck when trying to get him out of his lockup changed Encounter Zone of Coldharbour to NONE to hopefully stop Afflicted from spawning Version 2.0.0 fixed quest marker for Paul in Riverwood added Shrink Self spell (and book) available from Acolyte Jenssen when suffering from CowBack1 (at least). Caution! Use this in 3rd person. It may still cause Mile High Club bugging, so save game before use! changed player's ActivateSpecialFurniture package in Captured Cow #2 back to Sit package with loop activation of the pump since ActivateSpecialFurniture is not always successful changed all cow aliases to block reequip while sitting in a milk pump to avoid CTDs due to equipping armor made an option for the renaming (unset this *before* quest Being A Cow is started) SaggingBreasts now trigger BreastGravity2 morph on SE/AE/VR as opposed to BreastGravity on LE fixed A Craftsman's Masterpiece staging from 50 to 100 if you already have the dwarven ingots and/or the dynamo cores when talking to Paul fixed a bug where bac_capturedcow2 would accidentally stop bac_blacksmith and not start it again. Now it only stops the Scene from bac_blacksmith while Paul is at the auction (so that he doesn't run off to Whiterun) and starts the scene again after Paul is done milking the character. added sound volume settings. This made it necessary to move the sound settings to the 2nd menu since the 1st got too large again fixed Ritual Cow startup with a dead Severio after the battle of Whiterun where the quest would fail at start and give you a punishment quest instead Version 1.9I MCM will now start displaying the cow you point your cursor at, if any, else the player. made two sliders in MCM for configuring BigNipples mootation. several small fixes added Nightingale armor check to progress quest TG08A with hooves and horns and only Nightingale armor worn. separated Milkmaid settings from Milkmaid view because the page got too large. added sliders for default and individual CowBack/CowNeck length scales. changed debovinification (optional) from instant to milk-off process for which you have 1 game week. Mutations will be removed in reverse order (sorry no randomize possible because they are dependant on each other). For cows already in progress when installing this, there will be a default reversing since the mod did not record the order of mutations before. Mutations gained past the final stage will count as extra stages, i. e. milking off a cow from stage 40 who got one extra mutation (e. g. by potion) will be like milking her off from stage 41. Each stage requires the customized amount of milk to be dropped (same calculation as needed to be gained). changed bac_blacksmith_workloop to now display its own objectives instead of bac_blacksmith objectives that didn't seem to work. disabled defecating and grazing while doing a job for Paul. This would break those little quests when triggering at the wrong moment, e.g while pole dancing or hanging from one or treading a mill. Made Paul optionally demand sex after finishing a job with his mood below 0 (evil and neutral jobs with the exception of the treadmill because that ends without Paul interaction). added an option to unlimit Paul's base mood (skyrimfet limited the base mood to values betwen -15 and +15). added optional detection event for farting added optional milking start chance with UntamedMilk. This will not trigger during Captured Cow and/or Captured Cow 2, else it would break the scenes (see below) moved werewolf feeding code to PlayerWerewolfChangeScript.psc. Since this is highly volatile with other mods changing this also: If the feeding effect of BAC does not register, check data\scripts\source\PlayerWerewolfChangeScript.psc, function Feed(). There should be a line "SetStage(10)" right at the end. Insert these lines directly before that and compile: int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed") ModEvent.PushForm(m, Game.GetPlayer()) ModEvent.PushForm(m, victim) ModEvent.Send(m) In 1.9H Script data\scripts\PRKF_PlayerWerewolfFeed_0002BA1D.pex was altered. You should delete that, since altering the wererwolf feeding perk itself does not help. This seems to be hardcoded somehow. Changed bac_huntersgonnahunt2 (Combat in Riften) to be a run only once quest making the hunters in that quest essential, so that the player cannot kill them and making the player protected so that the hunters cannot kill her. Captured Cow 2 will now also start on player bleedout if that's reached before the health check. Changed bac_capturedcow2 The hunter accompanying the master is now a new hunter since the recycled one from HuntersGonnaHunt2 was not always pacified when appearing in the cellar (even though StopCombat(), StopCombatAlarm(), etc. were called several times on him). If he is still in combat, the master would run away instead of starting the dialogue. removed several reassignments of the quest's aliases done by skyrimfet at some stages. If quest aliases are changed during a running scene that uses them, the scene will break. the parade scene may not commence due to script load. I've found that when the player, the master, and the hunter stand indefinitely behind Honeyside, entering the console and exiting it again will kick the scene into motion. The auction room scene would often hang after the hunter said "Time to move, cow". This being due to the fact that it waits until all actions for the phase are complete and the one action not completing being the player's action to stand exactly on the assigned marker (radius 0) which was often occupied by the hunter. So this action now has radius 200 hopefully resulting in the scene to proceed normally added optional alternate hunter tats done by @Crewdoh, Just let them overwrite the existing files. Version 1.9H fixed cure MilkSlave script fixed cow start on Lactacid amount changed level calcuation to a more comprehensive one changed sliders on the udders (needs BodySlide rerun on those at least) relocated Paul from Riverwood to Whiterun stables so he'll no longer run off if no scene runs. Overall scene handling for Paul needs quite some rework though which will come in a later version. remove cows from free attachment factions (bac_feet and bac_hands) when unregistering removed CurvyCow effect when unregistering added new Mootations "CowBack1" followed by "CowBack2" and/or "CowNeck" (without SLIF usage!) with an option in 2nd MCM Mutation Settings to toggle this off at SexLab scene start and on again at end added option to force-feed you the first Blended Lactacid encountered when already a milkmaid on opening of the container added Real Feeding-like effect for Ring of Namira and Werewolf that will count towards HungryCow. introduced new overlay register (will work on newly registered cows, already registered cows will use the old method). Instead of searching for a slot each time an overlay mootation happens and thus stacking the tats in random order, BAC will now reserve a number of overlay slots at cow register trying to get 13 body slots, 4 face slots, and 2 hands and feet slots each. These are then used on overlay mootations in definite ordering so they will stack in the same order every time: Body (lowest to highest slot): Veins Fur Fur supplement (wrist connector) Ass stretch marks Breast stretch marks Belly stretch marks Cellulite #1 Cellulite #2 Breast bondage marks (punishment) Brandings Ritual Cow paint Dirt Liquids (Untamed Milk and Horny Cow) Face (lowest to highest slot): Fur Cow Nose Brandings Dirt Hands and Feet each (lowest to highest slot): Fur Dirt Due to some mods meddling with other mod's tats and also due to intermediate cow drop out, tats slots may become occupied by other mods thus changing the ordering in an inapproriate manner, e. g. having YPS fashion lipstick in face overlay slot #0 will result in the cow tats covering it. To get around this problem, a new option "Reset Overlay Slots" is available on the MilkMaid View page. With this option, BAC tat slots in one area (i. e. either body, face, feet, or hands) will be reassigned, so e. g. if you ended up with the BAC face tats in slots #2 though #5 you can free up slots #0 and #1 in SlaveTats or with the foreign mods options, then choose this option and BAC will reassign its own face slots to #0 through #3. Version 1.9G changed quest priority of and auction scene start in bac_capturedcow2, so that package interference with Hammerheart will no longer prevent scene from starting included meshes and textures for @Addywil's new collar and bell CowFace mootations will now save the old preset to be able to restore it on cow exit and also store the current preset from MCM for each cow, so if you change it in MCM for the next cow, it will no longer affect cows who have already been face-transformed. Accumulated milk amount at cow register will be saved and deducted from the level calculation truncated Hammerheart (bac_blacksmith) to being the intro quest only providing the furniture for the work quest and made a new respawning work quest "Paul hard at work" (bac_blacksmith_workloop) for the actual accessory attachment/removal work. This way, Hammerheart doesn't need to be restarted again and again. Also the workloop can be forced via setstage, etc. not impacting other quests. Warning! Use this on an existing game with caution. Make sure, quest bac_blacksmith is a) running and b) exactly at stage 20 before upgrading! Added new mootation "AlternatingPelvis" as extension to CowPelvis. Instead of only growing and needing to be handled by Acolyte jenssen, an alternating pelvis will grow until it reaches the max growth from MCM and then shrink again to 0, so it keeps constantly changing. Added a switch to MCM on request to disable OnLocationChange event handling. If you switch this off, npc cows will not update their presets (face mainly) so they will no longer show. Version 1.9F2 To Kill an Empire does no longer require the player cow to wear a chef's hat Optional setting for the pain threshold (= mooing) to be based on percentage of max milk amount as opposed to fixed amount of milk Udders size may optionally affect max milk Transformation sounds can be switched off Swapped thought messages for CowFace1 (nose) and CowFace2 (mouth) cleaned through bac_blacksmith, bac_unowned, and bac_quest_ctr some more in the hope that the furniture issue is now gone needed to move debug page to 2nd menu due to MCM issues new miscellaneous quest to get rid of the curse and/or MilkSlave available after you cleared at least half of your debt. Starts with dialogue from Acolyte Jenssen. Paul will not release you, though. You will need to dedicate other MilkMaids or MilkSlaves to Molag Bal to get a boon (for 3 apiece). The Slave Tats and Eartag will now only mark those cows that have been dedicated. You can of course catch that curse again (and get rid of it again). Grazing quest is now on hold during bac_capturedcow and bac_capturedcow2 to stop it from endlessly trying to get up from a milk pump and back in again. Marginally reduced high heels lift on large and huge shoed and heavy hooves (BodySlide generating necessary) changed crowd collection at the stables from MIscUtil.ScanCellNPCs() to (optionally, if PO3 is available) PO3_SKSEFunctions.FindAllReferencesOfFormType() or old style loop of Game.FindRandomActorFromRef() to prevent CTD in Skyrim VR. BAC will no longer automatically adjust camra position, if Customizable Camera is installed to prevent jumping camera position. If you use CC, you'll have to adjust the cam position in CC manually. Version 1.9F1 changed Degraded dialogue chance: It will now kick in with a base chance of cow phase * 2% and then the old speechcraft check. E. g. with phase 1 you'd have a 2% base chance, with phase 40 an 80% base chance. bailout of that dialogue can now be speeded up with Speechcraft. You can set the percentage of your Speechcraft value (max. 10%) than will raise the chance to get out of the mooing. Each Moo the chance to get out is raised by 1% plus a random part of the the set percentage of your Speechcraft value. optional setting for udders size to effect milk maximum scale (small = +0.5, regular = +1.0, big = +1.5) bugfix in the second semihooves SliderSet Version 1.9F due to LL size limits this had to be further split up. The main archive does no longer contain the loose files, if you need those, download the additional archive. The SE models for the semi hooves are in the separate BodySlide file created a new SEQ file (translating to Startgame Enabled Quests and *not* Sequence). Hopefully this will help solve the MCM issue on SE. reworked bac_blacksmith Whiterun stables furniture handling to use regular quest aliases instead of local variables. If bac_blacksmith is already running in your save game, it needs to be restarted: in the console do resetquest bac_blacksmith, setstage bac_blacksmith 10, setstage bac_blacksmith 20. If you have issues with the furniture, check sqv bac_blacksmith. If there are aliases pointing to NONE, you need to restart it. changed Diplomatic Immunity Solitude Stables scene so a cow can travel to the Thalmor Embassy with her hooves on and is no longer requires to wear the Party Shoes changed WICommentNaked and WIChangeLocation01 to not trigger with naked cows and made an alternate comment quest bacWICommentCow for cows. The old BAC comments were integrated in this quest and are no longer triggered by script added semi hooves by @Addywil (2 stages) which will change basic cow staging from stage 9 to 16 (don't forget to run BodySlide). The old progess was: 9 - small hooves 10 - fur 11 - small tail 12 - hand hooves 13 - large tail 14 - large hooves 15 - fur 16 - small udders New progress will instead be: 9 - semi hooves #1 10 - fur 11 - small tail 12 - semi hooves #2 13 - hand hooves 14 - large tail 15 - small udders 16 - large hooves If you install this on an existing character between stage 14 and 16 who already has shoed hooves: The shoes will come back with stage 16 added optional Degrading which comes in two flavours: you slowly lose coherence and forget that you are able to speak requiring you to go through a series of Moos until you remember again. The formula is: Degradation = 2 per cow stage + 1 per extra mutation (max. 119) This can be worked against with Speechcraft, but there will always be a minimum 5% chance of this happening. When initiating dialogue, (Speechcraft - Degradation)[max 95] will be checked against a random percentage and if lower will start the extra dialogue (with PO3 only) once every day or so (depending on your metabolism), you'll feel the urge to graze on some herbs by the road or some grocery plants. This is a forced scene which already checks a lot of conditions but is not error prone. E. g. I had Skyrim spawn a dragon on me just after the scene started and when the IsInCombat check had returned negative. There will be one advance warning about 20 seconds before the start and you can go to sneak or start combat or swimming to postpone the scene added immersive transformations as in sounds and thought messages (player only). With NPCs you'll get the sounds but the messages will stay the old debug messages added optional clothes ripping at those mutations that massively increase mass/size like FatCow1/2, CurvyCow, UnevenBreasts1/2, TallCow, ImaginaryPregnancy, and BigUdders. If this happens to an NPC, her default and sleepwear outfits will be set to NONE. exchanged the standard fur tats with the ones provided by @Dr.Lefse (download the tats file) added 2 alternatives to the forced start with first milking. You can have either the old style or one or both of the new options active: Lactacid score. You can configure the "free" amount of lactacid. Any value higher than increases the chance to trigger bovinification. E. g. having 10.0 as free amount, a Lactacid score of 20.0 would give a 10% chance each milking tick to become a cow Blended Lactacid. This is something dropped by bandits and some magic types. It comes as a Misc Object because potions do not offer the possibility to attach a script. If you take this from some dead enemy or out of a chest, you're compelled to try it out. Further instances of this (after becoming a cow) will give 5-15 Lactacid. You can hand this to your followers and they will also eagerly try it out. Just pass only one of these at a time. The script cannot determine stacking. changed UnevenBreasts1 and UnevenBreasts2 mutation to be persistent, i. e. SLIF is no longer allowed to level the breasts again attached the eartag to the branding faction (bac_mark) instead of the bell faction. You get it with bac_mark faction rank greater than 1. If you don't want any brandings but still the eartag, set the fation rank to at least 4. Version 1.9E1 several bug fixes in the new quests mainly disabling some actors and activators until quest start and enabling the quest to start on Forsworn end of Cidhna Mine quest added 2 sliders to the udders: #1 is Nipple Length (default), #2 is called Udders. I would have used Breast, but that one is inverted and I couldn't make OutfitStudio change the Udders size in the right direction. So, the Udders slider is triggered by BAC breast potions but probably not by other mods. You need to re-generate the udders with Bodyslide to get this. Added a second Eartag for slave cows Version 1.9E fixed end of Captured Cow2 where after the breastfeeding with Paul the regular questline wouldn't start changed Hammerheart to make 10 tries to enable furniture instead of 1 moved some legacy slavetats code to external script changed Ritual Cow so that the spontaneous sex scenes with giants should only occur while wearing the paint some minor bug fixes added new hooves thanks to @Addywil - don't forget to run Bodyslide added an eartag to the stage 3 & 4 ears changed spotted cow head fur to actually show spots added 2 new quests, the first of which will start at some random point after a) Being A Cow has started, b) House of Horrors is completed, and c) No one escapes from Cidhna Mine is completed, the second is hidden in the first. Version 1.9D5 added mutations from skyrimfet's last unpublished version. These are: Steatopygia, Flat/Sagging Breast (either, or) and Big Nipples added Hungry Ability for fat cows. !Use with caution! The script is unable to detect food quest items. My cow ate the spiced beef before I could deliver it to Voada. If you need to carry things like that, make sure, your cow eats regularly *before* the script kicks in (every game hour for fat cows and every half game hour for fat2 cows) added optional support for PowerOfThree's Papyrus Extender (see optional mods above). With that I can attempt to keep the face texture sets on npc cows with CowHead mutations (still not the morphs, though). It also features a far better randomizer than Bethesda's builtin one. added default max cow phase slider, so may go up until stage 40, also added a randomizer option so that each cow gets her own max stage added a pelvis contraction block toggle to the MilkMaid View page. With this and some matchmaker you can endeavour to make your npc cows a bit more fat bottomed. bugfix for camera only to update on player cow size changes. removed limit of disabled mutations. did some stabilizing changes on the Ritual Cow quest for it to proceed even if unexpected things like dead giants happen removed a rare race condition that would kick in upon loading a save file where the cow is being milked and the levelup kicks in just after loading. In that case the reequip run from the game load would block the levelup halfway through and then respawn itself. Version 1.9D4 BugFix for both MCM quests. It turns out that with more than one MCM quest active, MCM will no longer fire OnConfigClose events for either. So I had to invent a workaround for that, else all the timed events will no longer take place (extra milk, lactation bursts, etc.) because maintenance mode doesn't get disabled again The Freak Show quest will now spawn its own potion and no longer MME's breast enlargement (the effect is integrated) a new 6th evil quest "Ritual Cow" should now be available per chance from Paul some other small bug fixes Version 1.9D3 BugFix in bac_capturedcow2 quest. Dialogue bailout of slave master does no longer happen Hopefully fixed recurring defecate message. Be still wary! If the first bowels message appears, make a save to have a backup, if this is still an issue Made tail shafts to match cow color Added missing havoc xml files for the tail Made a little dialogue quest with Acolyte Jenssen to remove the excess pelvis growth Made the pelvis growth customizable Moved the mutation specific settings to the 2nd menu, new page "Mutation Settings" for prior versions please see the original BAC mod.
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View File Milk Based Drugs Supported Languages: English (United Kingdom) - Rob The Robot Guard (Mod Author) Simplified Chinese - 浣熊大师 and 生物大师 Absolute Requirements: RimJobWorld Optional But Recommended: Equal Milking or Human Cattle - Yet Another Milk Mod - Don't use both milk mods together Optional mod compatibility: Lactation Expansion - Don't combine this with other human lactation mods. Also DOES NOT INCLUDE ANY NATIVE RJW SUPPORT. Vanilla Furniture Expanded - Factory - Allows you to automate the production of this mods items Cumpilation - Adds a new recipe that uses cum. If not installed this recipe wont appear This mod adds the following: 1 Milk based fabric 4 Milk based drugs 1 Recipe that lets you convert cum into neutroamine (Requires Cumpilation) All info for the drugs is on the RJW wiki: https://rjw.miraheze.org/wiki/Milk_Based_Drugs/1.6 There will be more drugs or items added in the future. If you have any ideas for drugs please create an issue on the Codeberg repo or post it on the LL thread for this mod Codeberg: https://codeberg.org/RobTheRobotGuard/RW-MilkBaseDrugs Credits Kilo_MxM: For making the new Milk-Yo, Milk-Juice and Crystal Milk Textures 浣熊大师 and 生物大师: For creating the Simplified Chinese translation. Submitter Rob The Robot Guard Submitted 05/20/25 Category Rimworld
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I like the Milk Farm breastmilk module that DD has, but I want the functionality of Wicked Whims. DD is so extremely laggy and often crashes for me. I'm willing to pay for this mod. I simply want the same exact module that DD has but for WW instead. Featurelist: -Allows you to milk yourself or other sims, and places milk bottles in your inventory. -Allows you to suck your own breasts or another sims to drink the milk directly. -Allows you to sell breastmilk for money and fame. -Also allows you to do the same with cum. -breasts and penis grow in size depending on fullness and then shrink back to regular size when milked -multiple flavors of milk and cum (strawberry, vanilla, banana, chocolate) I can provide two animations but they aren't great. One is for standing self-sucking breasts, the other is a sitting variant. I also created a basic part of the mod but its incomplete (all it does is add a milk bottle to someone's inventory for now when clicking MILK! on the pie menu. No animation starts or anything. AkiraAnimations.packageAkiraAnimationsChair.package Akira_MilkMod.rar
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TCN's Lactation View File Various milk lactation armors that you can equip to give your player or NPCs Vitamin D. (Not animated) Milk armor sis using slot 57 Squirting armors is using slot 58 (Thanks to all animation and armor modders that have made content that I could play my mods with) Submitter TabbyCatNinja Submitted 08/29/2022 Category Armor & Clothing Requires FusionGirl 1.75, BodySlide
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[FreyaSims4] NSFW AI Art - Ahsoka Pregnant Illustration - Tall View File NSFW AI Pictures of pregnant Ahsoka Tano in an illustration style by [FreyaSims4] The picture textures should be of high quality. So you can even enlarge them to an enormous size, without quality loss on the image itself. ----------------------------------------------------------------- If you wanna try it out yourself, try Promptchan. ----------------------------------------------------------------- Installing: - Download desired files - Put them into your Sims4 mods folder: Documents/Electronic Arts/The Sims 4/Mods For better organization you can sort them in a new folder there, like "CC Pictures"/"CC Decoration" or similar. Remember to activate mods/cc in your game settings! Submitter Freya Sims4 Submitted 05/24/2025 Category Objects Requirements
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you-are-a-cow-2_480p.mp4
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An escaped slave is forced into all sorts of dealings with malign powers; and she doesn't even have an inkling as to why. Read and watch as she begins to understand what is happening to her and her place in all of it. All performers are of legal age. Documents attesting to the age of all actors pursuant to Title 18 Imperial Code § 2257 may be viewed during normal business hours at the Blue Palace in Solitude; inquiries should be directed to Sybille Stentor. This page is the story Table Of Contents and Summary. This will both show the detailed posts as I write them, and outline the story so I don't forget something. A prologue, which is sort of the visual introductory element before or during the opening credits. Episode 1 in which I come to the surface of a warm Skyrim, and meet Lastelle, who scares off my little friend and then nurses me back to health. Episode 2 in which I meet Lastelle again, have a few bites and get filled up, and show Lastelle my little lover's nest. Episode 3 in which I see the light.
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I know I haven't posted to the blog in a while, my bad. ❤️ Here's a cute cow girl for you guys. Enjoy~!
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Milk Magic View File Hi there, Did you ever sit there watching an anime as they power-up or boost or whatever they do for half of each episode? Yeah, me too. It came to me that this mechanic was sorely lacking in Skyrim. Naturally, there was only one logical mechanic to channel your power. Breastmilk. I give you, Milk Magic. Requirements: Milk Mod Economy (duh) Martial Milk ( I use the milk cost script for each spell and it is the inspiration for this mod) Estrus Chaurus+ (this could be removed in an alternate version if enough people want it.) All the requirements of these mods are obviously required as well. HIGHLY recommended: a way to cast magic through the breasts(animation). I just use XPMSE's toggle for nipple magic and it mostly works ok. The spells: Milkflesh (armor spell) Milk Mending (conc. healing spell.) Cream Cure ( Fast Healing spell) Boob Bow (Summon bow) Boob Blade (Summon Sword) Milk Meteor (Fireball) Boob Barrier (conc. ward) Boob Blockade (ward with a duration.) Lactose Lamp (magelight) Titty Torch (conc. candlelight) and the meat of the mod, Boob Boost (small healing, various buffs for 60s) Big Boob Boost (x2, 60s duration) Boobs Boost (x3, 60s duration) Big Boobs Boost (x4 60s duration) These spells can be cast repeatedly or together and magnify the effects. I added Magicka cost to these spells and overwrote some of Martial Milk's spells with mana cost so that you can gain some XP in the respective schools(Maybe, if I did it right). Other changes: I... altered... some of the effects Chaurus poison attacks and bites have. You are going to want to be very careful fighting them. Nothing too crazy I hope. I tested this with a level 10 character and was able to clear Frostflow Lighthouse. Very carefully. The idea being that the Chaurus are sort of a "kryptonite" or counter to the Milk Mage. If you get hit with their spit, then bitten, you won't be able to gain the beneficial effects of the spells in this mod for a period of time. Disclaimers - I am a very novice mod-maker. I made this in TES5edit and not the CK since I can't get that to work. That being said, it is just spells, magic effects and books for the spells. It shouldn't break anything for anyone.(I think) - I tuned the costs of the spells and their power to my personal load order, which I consider to be a pretty difficult setup. Your mileage may vary. The spells might be hilariously overpowered in your setup. I would recommend maybe tuning your settings in Milk Mod to give you less milk, or make it harder to regenerate milk. I play with the settings at Max Milk and use Sexlab Disparity to passively buff myself when at high milk and pretty harsh debuffs when at low milk to incentivize myself not to go crazy with milk usage. I decided not to worry about more tuning on the spells, because every time I thought they ware too overpowered and started to think about tinkering with them, I would lose a fight. So overpowered, Yeah, probably, but not so much that you can't lose(at least in my setup) Future Plans/Wishlist: - I am currently testing a version, maybe v2, that will require the mod Morphology. Because all that milking and crazy mana channeling through your boobs should have a physical effect, Right?? I also have a few more spells added (Lactose Laser, Titty Tornado, etc.) that will probably be in this version as well. Nothing crazy, most of these are just redos or alterations of vanilla spells, but adding milk cost to roleplay as a milk mage. - I'd love a way to spawn enemies that could have some effects similar to the Chaurus to up the difficulty. I am too dumb to figure out how to make NPCs add NPCs to leveled lists. Sort of like the Silver Hand or something, they could be hunting down the Dragonborn to get her milk. - I'd love a way to add enchantments to weapons that enemies would have that would have some effects similar to the Chaurus to up the difficulty. Again, I'm too dumb to figure this out. - I am also incompetent with graphical design. I would love to have custom art for the spells, but vanilla will have to do unless someone else does it. Let me know about any bugs and I'll see what I can do to fix them, but the mod is honestly pretty simple. I do have a pretty complicated mod setup, so maybe there is some conflict that will arise with other people that I don't get. Submitter Traianus Submitted 07/30/2021 Category Other Requires Special Edition Compatible
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MilkMeter View File This is MilkMeter™️. It's a quick and dirty status meter for Milk Mod Economy to show how much milk you have, as a percentage of your maximum. Disappears when you're empty unless you've got lactacid. Uses Event handling, so there's no periodic polling. The size and position of the meter is adjustable in the json file. If Milk Mod Economy ever gets an Event for lactacid consumption, I'll add a lactacid bar too (the code is all in place, there's just no event to listen for). Submitter markdf Submitted 03/10/2022 Category Misc Sex Requires Milk Mod Economy SE, PapyrusUtil Regular Edition Compatible No
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Milk Farm View File This is a follower home catering to those that enjoy Milk Maid Economy. Requirements: Base Game/Update Hearthfire DLC - For the kitchen fluff *Non Hearthfire version in Downloads* Milk Maid Economy Skyrim SexLab Without these, your game will crash on start up. Recommended: My home is your home https://www.nexusmods.com/skyrim/mods/18045 Milk Farm is a world space encompassing a total of 15 cells of which 8 cells are playable/navmeshed. Your followers may not wander around to the different cells. You can assign them to sleep in one area and 'work' in other areas. Elsie Lavache for MME Because she's cute and because cows! Ion Because she's cute and Elsie needs her sister. 'The lore' We seem to be missing an alchemist who disappeared from the Alchemist Shack south of Ivarstead. He was chasing butterflies and discovered a cave ventilating some unknown area. After breaking through the wall, he discovered an old Dwemer facility that also led out to a hidden valley. He determined from the equipment that this was some sort of farm. Delighted with his discovery, he started updating his secret treasure until one day he tried to clear some rubble out of a passageway and dropped a big stone on his head. Dude is dead. Now this place is yours to discover. South/west from the Alchemist Shack is a road sign. Continue south/west from there and very, very shortly you will find an entrance to a cave tucked away behind some trees. Install/Remove This is a simple esp file. You unarchive it and manually drop it into your data directory and enable it. Deletion of this esp will not affect your gameplay in any way. The reality. This is my first complete mod and I'm a total noob. I use an enb and some custom retextures which are not included. You do not need an enb or retextures to use this mod. Your mileage may vary as to the final appearance of this area. This mod includes no followers or quests and is intended as a simple follower home. This home contains 17 milk pumps in 3 areas which are duplicates of MME's pumps with sandboxing turned on. Your followers should use these freely if they decide to wander by. There are 2 double beds in an 'overseer's quarters', 10 double beds in 2 chambers and 12 bedrolls in 2 outdoor shelters. You can house a total of 36 milk maids/cows/followers. Of course sheltering this many npcs with their own active scripts will bog down your game. The only crafting that is here are foodstuffs, a tanning rack, an anvil and a smelter. I've included the tanning rack/anvil/smelter so you can craft milk maid paraphernalia for your followers from your own resources. Storage respawns so you shouldn't store anything, valuable or not, anywhere here. This may change in the future if and when I gain more knowledge. Addendum I may refine the clutter and ambience but unless someone has found some problem that I haven't, I consider this mod complete. I do not know if this mod will work in SE because of the dependancies. I do not use Skyrim SE. My thanks to Ed86 for his wonderful mod Milk Maid Economy, chajapa for his great followers Elsie and Ion and who is the one that inspired me to learn the CK and to make this mod. My greatest respect for those mod authors who have made incredible things using the miserable creature known as the Creation Kit. Now I know why I sometimes see random stuff floating around aimlessly, without reason. I hope that people do enjoy this follower home. Please do not post this mod to any other sites, if you would actually consider it good enough to post on other sites. I intend it to be a Lover's Lab exclusive as a way to give back to this community. Evolution: Submitter Ripstop Submitted 08/11/2020 Category Other Requires Milk Maid Economy, Sexlab, Hearthfire Special Edition Compatible Not Applicable
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Martial Milk View File Martial Milk (ALPHA) ============================================================================= Introduction Into the barrow we go. Hopefully we can get through here before- Oh, awesome... You look down at your chest where you can feel the cloth under your armor dampen from yet more lactation. You sigh and motion to your companion to stop as you unclip your cuirass and pull the cloth tunic to expose your nipple. I can't believe this is my life now. Curse these stupid, fat, clumsy, milk-slobbering, mutant tits! It's getting exhausting to walk anymore, much less run. Maybe this is a mistake... Gods, they're so heavy. This fucking... whatever it is has ruined me. I can't be the Dragonborn like this. I can't save Skyrim... You close your eyes and sigh deeply... We're in the first chamber, and I already have to milk these things! If only they could do something useful! Your body tenses in anger as you slam the butt of your fist against the wall. "FUUUU-Ahhhh-h-h! Hnnngh!" you call out in a mixture of pleasure and surprise. As your eyes snap open you milk trailed out on the ground in front of you. "Whoa!" your companion exclaims, looking from the ground up to meet your bewildered expression, "Did your boob just shoot milk? That was a full-on stream of it." You meet his gaze for a moment, then close your eyes again as anger, relief, and excitement fill your mind. You palm a large portion of your breast and squeeze as you tense your body again. Oh-h-h-h-h, gods!... Ohhh, that feels nice. You bite your lip and shivers go through you as yet more pressure is released from your swollen gland. This time your companion has to raise his shield as the stream fires at him. "Careful!" He looks at the splatter covering his shield, "Oh shit! That took out a chunk of wood!..." The weight and pressure in your breast is lessened- still tremendous but any amount is progress. You see him gingerly lick small droplets from around his lips, then close his eyes as he savors it, "Mmh... But the gods be damned if that isn't delicious..." He looks back at you, his eyes first meeting yours, darting briefly to your dripping nipple, then quickly down at nothing in particular. It seems as though he wants to say something more but quickly changes the subject back to the task at hand, "You think you're able to continue?" You nod, then there's a moment of stillness before you doff your cuirass completely and pull your tunic down further, exposing your other nipple. "It's time for these fuckers to pull their weight." ============================================================================= Description A mod about weaponized lactation. Version 0.1.2 Features (soonish) More MCM options- handle nipple casting on the fly, acquire the skills with maid level, display milk differently NPC martial milkers- both allies and enemies An immersive quest line with new locations and NPCs (definitely no VO for this version, but I'd like to get that going at some point) This may add dependency on Being a Cow and Amputator Framework, but I might have an alternative. Improved decals- can paint NPCs, better variation and coverage Fix several issues- mod should no longer suddenly limit your total milk, decal splash shows milk instead of blood Behind the scenes- handle nipple casting, cow effects, and amputation on individual NPCs Version 0.1.1 Features New skills to put those milk-laden mammaries to good use! Each Martial Milk skill uses a bit of milk and stamina to either blast your enemies with high pressure milk or nourish your allies with a shower of delicious cream! There's even a skill to suck milk from your boob to restore your own health and stamina! A milk meter to easily track your milk gains and expenditures! Using the new skills counts as milking (at a reduced rate), and the skills cost less milk and stamina as your maid level increases! MCM to toggle mod, customize the milk meter, and track MaMi stats, like total milk launched! Unfinished Features - clean install/uninstall- I want to handle various player states better/at all so that weird things don't happen. Future Possibilities - Quests to contextualize and introduce the Martial Milk skills - a line of flavorful/humorous books about martial milking - More types of skills - drench foes with milk to calm them and cause boobgasms in females (possibly turn them into maids if that doesn't break stuff- probably would) ============================================================================= Skills All martial milking skills cost milk, and most cost stamina. Offensive Streams Nipple Spritz 8 damage per second Milk Jet 16 damage per second Cream Beam 32 damage per second Lactose Lance 64 damage per second Healing Spray Nipple Drizzle Restore 10 health and stamina per second to targets in front of you Milk Shower Restore 20 health and stamina per second to targets in front of you Cream Drench Restore 40 health and stamina per second to targets in front of you Colostrum Surge Restore 80 health and stamina per second to targets in front of you Other Treat Yourself Restore 10 health and stamina to yourself per second ============================================================================= Requirements SkyUI Milk Mod Economy (MME) and all of its prerequisites Highly Recommend These mods aren't required, but Martial Milk is designed to be played with them. XPMSE or Magic Nipple is required to cast from your nipples (for XPMSE, enable in MCM). Magic Nipple (and possibly FNIS PCEA 2) adds custom animations for the nipple casting (will cast fine without these, but the aesthetic option is there ?). If you don't want all characters to use the nipple casting animations, you can put the anims in a folder for FNIS PCEA (Player Character Exclusive Animations). Being a Cow goes well with the the whole milk shooting thing. ============================================================================= Install 1. Simply install the mod with your mod manager or by dropping the contents into Skyrim's Data folder. 2. Enable MartialMilk.esp 3. Start the game, wait for the MCM to register, then enable the mod through there. 4. Currently you can only acquire the skillbooks via the console or AddItemMenu (search for "Martial") NOTE: It may do weird things if you are not yet a milk maid- I am still looking for the issues around that but will support that player state better in the future. ============================================================================= Uninstall WARNING: Uninstalling the mod is currently not a clean process. I'm still working on making enable/disable properly install/clean up the mod. 1. Disable the mod through the MCM, then save your game. 2. Disable the mod in your mod manager or remove the mod files from the Data folder. ============================================================================= Credits AberRational - scripts - mixed SFX - CK shenanigans - altered textures - modified particle animations Magic Nipple - Fluid gradient SkyUI, Sexlab Defeat, MME, Spells Cost Stamina Too - Reference Scripts SexLab, SoundSnap.com - Audio resources Bethesda - Texture and Mesh resources ============================================================================= Special Thanks Ed86 for script guidance and for making Milk Mod Economy skyrimfet for making Being a Cow LoversLab for hosting all this wild stuff Bethesda for making such a mod-able game ============================================================================= Contribute If you enjoy my content, consider becoming a patron so I can continue making experiences about transformation, philosophy, and furries! If I've forgotten any details or credits, let me know! I will add the info ASAP. Enjoy! Submitter AberRational Submitted 09/27/2019 Category WIP / Beta Requires SkyUI; Milk Mod Economy Special Edition Compatible No
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Hello there! After a futile search for [See title] and seeing a few other folks looking for something similar, I decided to take a whack at what I wanted myself. Not being an artist, I wouldn't call the result good, but it works and is closer to what I wanted than any other option I have found yet. My character spends a lot of time pregnant or otherwise dealing with milk and I couldn't get any other tattoo sets or various methods to work to my satisfaction when it came to heavy veiny breasts. I wouldn't say I'm totally satisfied with what I have here(particularly medium,) so there is a good chance I'll tinker with these or put out more versions in the future. I have some other ideas as well, and feel free to suggest anything, but the relatively low ceiling for my abilities will probably make anything much more artistic impractical. Note: I am not wild about how the coloring looks with any of the default Tattoo colors. I generally did some playing around in Racemenu overlays to get it a little closer to my personal taste. Note 2: This is the first "mod" or result of my personal tinkering that I have ever bothered to upload. I apologize in advance for any etiquette lapses in crediting, etc. Note 3: I made these using UUNP bodyshape. If enough people express interest I could try a CBBE version. For all I know it works fine already *shrug*. Note 4: I guess these would work without Slavetats with Racemenu only if set up properly(?), and if there is any demand for that I might look in to figuring out how to do that. Requirements: The excellent Slavetats Permissions: Feel free to use it as you like. Send me a PM if you do because anyone using content of this type is very possibly making a mod right up my alley. Credits: I made this myself from scratch using GIMP and some brushes from a giant pack I downloaded. No idea who made the brush packs. All the folks who made great mods that made me want something like this to exist. BoobVeinsSlavetats.7z
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To all modders and WW animation creators! I have a huge request please .. can you make animation for adult breast feeding please? I am sure it will drive the crowd insane, no other modder has touched this subject yet and there are several videos on Pornhub.com for inspiration. There is a huge demand out there too. Some suggestions would be: - Dripping milk - Usage of breast pads - Overflowing milk from sucker's mouth - Squeezing milk from breast and nipple (alternating) - Biting nipple - Forced sucking, biting, squeezing [gangbang scenarios, MMF etc. ] - Breast/nipple turning red/blushing with excessive sucking - Getting satisfaction whims - Milk pumping machines - Selling breast milk online - Compatible with WW and Nisa's perversion mod - I think this will be a blast!! ** Side suggestion for Trait: "Milk Machine" (for logo make a cow with a large udder). Sims with this trait will have lots of milk coming out of their breasts. Please do consider my request. Thanks and much love ❤️
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View File Mobile Milking Machine This is an answer to a petition about a Bodyslide version of Aegis Milking machine, Aegis is the original autor of the armor meshes. I have made some minor changes to the meshes, textured and weighted them. I have also made the .esp and the Bodyslide version. It comes with a world model mesh for the inventory and ground object, Im quite happy with this because of the transparency look given to the milk container, like empty glass bottle. I also wanted to give to the suction pump a rusty and worn appearance. If you pay attention you can see the milk through the nipple adapter being suctioned into the tubes. UPDATE!: Added HDT SevenBase conversion plus working vagina. I have included the necesary files in the zip, If you need additional instructions about the vagina you can visit Stevierage post. Also, you could find useful info in my post about Trepleen HDT vagina. NEW!(1.4): I have added new spells (Milking self, Milking target) wich won't work unless you have the armor equipped. Those skills will activate some particle effects, like smoke, electricity..., fx sounds and magic effecs on caster/target. Said spells starts the milking process, but this is pleasing and painful at the same time. At the beginning, caster/target moves slowly and will start to loose HP/Stamina, while the time pass the effect intensifies and it becomes dangerous. After some time, the engine will overheat, caster/target will receive serious damage and may even lose consciousness. The engine will automatically disable when critical point is reached preventing death. I have also changed the look of the milk container, it is not full, blades removed, dirt added. Added sound effects, craft/temper recipes and books to learn the spells. The new particle effects are adapted to default meshes included with the .zip, said effects wont scale with your bodyslide version. You can move the NiTriShapes in nifskope, to do this, select the nitrishape - Translation property and change the value for X (left/right), Y (in/out), Z (up/down). NiTriShapes you would want to move: "IceCloakMesh" (StormFx.nif) for the pump electricity "SteamCenturionFXArmL, SteamCenturionFXArmR" (SteamFX.nif) for the pump smoke Or also the "emitters" for the Breast/butt leak Details: Name ingame: Milker Master Armor Location: Somewhere in Angarvunde Body: HDT CBBE/UNPB Bodyslide Skeleton: XPMSE 2.14 Class: Light armor (20) Slot: 32 (Body) Enchantment: N/a Weight: 10 Value: 100.000 Crafting: Skyforge (Misc) Upgrade: Workbench Spells: Milking Self, Milking Target SpellBooks: Inside Angarvunde Particle Effects: Pump Steam, Pump electricity, Breast R/L milk leak, Butt milk leak Shader Effects: Pump Engine overrun (elec tric shock), paralysis/unconscious (player) Sound Effects: Milking (player), Milking (Machine), Overrun electic shock The Armor is recogniced by "Milk Mod Economy", so you can be a milk maid. It is optimized to work with XPMSE 2.14, I used this skeleton in its creation, It should work with other TBBP/HDT skeletons, but you may get flattened breasts/butt or torpedo breasts; dont worry, there is a fix. As you need HDT Physics Extention v14.28 and XPMSE 2.14 this milking armor looks pretty nice in conjunction with my custom HDT .xml (physics and collisions). Installation and req for begginers: 1. Install SKSE. 2. Install Realistic Ragdolls and Force (required for XPMS) 3. Install XPMSE 2.14 (overwrite Realistic Ragdolls files). Overwritte all 4. Install and run FNIS (with skeleton arm fix selected) 5. Install HDT Physics Exentions. 6. Install CBBE/UNP. 7. Unrar my file (CBBE/UNPB) 8. Install Bodyslide 2(.2c) and Outfit Studio: - Go to \skyrim\Data\CalienteTools\BodySlide\ and run Bodyslide.exe - Select "MilkMovil/MilkMovilUNPBHDT" as Outfit/body and then select a preset - Move the sliders to your tastes for low and high weight (you can preview the changes) - Press "build" -If you dont want anal plug/labia/pubic hair you just have to open both .nifs in nifskope and delete (remove branch) each part you dislike. (UNPB version doesnt comes with labia/pubic hair) 9. Done Animated textures Bodyslide meshes dont have animated textures, for some reason Bodyslide is not transferring correctly the Nifskope controllers and this was causing CTD if you equip the armor, so I have uploaded a separate folder with 2 meshes (Animated textures): -Mixing Blades: the texture simulate 3 blades mixing the milk with a rotative movement from right to left -Ascendant movement: no mixing blades, the milk goes upward from the bottom of the container Instructions: The meshes (MilkMovil_1 and MilkMovil_0) I already included in each .rar comes with working animated textures, you can use them as template for the install. 1.- After Bodyslide conversion, open your "MilkMovil_1" mesh in Nifskope, display "MilkInc" material, right click on "BSLightingShaderProperty"= remove branch. 2.- Open my Ascendant/mixing blades desired mesh, go for "MilkInc", right click on "BSLightingShaderProperty"= copy branch. 3.- Go again for "MilkMovil_1", right click on "MilkInc" material= paste branch. 4.- Repeat for "Leche" material 5.- Go for Ascendant/mixing blades mesh, right click on "BSXFlags"= copy branch 6-. Go for your "MilkMovil_1" mesh, right click in "0 NiNode" at the very first of the list= paste branch 5.- Do the same in your "MilkMovil_0" mesh. Captures: You can find the armor inside Angarvunde, but if you run out of patience you can get it by console commands: Open the console and type: player.additem xx000D63, where "xx" belongs to your mod order in the load list. Credits: Aegis as original autor of the materials. ZaZ for the milk leak effects. ALAN from ANK team and STEVIERAGE for UN7B plus vagina. P.D.: I wont make a copy of Aegis textures so you will have to ask him for them. Submitter Daiemonic Submitted 11/29/2014 Category Armor & Clothing Requires CBBE/UNP/UN7B, Bodyslide 2.X, XP32 Maximum Skeleton Extended, HDt Physics Extention 14.28. Special Edition Compatible
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View File I've converted the milk leak trail shader texture to UNP flavor. There's three variants: the first is the same as the current leak, with some of the white pixellated crud around the stream removed. The second is one I toyed around with and redesigned a bit (Photoshop puppet warp is your friend!) with a lot of little droplets, and the third is the modified version sans droplets. Also, I made some variant specular maps that have shiny milk leaks to reflect light as a damp patch should. I'll put them up here, but a few big caveats: One: it may look weird if you're using a different body texture than I am, and you probably are since mine are custom. No guarantees, warranties or anything of the sort; back up your existing shine map before trying. I mean it. Two: all models that use the same texture (i.e. all females, unless their race has a separate shine map; khajiit and argonians are included) will have the shiny spot, even if not currently leaking. Consider it perhaps a subtle leak, enough to dampen but not appear white. Finally, number three: the damn things blow out to blinding white levels under some lighting conditions (firepits, etc), but I can't seem to control that without losing shininess detail... If someone who knows a lot about specular maps could check what I'm doing wrong, that'd be nice. It could just be an engine limitation I guess. Snow and such has a similar problem on occasion. These are included in the same archives as the milk leak textures, but in an optional file. Extract it to ../data/ as usual. My favorite is the driplets version, because if you've had any experience with the real stuff you'll know it sprays out all over almost at random... but that would likely be a pain to code in terms of visual effects Submitter SlabLover Submitted 11/11/2014 Category Other Requires Soulgem Oven II, SexLab Special Edition Compatible
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Dragonborn In Distress View File Defeat, imprisonment, abuse, trauma, and addiction. The Dragonborn no longer a paragon of virtue or an undefeatable hero. This mod is now being continued as two separate mods. The first mod, Peril, has been released, and partly covers the defeat aspect of this mod. This mod is intended to be a light-weight defeat, slavery, and addiction mod, integrated seamlessly into normal Skyrim gameplay, completely voiced by vanilla voice lines, and supports several other mods that can add to the experience, without requiring them. It's core is a gameplay cycle of trauma and addiction. If you are defeated and abused, you will become traumatized. To recover, you will either have to wait several in-game days, or find some substance, device, or activity that can distract you. The catch, is that all of these actions and items are addictive. If you go too long without them, your mind or body will deteriorate, leading the Dragonborn into a downward cycle. !Important Compatibility Issue!If you have two mods that are both soft dependents of the same mod, but don't have that dependency installed, one or both of the mods may break. Dragonborn in Distress is particularly susceptible to this, with the number of soft dependencies it has. The most common culprit is another mod that is soft dependent on Devious Devices or SexLab Aroused. This bug can be fixed by simply installing the soft dependency. If you don't want to have the mod fully installed, just make sure the scripts are installed, and disable the plugin. Defeat and Capture It is now possible for the Dragonborn to lose a battle or surrender. If you press the surrender hotkey, set in the MCM, you can surrender to any and all enemies you come across in Skyrim. Surrendering via the hotkey immediately captures you and any companions with you. Alternatively, you can enable automatic surrender and bleedout surrender. With automatic surrender, when your character falls belows a certain health threshold, and either a magicka or stamina threshold, your character will have reached their limit. You will recover your health, but if it falls below the threshold again you will surrender and will be captured. With bleedout surrender, if you start bleeding out in combat you will get a second wind, recovering your health. If you bleed out a second time you will surrender and will be captured. With both cases, the only way to avoid capture would be to kill all potential captors before you surrender, or run away. You only get one second wind while adventuring on her own, so act wisely. If you surrender, and if you have allies with you, or another band of adventurers or soldiers happen across your potential captors, you may have a chance to escape. For as long as your potential captors are in combat, there is a periodic dice roll that your character may rally and pick herself up. If you fall in combat again, you may also rally again if your captors are still in combat. If the Dragonborn is captured, a variety of things can hapen to her. If your captors belong to a crime faction, then you will be passed off to the guards and sent to jail. Otherwise, your captors will rape you and any allies you have with you. The number of abusers that will go at you at once is dependent on your level, the same goes for your allies. SexLab is searched for appropriate animations, and if there are none available, the sex scene is cancelled. If you don't want a specific animal or creature raping you or your allies, simply disable their sex animations. Once your captors are satisfied, they will steal all weapons, arrows and bolts, potions and food, and gold and lockpicks, if Theft is enabled in the MCM. Your allies will be searched as well. If your captor's hideout has one or more jail cells or cages, you will be thrown in with the door locked, and any allies will be locked up in any other empty cells that are available. If you have a cell, but there aren't enough for all of your allies, they'll be taken somewhere else, and will meet up with you if you manage to escape. After being locked up, you will be left in shock, with your stamina and magicka drained, and you left unable to run. This will last from a few hours to a day or two, depending on how traumatized you are. The duration until you recover from shock is shown in the MCM. Shock can be disabled in the MCM. At this state, a number of things can happen, depending on how you act. If you carried enough lockpicks and shivs with you, you may have managed to conceal one of each from your captors. Alternatively, you can try looking around any furniture nearby to try to fashion a lockpick or shiv. Keep in mind, your captors will be watching you. If they spot you searching for something, or trying to take something from them, they will rape you, take whatever valuable items you have on you, and may bind your hands and blindfold you. If they spot you with a weapon equipped, they will rape you, disarm you, and may bind your hands. If they spot you trying to run away, they'll take any lockpicks you managed to find, and may blindfold you and lock leg cuffs and bondage boots on you. If you manage to escape your cage, you will be attacked on sight. If you start combat with them, and fall in combat again, you will be raped, disarmed, and your hands may be bound. Additionally, every day or less, your captors will pull you out of your cage...and I'm sure you can figure out what will happen. Your punishments are partly dependent on how your captors view you, how threatening and how weak-willed you are. Your threat starts dependant on your level, increases anytime you initiate combat or are seen with a weapon, and decreases over time and everytime you are bound. Your weakness start dependent on your addictions, increases over time and whenever you are bound, and decreases everytime you initiate combat. Higher percieved threat makes it more likely you will be bound when punished, and makes your punishments more severe. Higher weakness causes your captors to use you more frequently. You can view percieved threat and percieved weakness in the MCM. There are three ways to escape capture: kill all of your captors, run away from your captors, or wait for rescue. The first two are self explanatory. For rescue: while you are captured, you can simply wait until your captors decide to throw you out, where someone will find you and bring you somewhere safe. By default, at zero percieved threat and zero percieved weakness, your captors will use you for a day before throwing you out. This can be modified in the MCM. If you are seen as threatening, your captors will likely throw you out sooner. If you are seen as weak-willed, your captors will keep you around for longer. When a rescue attempt occurs, you may choose to wake up in the house of a friend, or at an inn, or at the Temple of Kynareth. You can also choose to remain captured. Rescue attempts can be disabled in the MCM. Theft If theft is enabled in the MCM, when you are captured you will likely have some things stolen. While you are captured, these items will be kept with your captors. You can retrieve them by pickpocketing or killing the person or creature that defeated you. Or, if their hideout has a prison section, you may find your stuff in a nearby knapsack. If you escape without retrieving your items, your former captors will start selling off your gear. These items are not irretrievable though. You may stumble across your stolen items by searching those knapsacks in prison wards. In a future update, I'll add a Black-Market location, where you can buy any gear that your captors sold off. For the meantime, you can also disable item loss in the MCM. Trauma Being captured and abused takes its toll on everyone, including the Dragonborn. Everytime you are raped, abused, or otherwise gang-banged, your trauma will increase. The number of people going at you at once determines how severe the trauma increase is. Trauma will decrease overtime, but only at a rate of 1 point per day. This rate is increased if you have high addiction in something, but will decrease if you are withdrawn in something. The duration until you completely recover from your trauma is available in the MCM. At high trauma levels it will become difficult for you to focus, lowering the rate at which you gain experience in skills. This can be overcome through some form of addictive relief like alcohol, skooma, or sex. If your addiction to something is higher than your trauma, and your withdrawal in that same action is lower than your trauma, then you will be able to focus again. The trauma experience penalty can be disabled in the MCM, but it will still affect addiction, as described below. Trying to find relief this way initiates a vicious cycle. At high levels of trauma your addiction to substances and actions increases much faster, which can start uncontrollable behaviour, which may lead to more trauma. Addiction and Withdrawal There are a number of addictive substances and actions that can help you overcome your trauma. All of them follow the same basic rules. Performing some addictive action increases your addiction and lowers your withdrawal in that action. Over time your addiction decreases and withdrawal increases. At higher withdrawal your addiction decreases slower. At higher trauma your addiction increases faster. If you spend time near a shrine your addiction decay won't be impeded by high withdrawal. The Tribunal Shrines and Shrine of Auri-El added by the DLCs can help your addictions if you install the DLC patch. A whole range of sliders exist in the MCM to adjust how fast withdrawal and addiction changes for each kind of addiction. Each addiction can be enabled or disabled at any time in the MCM. They start as disabled by default. At high levels of addiction and withdrawal your character may start to do things spontaneously to get their fix. If your character's last spontaneous urge was more than 12 hours ago, your character's thoughts will be put up on the screen as a warning. If they get the urge again within 12 hours they will go through with it with no other warning. Alcoholism You become addicted to alcohol through drinking mead, wine, and any other alcoholic drinks you may find. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any bottles of alcohol you spot or carry in your inventory. You may also demand innkeepers to serve you a drink, even if you can't afford it. Arm and wrist binds will prevent you from stealing and drinking alcohol spontaneously, and a gag will prevent you from demanding innkeepers for alcohol. Alcohol added by official DLCs can affect your alcoholism if you install the DLC patch. Narcotic Abuse You become addicted to narcotics by consuming skooma, moon sugar, and related drugs. At high levels of withdrawal and addiction, you may spontaneously pick up and drink any narcotics you come across or carry with you. You may also demand the caravans or other road-side dealers you find to hand over their goods. Arm and wrist binds will prevent you from stealing and consuming drugs spontaneously, and a gag will prevent you from demanding dealers for their goods. Redwater Skooma can affect your narcotics abuse if you install the DLC patch. Kleptomania You become a kleptomaniac by stealing and pickpocketing items. At high levels of withdrawal and addiction, you may spontaneously steal any valuable item left out in the open, without thinking to check if anyone is watching you. Arm and wrist binds prevent you from stealing spontaneously. Lactation You become addicted to lactation by becoming a Milk Maid through Milk Mod Economy, and using milking pumps and harnesses. At high levels of withdrawal and addiction, you may spontaneously jump into a milk pump at any farm or mill you come across. You may also demand farmers and general merchants milk you dry on the spot. Wrist binds and chastity bras will prevent you from jumping into milk pumps, and a gag will prevent you from demanding others to milk you. Sex Crazed Sex addiction is handled externally through SexLab Aroused. Your 'Withdrawal' is read from your SLA Arousal and your 'Addiction' is read from your SLA Time Rate. At high levels of withdrawal and addiction, you may masturbate on the spot out in the open. You may also demand any man or woman you come across to fuck you in the street, though only lowlives or moralless scum would accept the invitation in broad daylight. Wearing a chastity belt or a gag will stop you from demanding others for sex. Xenophilia You become addicted to exotic sex with tentacle creatures after being assaulted by chaurus tentacles added by Estrus Chaurus. Tentacle attacks can occur through spit attacks, or through harvesting chaurus eggs. At high levels of withdrawal and addiction, tentacle attacks may occur without provacation underground and near certain items like falmer totems and chaurus egg sacks. Wearing a chastity belt will prevent tentacle attacks. Bondage Reliance If you wear wrist binds while being addicted to alcohol, drugs, or theft, then you may become reliant on bondage. When you are reliant on bondage, and you're not wearing wrist restraints, you will become paranoid and may spontaneously bind your hands with whatever devices you carry on you, or demand a guard or blacksmith bind them for you. Wearing a gag can prevent you from making these demands. Chasity Reliance If you wear a chastity belt or bra while addicted to lactation, sex, or tentacles, then you may become reliant on chastity devices. When you are reliant on chastity, and you're not wearing chastity devices, you will become paranoid and may spontaneously equip a chastity belt or bra if you are carrying one, or you may demand a blacksmith to lock one on you. Wearing a gag can prevent you from making these demands. Gag Reliance If you wear a gag while you are addicted or reliant to something that can cause you to make demands, then you may become reliant on your gag. When you are reliant on gags, and you're not wearing one, you will become paranoid and may spontaneously equip any gag you're carrying, or you may demand a blacksmith or guard to lock one on you. Wearing a gag prevents you from demanding guards and blacksmiths to put a gag on you. Troubleshooting and Uninstallation Theft and Capture have Safe-Word buttons in the MCM. Press these if something starts going wrong. All addictions can be disabled in the MCM. You should disable all addictions and press the Safe-Word buttons before uninstalling the mod. Compatibility The following mods can be added to improve the features this mod has: SexLab Aroused Redux - Dragonborn in Distress uses this mods values for sex addiction. Devious Devices Integration 4.x - You may be bound in devices when defeated, and can use devices to quell your addictions. Milk Mod Economy 26-01-2019 or higher - Enables using Milk Pumps as a form of relief, and enables milk pump addiction. Estrus Chaurus+ 4.x - Enables tentacle attacks through chaurus eggs, enables using tentacles as a form of relief, and enables tentacle addiction. Description for 1.x Versions Submitter Code Serpent Submitted 01/29/2019 Category Combat Sex Requires SexLab 1.6x Special Edition Compatible No
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View File Summary This mod adds a RaceMenu overlay that can make your female character seem to have milk dripping from her nipples. Also available are optional files that apply this lactating texture to all adult female human characters in Skyrim (compatible with SG Textures Renewal CBBE or Fair Skin Complexion for CBBE v9.4). This mod is meant to be used with CBBE-based bodies. Requirements latest version of Skyrim RaceMenu Caliente's Beautiful Bodies Edition or any other body type based on CBBE examples: numenume erosbody for CBBE Shynsa's Bodyslide Preset ALSL Body - CBBE BBP TBBP HDT Bodyslide presets Recommendations SG Textures Renewal CBBE or Fair Skin Complexion for CBBE v9.4 BodySlide and Outfit Studio Wench Body -Bodyslide 2 Preset- The Super Booty Body (Bodyslide Preset)(CBBE-UUNP) Bodyslide Preset Manga Attempt Enhanced DMRA Bodyslide Preset Installation Download and install RaceMenu. Download and install Caliente's Beautiful Bodies Edition or any CBBE-based body mod (see Requirements section above for some examples). (optional) You may alternatively opt to build a custom CBBE-based body through BodySlide and Outfit Studio. Download Lactating Breasts Overlay for RaceMenu.7z. Using a mod manager such as NMM, install the file you downloaded in step 4. Enter a game in Skyrim and open RaceMenu, either through the initial character creation (start a new game) or through entering the command "showracemenu" in the console (hit the "~" key on the keyboard). Navigate to the "Body Paint" tab in RaceMenu. Move your cursor over one of the items (initially "default") listed under the "Body Paint" tab and hit the "T" key on the keyboard. Under "Texture List", select "Lactating Breasts" to apply the texture overlay. Installation for Optional Files Credits RaceMenu by Expired SG Female Textures Renewal by Hello Santa Fair Skin Complexion by HHaleyy Caliente's Beautiful Bodies Edition by Ousnius and Caliente Other Mods Submitter fair5210 Submitted 09/10/2018 Category Models & Textures Requires Skyrim, RaceMenu, Caliente's Beautiful Bodies Edition Special Edition Compatible View File
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View File ~ Milk-Drinker -------------------------- ~THE DREAM CAME TRUE~ This is my very first mod that I completely made all by myself ^~^ https://www.youtube.com/watch?v=QtEljxur6eI ~LORE~ this was the kind of mod I always wanted since I first started modding back in 2015 and here it finally is created by me because the only other of way to get lactation would be to have a complex pregnancy mod and then getting pregnant. ~WHAT IS THIS!?~ its a Slavetats set that adds yummy Milk dripping out of your character's boobies ; also there is salacious references to the creamy booby nectar that your character can have written on her body while she jiggles her milk juggs in public or in the wild. For now there are just 4 textures, Milk Budding, Milk Leaking small, Milk Leaking Mild, & Suck My Tits. Oh yeah and theyre 4K; I'll make them 2K soon. Also its UNP, I'll work on CBBE sometime in the not so distant future. ~INSTALLATION~ to install you obviously need Slavetats first and its requirements. And then you pop my Mod and youll be lactating in no time! ~My Milkshakes~ NOW YOUR MILKSHAKES CAN BRING ALL THE GUARDS TO THE YARD TOO! YOU FUCKIN MILK-DRINKER https://78.media.tumblr.com/3dbfc2cdd10b0161eb83f643b369295e/tumblr_njsz5hoPax1u6dhxxo1_500.gif Submitter ~ Deathstalker Submitted 04/07/2018 Category Models & Textures Requires Slavetats (and its requiremts: JContainers, RaceMenu (or NiOverride), SkyUI, SKSE) Special Edition Compatible
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- slavetats
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View File Forced Milk Maid This is a small addon for Milk mod Economy https://www.loverslab.com/topic/36908-milk-mod-economy/. I thought it was unfair you can turn all those poor women in to milk maids without you being at risk so I made this little add on for milk maid Economy. It basically makes it so the player can be drugged by Lactacid (which will force you to produce milk). Requirements How it works and Content so far. Sexlab victim trigger - When you are flaged as a victim in Sex there is a chance they will force you to drink some Lactacid. Potion trigger - When you drink any potion it has a chance to contain lactacid. Extra dose - When you take lactacid there is a chance it will drug you with another lactacid (this will trigger extra dose chance as well) MCM - All Chances are configurable via the MCM menu. Known Issues So if the mod feeds you lactacid and it's your first time and your still mid animation it will bug the game out, so first Victim trigger has a few error catchs to try and stop this but I don't think it will be 100% after the first time though I don't think it's an issue. If using Skooma Whore Patch you'll get more dosed than expected not really an issue though skyrim could always use more milk :). Plans for future Probably none. Bug fixes. Permission Submitter Lozeak Submitted 04/07/2018 Category Other Requires Special Edition Compatible
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- sexlab
- milk mod economy
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