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Version 1.1.0
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This is a re-upload of my Oviposition Resources mod. I originally took the mod down after receiving much harassment but am re-uploading the mod after encouragement from some friends. This mod does almost nothing on it's own and is intended to be used by other mods or for screen archery. What this mod does: This mod adds a visual effect to a character's belly for modders to implement when eggs have been laid inside them. See below Racemenu sliders: What you need: Your preferred body mod: CBBE 3BA or BHUNP AND Photoshop or Paint.net or Mu Dynamic NormalMap How to use: Install the version of OviBody that matches your body mod. If using Mu Dynamic Normal Map skip to step 9 from here. Extract the Normal Map resources that match your body mod to a place you can easily access. Locate your femalebody_1_msn.dds from your skin or body mod and create a copy of it somewhere you can easily access. Open your new copy of femalebody_1_msn.dds from your skin or body mod, in Photoshop or Paint.net. Open your desired Oviposition belly overlay from OviBody Normal Map Resources in Photoshop or Paint.net. Copy the Oviposition belly overlay and paste it over your femalebody_msn.dds texture and save. You may want to mess with the alpha a bit to blend the belly into the skin nicely. In your mod manager... Create a new mod and create a folder structure that matches where you found femalebody_1_msn.dds. It usually looks something like (textures\actors\character\female\femalebody_1_msn.dds) Copy your new femalebody_1_msn.dds into your newly created mod, activate the mod and let it overwrite your body/skin mod texture. Open bodyslide and rebuild your body with sliders to match the Oviposition belly normal map you created. The sliders can be found at the bottom of the sliders list. I also recommend using the pregnancy belly slider for a nice effect. Load your game and enjoy! I highly recommend using this mod with Mu Dynamic NormalMap as it makes editing your sliders much easier and hassle free. This mod also supports the Erin Race out of the box. Just apply the normal maps in the same way by editing the femalebody_msn.dds located in the Erin race mod itself. If the downloads break or the mod is down you can find all downloads for the Oviposition resources in my Discord server as well: https://discord.gg/Nh7Gn8unJA #FREETHEANIMELOLIS Extra content: OviMovement: This mod can be found exclusively on my Discord right now until we hear more from its author. I do not recommend it for playthroughs yet as it's still buggy and doesn't like to stop. But it can be fun to play around with. Thank you Meeps for the gifs! Permissions: If making a mod using these resources. Let me know, Oviposition content is few and far between, I love seeing it. You may under no circumstances make a UBE port of this mod. -
Cyber resources WIP View File My first attempt at modding. I am posting here for suggestions on what more to add/advice on how to improve it. The armor sets are in the lucky 38 penthouse next to the big computer. You may use this in your own mods without permission. Submitter Voidson22222 Submitted 08/07/2023 Category Models & Textures Requirements
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Non SexLab Animation Pack SE Conversion View File With Permission From rydin I Have Been Given Full Permissions over the se Version of this mod and have full control over the SE version and Take over for the SE version Moving forward Non SexLab Animations Pack (NSAP) was a mod which was used to bridge the gap between animators make new animations and updates to the SexLab Framework (SLF) where new animations would be added. It started in November 2014 and was a mod that sat along with SLF to allow users the ability to use new animations quickly and effectively. With the ever-growing modding community finding new and better ways at handling new modding content, NSAP was replaced with the SexLab Animation Loader (SLAL), a mod which used a Phython script to allow anyone with little scripting experience to add new animations even more quickly and efficiently. There are a number of different SLAL packs for each animator which can be easily updated, edited and adjusted to the end-users preferences. With this advancement, NSAP is no longer required. Most if not all the animations featured in NSAP as in a SLAL pack. It is recommended that NSAP is uninstalled and SLAL is used instead. Running the two mods together may mean causing duplicate entries and errors in FNIS as well as incorrect animation calling in game. It will cause the FNIS animation limit to exceed more than necessary due to duplicated HKX files. NSAP has been archived on LE now as an educational mod. Users a free to exam the mod's code and learn from it. However, the mod itself, or any edits (personal or otherwise) should not (but not limited to) be shared, re-dristributed, re-uploaded, reposted elsewhere in part or in it's entirety anywhere else without written permission. NSAP SE CONVERSION is set to continue the work of the original and open up a way for old mods to be converted to SE that otherwise would not have been able or not have been possible to with out this resource Hopefully this will get some other mods from le that could'nt be converted to se to help keep those older mods alive and brought back up to the times lastly. I will be doing best to keep this mod for se working and update as soon as i can. this mod can be used in sync with SEXLAB ANIMATION LOADER ON SE and can be used as a resource used to help convert older LE Mods Submitter LTD_LoneWolf Submitted 10/17/2023 Category Framework & Resources Requires Skyrim.esm,Update.esm,sexlab framework 1.63 Regular Edition Compatible No
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Hi all! I have a little gift for you A lot of people ask me (here on LL and in personal conversations) how i make so good tattoos forms on body surface or seamless bodypaints. Without distortions, seams and etc. Answer is wery simle - Substains Painter. This is a really great tool for body painting but you will need something special for it - body without seams and with multiple UV tiles. Not all people understand how to do this in SP so i decide to do the base project file and share it here for you. Ok. What you will need 1. Substains Painter 2. Some knowleges how to use SP (creating layers, painting, exporting) 3. Fantasy 4. Projection tool in SP 5. Alphas for projection tool (black and white pics of what you want in png format where black - backgrount and image is white) Example of "alpha" for better understanding 6. Any tool to resave your SP results in DDS format (Photoshop or Gimp2 etc) What we have here 1. CBBE SE body mesh 2. Multi tiles UV (1 - body and feet 2 - hands) 3. Body textures - Fair Skin. You can change them to any others Here is SP project file with solid body (no head) mesh Tattoos base SP.7z Here is FBX file with solid body mesh and multiple tiles UV BaseBodyCBBE_MultyUV.7z
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A set of chain cuffs for CBBE. Needs to be build by BodySlide. Content: 1) Hand Cuffs (slot 59) 2) Arm Cuffs - Hand + Elbow Cuffs (slot 59) 3) Bound Hand Cuffs (non-HDT) - Restricts combat like Wrist Cuffs from DD. (slot 46) 4) Foot Cuffs (slot 53) 5) Leg Cuffs - Foot + Knee Cuffs (slot 53) 6) Collar (slot 45) Chain_Cuffs_CBBE_BodySlide_V_1.0.zip
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A set of soft cuffs for CBBE. Still needs some tweaks here and there (especially with UV's), but that's how it should look in general. Use console command "help soft" to get these items. Updated to 1.1 - Added CBBE Body Slide. Meshes need to build through BodySlide. UV Templates are still mess. It'll be easier to make everything from scratch, than fix it. Soft_Cuffs_CBBE_BodySlide_V_1.1.zip
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The Starbound Animation Framework .sequence files
HeckinT posted a blog entry in Severyx's Modding Foray
This entry will be expanded upon as the Starbound Animation Framework (SAF) is further worked upon. The SAF posts are primarily directed at modders who intend to use the Starbound Animation Framework or create their own animations for it. Hopefully this post becomes a sort of tutorial in creating animations for Starbound using this system. Let's get into some detail about the Starbound Animation Framework and how it utilizes the new json configuration type I've introduced: .sequence files. First, let's get a look at what a .sequence configuration file looks like: Bunch of stuff in there! Let's break it all down. For those of you unfamiliar with JSON format, it's actually really simple. Unfold the following 'spoiler' to get a crash course. "name" (string): This is, obviously, the name of the sequence. This should match the name of the sequence file name and cannot be empty.In this case, the name of the file is testTwo.sequence [*]"receivers" (number): This is a number used to denote how many receivers there are in this animation sequence. A receiver is, in the case of use here, a character getting pounded. Currently limited to 1 OR 2. Cannot be 0, ever. Solo animations consider the one character as a receiver. [*]"givers" (number): This is a number used to denote how many givers there are in this animation sequence. A giver is opposite of the receiver, that is, the character doing the pounding. Currently limited to 0-3. The giver and receivers are internally used aren't necessarily locked to the role of giving and receiving. Since positioning, animations played, and facing direction are controlled during the animations, a giver can appear to receive during the animation. The important thing to remember is that when the animation framework assigns a character to a giver or receiver position, it will use that through the entire sequence. Example: If the player is the giver and an NPC is the receiver when the animation begins, the player will always be 'giver' and the NPC will always be 'receiver' until that entire sequence is done. You CAN, however, give the player 'receiving'-type dances to make them LOOK like they are getting pounded despite having the role of 'giver'. [*]"stages" (number): This is the number of stages the animation sequence has. This allows you to have the characters swap positions and change to new dances mid-sequence. There is no limit to how many stages there are, but the number of durations and the number of dances, emotes, and facings for EACH PARTICIPANT must be equal to the number of stages. [*]"durations" (array of numbers): This is how long, in seconds, each stage will last. The go in order, so the first number is duration of the first stage, the second number is for the duration of the second stage, etc. [*]"receiverAnchors" (array of arrays of numbers): This is an ordered set of lounge anchors used to position the characters (more information in the Animation Framework portion). Each array inside the main array corresponds to a receiver character. In this case, there is only one receiver in this sequence so there is only one set of receiverAnchors. Were there 2 receivers, it would look like this: [ [1, 7, 1], [3, 5, 3] ] with the green array referring to the first receiver's anchors, and the yellow array referring to the second receiver's anchors. Each number inside the character's set is the loungeAnchor they will use per stage. The first number is where they will position in the first stage, the second in the second stage, etc. In this case, the receiver will be on the left (anchor 1) in the first stage, on the right (anchor 7) in the second stage, and back to the left in the third stage. There are 3 stages, so there must be 3 anchors in each character's array. [*]"receiverFacings" (array of array of numbers): This is an ordered set of character facings used for each stage, similar to receiverAnchors. There are only two numbers to be used for each character's stage. 0 faces the character left. 1 faces the character right. 1 receiver means 1 array of facings. 3 Stages means three facings for each receiver. [*]"receiverDances" (array of arrays of strings): This is an ordered set of dances for each receiver's stages, structured similar to receiverAnchors but with strings instead of numbers. The dances are what ACTUALLY make the characters perform their animations (see my previous blog about these), and they are referred to by their name. In this case, the receiver will play the "playerStanding" .dance file during the first stage, playerKneeling.dance in the second stage, etc. 1 receiver means 1 array of dances. 3 stages means three dances in each array. If you misspell a dance file name, STARBOUND WILL CRASH. Make sure you get it right! [*]"receiverEmotes" (array of arrays of strings): This is an ordered set of facial expressions the receivers will show during each stage, structured similar to receiverDances. Emotes are referred to within script by their name. It might be good to get a reference for the actual names the game uses. 1 receiver means one array of emote names. 3 stages means--- you get the idea. If you misspell an emote name, STARBOUND WILL CRASH. Make sure you get it right! [*]"giverAnchors": Same as receiverAnchors, but for the giver positions. Can be empty if the number of givers is 0. [*]"giverFacings": Same as receiverFacings, but for the giver positions. Can be empty if the number of givers is 0. [*]"giverDances": Same as receiverDances, but for the giver positions. Can be empty if the number of givers is 0. [*]"giverEmotes": Same as receiverEmotes, but for the giver positions. Can be empty if the number of givers is 0. [*]"tags" (array of strings): This is an unordered array of tags that the sequence applies to so that the animation framework's sequence loader/utility can narrow down a list of applicable sequence animations to choose from when an animation needs to be selected (sexlab style). This has not been standardized yet, and won't be until the framework is in a more completed state and I will go over seqUtil.lua functionality at a later date. You will get a warning in the log if your sequence doesn't have tags. Lots to absorb, I know! However, I tried to include as many useful properties as necessary in order to make the animation framework as useful as possible from the beginning so that I wouldn't have to go back and refactor entire chunks of code when certain core features (like tag searching) were included. Every .sequence file needs all of these things. If anything is missing, empty, isn't the right type of data (you put "" around a number, for example), or doesn't match up (you have 3 stages but receiverDances only has 2 dances per receiver) the sequence loader in seqUtil.lua will NOT include your sequence when it loads them! The only exception to this is the tags property, but your sequence cannot be sorted by tag searches if you have none. It will, however, list out all of the problems with the sequence configuration in the starbound.log file so you can find and correct them. This took longer to put together than I expected, so I will go over SAF API functionality in my next blog post! -
Symmetrised ERF diffuse map resource
donnerwetter posted a blog entry in Donnerwetter's Mod Archives
While working on the BnP patch for 3BA Vaginaless, I finally got fed up with the asymmetrical shadowing built-in to the ERF diffuse texture. The left side has always been darker than the right, requiring diffuse texture blends to be hand-edited to ensure both sides look nice. I felt like not doing that anymore, especially given just how many diffuse maps BnP has so I decided to symmetrise the texture. Unfortunately, unlike most other skyrim textures, the ERF texture maps are at an angle at a weird offset which means basic symmetry painting or flipping tricks didn't work so I had to resort to rotating the texture to stand on its corner, eyeballing the correct angle, duplicating the texture, flipping it and then mixing in some details from the right side back in so it didn't look too weird, then rotating it back to the original position. Some detail was lost in all the rotating transformations but it beats manually touching up every single texture from now on. erfsymmetry.mp4 Left side shadows be gone! Hallelujah Here's the .png for those of you who want to use this in their own texture bakes What the end result looks like on a baked texture: -
Base body for painting in Substains Painter View File By request I decide to make it as modders resourse download page. Its more usefull then blog entry. A lot of people ask me (here on LL and in personal conversations) how i make so good tattoos forms on body surface or seamless bodypaints. Without distortions, seams and etc. Answer is wery simle - Substains Painter. This is a really great tool for body painting but you will need something special for it - body without seams and with multiple UV tiles. Not all people understand how to do this in SP so i decide to do the base project file and share it here for you. Ok. What you will need 1. Substains Painter 2. Some knowleges how to use SP (creating layers, painting, exporting) 3. Fantasy 4. Projection tool in SP 5. Alphas for projection tool (black and white pics of what you want in png format where black - backgrount and image is white) Example of "alpha" for better understanding 6. Any tool to resave your SP results in DDS format (Photoshop or Gimp2 etc) What we have here 1. CBBE SE body mesh 2. Multi tiles UV (1 - body and feet 2 - hands) 3. Body textures - Fair Skin. You can change them to any others Downloads section 1. Mega - Female 2. Mega - Female futa 3. OBJ files with Female and Female Futa multi UV models Submitter TRX_Trixter Submitted 02/02/2022 Category Adult Mods Requires SkyrimSE Regular Edition Compatible Yes
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Horse Dick View File I did not make this Its just modders resource hopefully you amazing modders out there can do something with this THIS IS NOT A MOD IT IS JUST A RESOURCE Submitter keymaster1965 Submitted 04/18/2021 Category Modders Resources Requires
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Animated Beast's Cocks(ABC) For modders - 3ds Max Rigs View File Animated Beast's Cocks ABC - For Modders 3ds Max Controller Rigs Description I am sick and tired of watching their daed stony dicks... And I even felt sorry about them endeavoring to have sex with a girl, which would suffer a cold stony dick. You know, watching them overly shaking their pelvis to align their dicks and putting them in her pussy looks painful to me... I feel pity... I don't like it... I couldn't see the whole animations go stiff and bad only because of that ugly dick. No... Not any more... They deserve more 'living' dicks!!!! So here it is... BAD!! BAD... It sounds real bad, isn't it? I changed the name for it sounded too bad! Anyway... Right Now there's no animation that is newly made for ABC. This is modder's resource for now. But I believe every animator will definetely use this. Of course, you can use this without any harm in existing giant animations. They will do fine with it. Don't worry. But this is not like SOS. If there's no keyframes on his privates, no moving Penis. I just launched it starting from Giant. Who will be next? For Modder's Note It's really easy to import his organ and implement it in game. Also It's really easy to import and merge the dick rig with your existing animation works. Just align it with pelvis bone and link to it. A Personal Note to Modders When you make SLAL motions using these rigs, let's tag 'ABC' or 'MovingDick' perhaps? 'MovingDick' seems better. Please tag it, ok? I beg you guys... I want a common tag keyword to sort them out. !Warning! [When you animate, be careful of these] [Collisions for Horse - Schlong] [Collisions for Giant - Schlong, Middle Fingers] [Collisions for Werewolf - Schlong, Tongue] [Collisions for Troll - Schlong] [Collisions for Falmer - Schlong, Hands, Middle Fingers] Chaurus / Chaurus Hunter / Chaurus Reaper: When you export Chaurus Hunter and Chaurus, you'd better set its NPC Root scale to 100. Otherwise everything will be messed up. [Collisions for Chaurus Species - Ovipositor, Larva, Eggs] Dragon Priest: Dragon Priest has its own invisible collision that can be used in so many ways. (Ctrl_DPMA01~Ctrl_DPMA06 & Ctrl_DPMB01 ~ Ctrl_DPMB07) [Collisions for Dragon Priest - Schlong, Invisible Collision Sticks] [Collisions for Gargoyle - Schlong, Hands, Middle Fingers] [Collisions for Lurker - Schlong, Middle Fingers] [Collisions for Riekling - Schlong, Tongue, Hands, Middle Fingers] [Collisions for Ash Hopper - Stinger, Mouth, Jaw] [Collisions for Netch - Two ovipositors] Requirement(for modders, not for users.) 3ds max 2012 or above Some knowledge with animating BakaFactory's ABC HDT Skeleton Patch Or Here Special Thanks to 9204 from Team TAL for technical 3ds Max Collision Support(HDT) - He surely knows what he's doing. His skill is beyond your expectation. Thank you for your time, pal. Groovtama - XPMSE modder for technical advice - You're a genius. Credits Anubis - For his effort on the original horse rig Compare the old rig with the new one The old dick bone A new dick bone Submitter factoryclose Submitted 11/16/2018 Category Modders Resources Requires Special Edition Compatible Yes
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Human Biped RIg by BakaFactory View File Human Biped Rig by BakaFactory (3BBB / TBBP Compatible) Description I hope you work for your animations both in a easier way and in an optimized way. I hope you like it! I made the rig compatible with 3BBB skeleton. It has controllable Anus, Belly as well. With this, you can control your belly as well. Cheers. Requirements 3ds Max 2012(only for exporting motions) HCT Tool - [HavokPcXsContentTools_X64_2011-3-1_20120402] 3ds Max version over 2014(for making motions) Your animation skill Note for Modders Use 'XPMS 4.64 RIG TBBP 3BBB Bone Skeleton' for exporting motions. If you want to use your own rig or old rigs from other sites, you should use either 'XPMS 4.64 RIG HDT Extension Bone Skeleton' or 'XPMS 4.64 RIG HDT Extension Bone Skeleton.txt' at least. Do not use other bone lists other than these three txt files! Submitter factoryclose Submitted 06/04/2019 Category Modders Resources Requires Special Edition Compatible
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Python Tools View File I've been making some Python as I go to make life easier when working on the Slaver's Spellbook. Nothing earth-shaking, but I thought I'd post in case someone else found them useful. Currently there's two modules in two files, each with some sample code. Book Tools This is collection of context managers for the CK's almost HTML book format. So for example, this is the first couple of pages from Opus Korneum: # # frontspiece illo, maybe a bit much? # img( "Textures/docbook/illos/well_behaved.png", width='288', height='252', caption="Well behaved slavegirls pay close attention to their master." ) para("<br>") pbreak() # # don't know if I'll keep the drop caps # with Para(): cap( "Seeker! Know you now that you hold in your hands the life's work " "of the great mage Korneum, often called \"The Objectionable\", " "though rarely to my face and always by lesser minds, jealous of my intellect." ) # # it's not a purely mental collection though, even if it started out that way # with Para(): cap( "Seeker! Know you that with this book you can gain insight into " "and indeed control over, the bodies and minds of Man and Mer, and other races besides. " "Know that the potential to cause harm spells is very great; " "With these magics, minds can be twisted into helpless dependency, " "their owners reduced to sad, twisted parodies of their former selves." ) The context managers make sure the tags are closed correctly and there are a pile of convenience functions. Cap() for instance, applies a normal paragraph with a Drop Cap on the first character. You'll probably want to fiddle with the funcs or write your own, but the classes should be farily solid. Spell Tools This is a parser for esp/esm files. It reads the data in, finds the SPEL group, find the spells and gives you a list with the name, editor_id and formid for each of them. I wrote it mainly so I could auto generate some json I could feed to JsonUtil to auto load some spell lists when you read the spellbook. That script is in there unaltered, but briefly, it works like this: def main(): ss = Plugin("slavers_spellbook.esp") slhp = Plugin("slavers_spellbook_slhp.esp") ss.find_spells() slhp.find_spells() #print [ sp.editor_id for sp in slhp.spells ] print_json(ss.spells + slhp.spells) Of course, you don't have to make json files with it, and it can probably be extended to make lists of other records. Submitter DocClox Submitted 04/11/2019 Category Modders Resources Requires Special Edition Compatible
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Women's wedding ring and engagement ring combo 3D model modder's resource. View File 3D model (Blender 3.0) modder's resource of a women's wedding ring and engagement ring combo. This is meant to either replace, or serve as a substitute for the default wedding ring model. It is meant for female characters and is intended to be fitted onto the left-hand ring finger. Comes in gold, silver, and black versions. Submitter BBTBBN Submitted 12/23/2021 Category Modders Resources Requires Blender 3.0+, nifksope, fallout 4 creation kit
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File Name: Syntax Highlighting for Vim - GECK w/ NVSE v4.5.7 + NX/MCM/Lutana File Submitter: Odessa File Submitted: 29 Jan 2014 File Category: Modders Resources Requires: Vim For the Vim Text Editor Adds syntax highlighting for Fallout GECK Scripts. Includes all functions, etc, available in vanilla GECK, plus all functions listed in the NVSE docs up to v4.5.7. Also includes all the NX functions of V15, and those added by the MCM and Lutana 6.1. Note: syntax highlighting requires you to use upper camel case for functions and the same or all lower case for expressions. Associates with *.gek, *.fos or *.nvs files. To install, extract contents into your vim run time path. If you don't know what that is, it is probably either C:/Program Files (x86)/Vim/vimfiles or *YOUR-USERNAME*/Documents/vimfiles/ This file is a tweaked and updated version of one created by Mike Shutler, under ISC license, which had only FO3/FOSE , and no NX / MCM. Click here to download this file
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View File This is a 3D model that I made using the 3D modeling program Blender, of Metal Gear REX from the 1998 PSX game Metal Gear solid. i hope that someone can rig, animate, texture it, and then somehow turn it into a vehicle mod in Fallout 4. Obviously bringing this machine to life in Fallout 4 or any game for that matter, would be an extremely long, complex, and daunting task, but if you have the technical know-how, or are a career professional in the field of game development and think you can do it, then by all means, please do! Submitter Fixadent Submitted 02/11/2018 Category Modders Resources Requires Latest version of Blender
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View File Custom UUNP Slider Mash-Ups Here's a little christmas present for you. This is a collection of custom sliders i made with Outfit Studio for UUNP Bodyslide, and a short guide how to make your own. Note #1: This is a modder's resource, not a mod you can install & play with. It requires a few clicks in Outfit Studio for every outfit / body you want to use it with. Description and Preview: 7BUNPB Same like the original mod by AlpineYJ, plain and simple 7B Bombshell body with UNPB breasts. Presets to use this with: UNPB-High (hands), 7B Oppai-High (Feet) Suggested low weight body: 7BUNP-Low (add 30% thighs and shoulder width) ____________________ 7BO-UNPBO Body from 7BO, breasts from UNPBO. Might work for you as better nude body and for certain cleavage / bikini mods. Presets to use this with: UNPBOv3.2-High (hands), 7B Oppai-High (Feet) ____________________ 7MZ MCBM with breasts from ZGGB-R2. Awesome. Presets to use this with: MCBM-High Suggested low weight body: 7BUNP-Low (add 30% thighs and shoulder width) ____________________ 7MO MCBM with breasts from UNPBO. Might work as "cleavage" preset for the 7MZ body above, with some tweaks. Presets to use this with: MCBM-High How to use this: Submitter guk Submitted 12/24/2017 Category Modders Resources Requires Special Edition Compatible Not Applicable
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View File Here is a head mesh Ive been fiddling with in case anyone has any texturing skills/ modding guru advice I figured i would just upload it to the masses and get some critique (although i do know i am not good at meshes) its supposed to look equine or bovine to make a race that could be either. credit is due to Citrus heads for their lovely head meshes Submitter S14787 Submitted 05/23/2018 Category Races Requires Special Edition Compatible Not Applicable
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View File Obsolete, use AbductionLite instead. This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. WHAT IS THIS? This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows * Player crafts the holotape at any chem station * Player makes sure the control quest is running in the MOD menu after which they can add the perk * Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights * While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command * The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower. While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable. The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries. Regarding doctor or vendor assignment dialogue Mod not working? SO WHAT'S THE DISCLAIMER ALL ABOUT THEN? Two main areas, implementation and completeness Implementation issues * The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is. * Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems * And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems * NPCs does not have the stimpak option - It's there but not shown, "E" still works * NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option * If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one * NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture * Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them. * NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have * NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone. * The perk is overwritten or overwrites the Intimidation one - pick one or the other. * NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions Completeness issues * While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic. * NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option * A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements * Affinity should be added to companions, negative across the board mostly * Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing. * Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right? And probably a bunch of other stuff I forgot. Stuff that's loosely planned to be added * Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41 * Option to change combat variables so they work better fighting in follower mode Added in 0.41 * Option to change facial expression and body language * Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41 Submitter LazyGirl Submitted 08/18/2016 Category WIP / Beta Requires Automatron DLC, Nuka World
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2
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- wip
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PapyrusUtil LE/SE/AE View File Which file to download: For Skyrim LE (Oldrim): PapyrusUtil LE v33.zip For Skyrim SE (Pre-AE, 1.5.x runtime): PapyrusUtil SE v39.zip For Skyrim SE/AE (1.6.x+ runtime): PapyrusUtil AE v43.zip 1. Description SKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility. Also adds the following papyrus commands: Toggle fly cam and set fly cam speed - TFC. Set menus on / off - TM. Adds an additional package stack override on actors. See ActorUtil.psc Replace any animations on selected objects. See ObjectUtil.psc Print messages to console. Get, set, save, or and load data to a custom external JSON file. See JsonUtil.psc PapyrusUtil.psc - version check & variable initialized arrays. StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation. JsonUtil.psc - Similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of game and stored independent of a users save file. ActorUtil.psc - actor package override. ObjectUtil.psc - animation replacement. MiscUtil.psc - some misc commands. 2. Examples Example 1: Setting and getting simple values StorageUtil.SetIntValue(none, "myGlobalVariable", 5) ; // enter none as first argument to set global variableStorageUtil.SetIntValue(Game.GetPlayer(), "myVariable", 25) ; // set "myVariable" to 25 on playerStorageUtil.SetFloatValue(akTarget, "myVariable", 75.3) ; // set "myVariable" to 75.3 on akTargetStorageUtil.SetStringValue(none, "myGlobalVariable", "hello") ; // enter none as first argument to set global variableint ivalue1 = StorageUtil.GetIntValue(none, "myGlobalVariable") ; // get the previously saved global variableint ivalue2 = StorageUtil.GetIntValue(Game.GetPlayer(), "myVariable") ; // get value of myVariable from player; // myGlobalVariable can exist both as int and string at the same time.; // Different type values are separate from each other.float fvalue = StorageUtil.GetFloatValue(akTarget, "myVariable") ; // get float value from akTargetstring svalue1 = StorageUtil.GetStringValue(none, "myGlobalVariable") ; // get "hello"string svalue2 = StorageUtil.GetStringValue(none, "myMissingVariable", "goodbye") ; // get "goodbye"; // an optional 3rd variable can be passed in the Get function to be returned if the given key "myMissingVariable" doesn't exists. Example 2: Saving object references Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor Example 3: Value lists StorageUtil.IntListAdd(none, "myGlobalList", 5)StorageUtil.IntListAdd(none, "myGlobalList", 27)StorageUtil.IntListAdd(none, "myGlobalList", 183)StorageUtil.IntListAdd(none, "myGlobalList", 3)StorageUtil.IntListAdd(none, "myGlobalList", -12398); // iterate list from last added to first addedint valueCount = StorageUtil.IntListCount(none, "myGlobalList")while(valueCount > 0) valueCount -= 1 Debug.Notification("List[" + valueCount + "] = " + StorageUtil.IntListGet(none, "myGlobalList", valueCount))endwhile; // iterate list from first added to last addedvalueCount = StorageUtil.IntListCount(none, "myGlobalList")int i = 0while(i < valueCount) Debug.Notification("List[" + i + "] = " + StorageUtil.IntListGet(none, "myGlobalList", o)) i += 1endwhile; // Get the 2nd, 3rd, and 4th elements of the list into an arrayint[] myList = new int[3]StorageUtil.IntListSlice(none, "myGlobalList", myList, 1) ; // starts pulling elements from the list starting from from the 1 index; // skipping the 0 index value, "5" will fill the papyrus array until it runs out of either list or papyrus array elementsDebug.Notification("2nd: " + myList[0]) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList[1]) ; // prints "3rd: 183"Debug.Notification("4th: " + myList[2]) ; // prints "4th: 3"; // remove 27 from the listStorageUtil.IntListRemove(none, "myGlobalList", 27); // remove last element of listStorageUtil.IntListRemoveAt(none, "myGlobalList", StorageUtil.IntListCount(none, "myGlobalList") - 1); // set first element to -7StorageUtil.IntListSet(none, "myGlobalList", 0, -7); // find first occurance of element in listint index = StorageUtil.IntListFind(none, "myGlobalList", 183)if(index < 0) Debug.Notification("Not found!")else Debug.Notification("Element 183 is at index " + index)endif; // clear listStorageUtil.IntListClear(none, "myGlobalList"); // create a new list from a papyrus arrayfloat[] newList = new float[3]newList[0] = 4.04newList[1] = 39.2newList[2] = -42.25StorageUtil.FloatListCopy(PlayerRef, "myCopiedList", newList)Debug.Notification("Copied value 0 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 0)) ; // 4.04Debug.Notification("Copied value 1 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 1)) ; // 39.2Debug.Notification("Copied value 2 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 2)) ; // -42.25 Example 4: Saving values that are shared among all savegames in an externally saved file. JsonUtil.SetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything", 42); // (optional) Save any changes made to your file and creates it if it does not yet exists.; // This is done automatically without needing to be done manually whenever a player saves their game.; // Files are saved and loaded from Skyrim/data/SKSE/Plugins/StorageUtilDataJsonUtil.Save("MyModConfig.json") ; // ... Start a new game ...int mySetting = JsonUtil.GetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything") ; // mySetting == 3; // Alternative version using the globally shared external file; // All mods using these commands share this file, saved/loaded from Skyrim/data/SKSE/Plugins/StorageUtil.jsonStorageUtil.SetIntValue("AnswerToLifeUniverseEverything", 42); // ... Start a new game ...int mySetting = StorageUtil.GetIntValue("AnswerToLifeUniverseEverything") ; mySetting == 3 3. Requirements SKSE latest version: http://skse.silverlock.org/ Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444 4. Installing Use mod manager or extract files manually. 5. Uninstalling Remove the files you added in Installing step. 6. Updating Just overwrite all files. 7. Compatibility & issues Should be compatible with everything. 8. Credits Ashal - continued maintenance & refactoring of original plugin's source code h38fh2mf - original version, idea, address library conversion SKSE team - for making this plugin possible milzschnitte - for suggestions eventHandler, Expired, aers, arha, ianpatt - SKSE64 conversion & update assistance Submitter Ashal Submitted 12/07/2013 Category Modders Resources Requires SKSE, Address Library Special Edition Compatible Yes
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Marts Cum Buckets - Modders Resource View File We all have things we like, and there was a shortage of this kind of thing in downloads. Here are some items you can either dunk yourself or an npc in. I spent some time morphing the meshes to look as realistic as possible. Changing the size works pretty well and keeps the texture consistency to an extent, whether you want small pans and buckets or big barrels and tanks. Comes with both collision and non-collision forms and uses vanilla textures. Submitter Martianman686 Submitted 01/24/2023 Category Adult Mods Requires Regular Edition Compatible
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Version 0.0.1
21 downloads
Here is a head mesh Ive been fiddling with in case anyone has any texturing skills/ modding guru advice I figured i would just upload it to the masses and get some critique (although i do know i am not good at meshes) its supposed to look equine or bovine to make a race that could be either. credit is due to Citrus heads for their lovely head meshes -
Version 0.0.2
134 downloads
I've been making some Python as I go to make life easier when working on the Slaver's Spellbook. Nothing earth-shaking, but I thought I'd post in case someone else found them useful. Currently there's two modules in two files, each with some sample code. Book Tools This is collection of context managers for the CK's almost HTML book format. So for example, this is the first couple of pages from Opus Korneum: # # frontspiece illo, maybe a bit much? # img( "Textures/docbook/illos/well_behaved.png", width='288', height='252', caption="Well behaved slavegirls pay close attention to their master." ) para("<br>") pbreak() # # don't know if I'll keep the drop caps # with Para(): cap( "Seeker! Know you now that you hold in your hands the life's work " "of the great mage Korneum, often called \"The Objectionable\", " "though rarely to my face and always by lesser minds, jealous of my intellect." ) # # it's not a purely mental collection though, even if it started out that way # with Para(): cap( "Seeker! Know you that with this book you can gain insight into " "and indeed control over, the bodies and minds of Man and Mer, and other races besides. " "Know that the potential to cause harm spells is very great; " "With these magics, minds can be twisted into helpless dependency, " "their owners reduced to sad, twisted parodies of their former selves." ) The context managers make sure the tags are closed correctly and there are a pile of convenience functions. Cap() for instance, applies a normal paragraph with a Drop Cap on the first character. You'll probably want to fiddle with the funcs or write your own, but the classes should be farily solid. Spell Tools This is a parser for esp/esm files. It reads the data in, finds the SPEL group, find the spells and gives you a list with the name, editor_id and formid for each of them. I wrote it mainly so I could auto generate some json I could feed to JsonUtil to auto load some spell lists when you read the spellbook. That script is in there unaltered, but briefly, it works like this: def main(): ss = Plugin("slavers_spellbook.esp") slhp = Plugin("slavers_spellbook_slhp.esp") ss.find_spells() slhp.find_spells() #print [ sp.editor_id for sp in slhp.spells ] print_json(ss.spells + slhp.spells) Of course, you don't have to make json files with it, and it can probably be extended to make lists of other records. -
Version 4.4
446173 downloads
Which file to download: For Skyrim LE (Oldrim): PapyrusUtil LE v33.zip For Skyrim SE (Pre-AE, 1.5.x runtime): PapyrusUtil SE v39.zip For Skyrim SE/AE (1.6.x+ runtime): PapyrusUtil AE v43.zip 1. Description SKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility. Also adds the following papyrus commands: Toggle fly cam and set fly cam speed - TFC. Set menus on / off - TM. Adds an additional package stack override on actors. See ActorUtil.psc Replace any animations on selected objects. See ObjectUtil.psc Print messages to console. Get, set, save, or and load data to a custom external JSON file. See JsonUtil.psc PapyrusUtil.psc - version check & variable initialized arrays. StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation. JsonUtil.psc - Similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of game and stored independent of a users save file. ActorUtil.psc - actor package override. ObjectUtil.psc - animation replacement. MiscUtil.psc - some misc commands. 2. Examples Example 1: Setting and getting simple values StorageUtil.SetIntValue(none, "myGlobalVariable", 5) ; // enter none as first argument to set global variableStorageUtil.SetIntValue(Game.GetPlayer(), "myVariable", 25) ; // set "myVariable" to 25 on playerStorageUtil.SetFloatValue(akTarget, "myVariable", 75.3) ; // set "myVariable" to 75.3 on akTargetStorageUtil.SetStringValue(none, "myGlobalVariable", "hello") ; // enter none as first argument to set global variableint ivalue1 = StorageUtil.GetIntValue(none, "myGlobalVariable") ; // get the previously saved global variableint ivalue2 = StorageUtil.GetIntValue(Game.GetPlayer(), "myVariable") ; // get value of myVariable from player; // myGlobalVariable can exist both as int and string at the same time.; // Different type values are separate from each other.float fvalue = StorageUtil.GetFloatValue(akTarget, "myVariable") ; // get float value from akTargetstring svalue1 = StorageUtil.GetStringValue(none, "myGlobalVariable") ; // get "hello"string svalue2 = StorageUtil.GetStringValue(none, "myMissingVariable", "goodbye") ; // get "goodbye"; // an optional 3rd variable can be passed in the Get function to be returned if the given key "myMissingVariable" doesn't exists. Example 2: Saving object references Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor Example 3: Value lists StorageUtil.IntListAdd(none, "myGlobalList", 5)StorageUtil.IntListAdd(none, "myGlobalList", 27)StorageUtil.IntListAdd(none, "myGlobalList", 183)StorageUtil.IntListAdd(none, "myGlobalList", 3)StorageUtil.IntListAdd(none, "myGlobalList", -12398); // iterate list from last added to first addedint valueCount = StorageUtil.IntListCount(none, "myGlobalList")while(valueCount > 0) valueCount -= 1 Debug.Notification("List[" + valueCount + "] = " + StorageUtil.IntListGet(none, "myGlobalList", valueCount))endwhile; // iterate list from first added to last addedvalueCount = StorageUtil.IntListCount(none, "myGlobalList")int i = 0while(i < valueCount) Debug.Notification("List[" + i + "] = " + StorageUtil.IntListGet(none, "myGlobalList", o)) i += 1endwhile; // Get the 2nd, 3rd, and 4th elements of the list into an arrayint[] myList = new int[3]StorageUtil.IntListSlice(none, "myGlobalList", myList, 1) ; // starts pulling elements from the list starting from from the 1 index; // skipping the 0 index value, "5" will fill the papyrus array until it runs out of either list or papyrus array elementsDebug.Notification("2nd: " + myList[0]) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList[1]) ; // prints "3rd: 183"Debug.Notification("4th: " + myList[2]) ; // prints "4th: 3"; // remove 27 from the listStorageUtil.IntListRemove(none, "myGlobalList", 27); // remove last element of listStorageUtil.IntListRemoveAt(none, "myGlobalList", StorageUtil.IntListCount(none, "myGlobalList") - 1); // set first element to -7StorageUtil.IntListSet(none, "myGlobalList", 0, -7); // find first occurance of element in listint index = StorageUtil.IntListFind(none, "myGlobalList", 183)if(index < 0) Debug.Notification("Not found!")else Debug.Notification("Element 183 is at index " + index)endif; // clear listStorageUtil.IntListClear(none, "myGlobalList"); // create a new list from a papyrus arrayfloat[] newList = new float[3]newList[0] = 4.04newList[1] = 39.2newList[2] = -42.25StorageUtil.FloatListCopy(PlayerRef, "myCopiedList", newList)Debug.Notification("Copied value 0 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 0)) ; // 4.04Debug.Notification("Copied value 1 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 1)) ; // 39.2Debug.Notification("Copied value 2 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 2)) ; // -42.25 Example 4: Saving values that are shared among all savegames in an externally saved file. JsonUtil.SetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything", 42); // (optional) Save any changes made to your file and creates it if it does not yet exists.; // This is done automatically without needing to be done manually whenever a player saves their game.; // Files are saved and loaded from Skyrim/data/SKSE/Plugins/StorageUtilDataJsonUtil.Save("MyModConfig.json") ; // ... Start a new game ...int mySetting = JsonUtil.GetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything") ; // mySetting == 3; // Alternative version using the globally shared external file; // All mods using these commands share this file, saved/loaded from Skyrim/data/SKSE/Plugins/StorageUtil.jsonStorageUtil.SetIntValue("AnswerToLifeUniverseEverything", 42); // ... Start a new game ...int mySetting = StorageUtil.GetIntValue("AnswerToLifeUniverseEverything") ; mySetting == 3 3. Requirements SKSE latest version: http://skse.silverlock.org/ Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444 4. Installing Use mod manager or extract files manually. 5. Uninstalling Remove the files you added in Installing step. 6. Updating Just overwrite all files. 7. Compatibility & issues Should be compatible with everything. 8. Credits Ashal - continued maintenance & refactoring of original plugin's source code h38fh2mf - original version, idea, address library conversion SKSE team - for making this plugin possible milzschnitte - for suggestions eventHandler, Expired, aers, arha, ianpatt - SKSE64 conversion & update assistance- 27 reviews
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75
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Version 3.1 SE
7016 downloads
With Permission From rydin I Have Been Given Full Permissions over the se Version of this mod and have full control over the SE version and Take over for the SE version Moving forward Description of Original Not all Applies anymore. But here for what the history of the mod is and was for the what the mod was for le Modding scene Non SexLab Animations Pack (NSAP) was a mod which was used to bridge the gap between animators make new animations and updates to the SexLab Framework (SLF) where new animations would be added. It started in November 2014 and was a mod that sat along with SLF to allow users the ability to use new animations quickly and effectively. With the ever-growing modding community finding new and better ways at handling new modding content, NSAP was replaced with the SexLab Animation Loader (SLAL), a mod which used a Phython script to allow anyone with little scripting experience to add new animations even more quickly and efficiently. There are a number of different SLAL packs for each animator which can be easily updated, edited and adjusted to the end-users preferences. With this advancement, NSAP is no longer required. Most if not all the animations featured in NSAP as in a SLAL pack. It is recommended that NSAP is uninstalled and SLAL is used instead. Running the two mods together may mean causing duplicate entries and errors in FNIS as well as incorrect animation calling in game. It will cause the FNIS animation limit to exceed more than necessary due to duplicated HKX files. NSAP has been archived on LE now as an educational mod. Users a free to exam the mod's code and learn from it. However, the mod itself, or any edits (personal or otherwise) should not (but not limited to) be shared, re-dristributed, re-uploaded, reposted elsewhere in part or in it's entirety anywhere else without written permission. NSAP SE CONVERSION is set to continue the work of the original and open up a way for old mods to be converted to SE that otherwise would not have been able or not have been possible to with out this resource Hopefully this will get some other mods from le that could'nt be converted to se to help keep those older mods alive and brought back up to the times lastly. I will be doing best to keep this mod for se working and update as soon as i can. this mod can be used in sync with SEXLAB ANIMATION LOADER ON SE and can be used as a resource used to help convert older LE Mods-
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- framework
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