Jump to content

Search the Community

Showing results for tags 'modders resource'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community
  • Skyrim
  • Fallout 4
  • Oblivion
  • Fallout 3 / New Vegas
  • The Sims 4
  • The Sims 3
  • Other Games
  • General Discussions
  • Skyrim Ladies's Screenshots
  • NSFW Skyrim & Fallout's NSFW Softcore Area
  • NSFW Skyrim & Fallout's NSFW Hardcore Area
  • The Spooky Supernatural's The Spooky Supernatural Screenies
  • The Lore(ish) Club's Lore(ish) Screenshots
  • The Lore(ish) Club's Lore(ish) Discussion
  • The Lore(ish) Club's Lore(ish) Stories
  • Quality Lovers Club's 3D Artworks & Videos
  • Quality Lovers Club's 2D Artworks & Videos
  • Quality Lovers Club's Music & sounds works
  • LGBT Community's General Discussion
  • LGBT Community's Uhh... Stuff.
  • LGBT Community's Sexy Gaming Girls
  • LGBT Community's Sexy Gaming Guys
  • LGBT Community's Sexy Gaming Characters (Everything In-between)
  • LGBT Community's Nothing to see here...
  • Club 34's Discussion
  • Club 34's Gallery
  • Misfit Toyz's Club Rules
  • Misfit Toyz's Discussion
  • Misfit Toyz's Ren'py Games
  • Misfit Toyz's Unreal Engine Games
  • Little Ladies's Club Rules
  • Little Ladies's Discussion
  • Little Ladies's Anime and Manga
  • Little Ladies's Gallery
  • Communauté Francophone's Galleries d'images
  • Communauté Francophone's Taverne
  • Communauté Francophone's Général
  • Communauté Francophone's Support Technique
  • BDSM CLUB's Question asking about BDSM
  • BDSM CLUB's Member Introduction & Questions for Specific Members
  • BDSM CLUB's General Discussion
  • BDSM CLUB's Lessons about BDSM
  • SIMS 4 CLUB's General Discussions
  • Starbound Club's Mods Ideas
  • Starbound Club's General Discussion
  • Pregnancy Club's Topics
  • BULLET CLUB's NJPW - Spot
  • BULLET CLUB's WWE - Spot
  • BULLET CLUB's ROH - Spot
  • BULLET CLUB's iMPACT - Spot
  • BULLET CLUB's Lucha Underground - Spot
  • The Erectoral Collage's General Discussion
  • The Erectoral Collage's Modding
  • The Erectoral Collage's MMOs
  • The Erectoral Collage's Art
  • The Erectoral Collage's Screenshots/Machinima
  • Beast Fucker's Art
  • Beast Fucker's Beast Fucking Pictures
  • Fetish Club's Name your fetish!
  • Fetish Club's Screenshots
  • Wasteland Wonders's General Area
  • LoversLab Furries's Chat
  • Music Lovers Club's General Discussion Thread
  • Music Lovers Club's The 70s
  • Music Lovers Club's The 80s
  • Music Lovers Club's The 90s
  • Music Lovers Club's The 2Ks
  • Music Lovers Club's The 2010s
  • Music Lovers Club's Older Music Area
  • Music Lovers Club's Scores
  • Futanari Paradise's Forum
  • BodySlide Lovers's Club forum
  • Fantasy Factory Deva's's Sim Of The Day
  • Amber's Play Room's Talk about stuff
  • Amber's Play Room's Request Box
  • Amber's Play Room's C:/Program Files/BethesdaSoftworks
  • Amber's Play Room's C:/Program Files/Steam
  • Amber's Play Room's Skill Set: Mercs wanted!
  • Amber's Play Room's Raul's Noodles
  • lore-friendly RP (18+)'s OC's (non-adult)
  • lore-friendly RP (18+)'s OC's (adult)
  • lore-friendly RP (18+)'s RP's (Adult and non-adult)
  • The Dark Humor Club's The Dark Joke Thread
  • The Dark Humor Club's The Meme Thread
  • The Dark Humor Club's Our Black Souls
  • The Dark Humor Club's The World Is Not Always So Dark
  • Alternative and proud's Introductions
  • Alternative and proud's Roleplay
  • Alternative and proud's Gallary
  • Paradox Grand Strategists's Crusader Kings 2
  • Vampire Succubus Playstyle Club's Rules
  • Vampire Succubus Playstyle Club's Welcome
  • Vampire Succubus Playstyle Club's This is what we are doing here
  • M/FF, F/MM or three way sex lovers's Pictures
  • M/FF, F/MM or three way sex lovers's Stories and fantasies
  • Hardcore Hentai's Topics
  • Comunidad de Habla Hispana de Loverslab's Enlaces
  • Comunidad de Habla Hispana de Loverslab's Pedidos
  • Comunidad de Habla Hispana de Loverslab's Comentarios
  • Comunidad de Habla Hispana de Loverslab's Utilidades
  • Comunidad de Habla Hispana de Loverslab's Capturas-Screenshots
  • Comunidad de Habla Hispana de Loverslab's ¿Quién soy?
  • Comunidad de Habla Hispana de Loverslab's Guías y Tutoriales
  • Sims XXXX Stories's Organic Stories
  • Sims XXXX Stories's Taboo Stories - Brother and Sister
  • Sims XXXX Stories's Taboo Stories - Other Stories
  • Sims XXXX Stories's Self Help Stories
  • Sims XXXX Stories's Pictures
  • Sims XXXX Stories's Taboo Stories - Mother and Son
  • Belgique francophone : Wallonie's Bienvenue à tout les nouveaux membres!
  • Belgique francophone : Wallonie's Informations
  • Uastheone's Looking for adult codec in the process.
  • Uastheone's Intel 2020 inbounds
  • Uastheone's Have a excellent year of the RAT
  • Uastheone's Still Rocking 2020
  • Uastheone's Nature
  • otakus of loverslab's Anime discussions
  • otakus of loverslab's Adult anime & Hentai discussions
  • otakus of loverslab's None-adult gaming discussions
  • otakus of loverslab's Adult games & hentai games
  • otakus of loverslab's Manga none-hentai only
  • otakus of loverslab's Hentai manga & doujinshi
  • otakus of loverslab's Mods requests
  • otakus of loverslab's Release dates of games,anime & manga including adult games,hentai games,hentai,hentai manga,doujinshi
  • Storytellers Club's Guides and Tutorials
  • Storytellers Club's Skyrim Stories
  • Storytellers Club's General Discussions
  • Workshop Skyrim's Before installing skyrim 32bit
  • Workshop Skyrim's Basic Tools to install
  • Workshop Skyrim's Internal Tools for skyrim
  • Workshop Skyrim's Modding tools
  • Workshop Skyrim's problems/solutions
  • Skyrim's NPC's, Followers, and Mysteries's How to make the game more dynamic
  • Skyrim's NPC's, Followers, and Mysteries's Holidays
  • Skyrim's NPC's, Followers, and Mysteries's Milfs. and Gilfs of Skyrim
  • Skyrim's NPC's, Followers, and Mysteries's Stories
  • Skyrim's NPC's, Followers, and Mysteries's Followers
  • Skyrim's NPC's, Followers, and Mysteries's NPCS
  • Skyrim's NPC's, Followers, and Mysteries's Mysteries
  • Skyrim's NPC's, Followers, and Mysteries's Bandits
  • Footfetish Club's Topics
  • Saika Skyrim's Skyrim Mods
  • Saika Skyrim's Skyrim SE Mods
  • Saika Skyrim's ENB
  • Saika Skyrim's Skyrim LL
  • The Pink Place's Culb business
  • The Pink Place's Support Chat
  • The Pink Place's Off Topic
  • The Pink Place's Adult section
  • Pussy Saga Club's Topics
  • Wicked Sims's Animations/Mods
  • Wicked Sims's Wicked Stories
  • Wicked Sims's Welcome Wagon
  • Busty Ladies Lovers Club's General
  • Inflation / Weight Gain Fans's Fallout 4 WG/INF screenshots
  • Inflation / Weight Gain Fans's Skyrim WG/INF screenshots
  • Fallout 4 Player Character's My FO4 Char
  • The Mashup Club's Mashups
  • The Mashup Club's Bodyslide/Outfit Studio Tutorials
  • Incest Family's Topics
  • Vaginal Play's vaginal

Categories

  • Skyrim
    • SexLab Framework LE
    • Adult Mods
    • Regular Mods
  • Skyrim: Special Edition
    • SexLab Framework SE
    • Adult Mods
    • Regular Mods
  • Fallout 4
    • Advanced Animation Framework
    • Adult Mods
    • Regular Mods
  • Oblivion
  • Fallout 3 / New Vegas
  • The Sims 4
  • The Sims 3
  • Other
  • Skyrim Ladies's Files
  • Misfit Toyz's Files - TES & Fallout
  • Misfit Toyz's Mods - Other
  • Little Ladies's Download
  • Communauté Francophone's Traductions (Mods)
  • Pregnancy Club's Files
  • Fetish Club's Ideas & Mods!
  • LoversLab Furries's Club Mods
  • BodySlide Lovers's Share your presets
  • Amber's Play Room's [FILES]
  • Hardcore Hentai's Files
  • Comunidad de Habla Hispana de Loverslab's Archivos
  • Uastheone's Files
  • Footfetish Club's Files
  • The Skyrim Priestess of Love's My character Lilu
  • Incest Family's Files

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Twitter


Discord


Skype


Instagram


Snapchat


Kik


Website


Location


Interests


Bio

Found 27 results

  1. View File Skyrim SexLab (SSL) v1.62 An adult animation framework ----- Description -------------------------------------------------------------- Skyrim SexLab, is intended to serve as a unifying resource for modders to pull animations from to aid them in development of adult themed mods, without having to going through the complex scripting work it takes by themselves. A modder is provided with a wealth of tools and functions they can call that will aid them in creating their own mod. As it is intended as a resource mod that other mods can pull from to use for adult animations. This mod does NOTHING by itself, and requires a separate mod to make use of the resources provided. ----- Frequently Asked Questions ------------------------------------------- http://www.loverslab.com/topic/17711-sexlab-frequently-asked-questions-faq/ ----- Requirements ------------------------------------------------------------- Skyrim Script Extender (SKSE) REQUIRES SKSE 1.7.3 OR NEWER Fores New Idles in Skyrim (FNIS) REQUIRES FNIS 5.4.2 OR NEWER FNIS Creature Pack version 5.2 or newer is required only if you want creature animation support in SexLab, otherwise it is not required. If you get a warning in game about not having 5.2 installed despite having installed it. You have without exception, installed it incorrectly. You can either ignore the warning and keep using SexLab like normal if everything working anyway, or do the smart thing and figure out what's wrong with your FNIS install so the warning will leave you alone. SkyUI REQUIRES VERSION 5.0 OR NEWER If you dislike SkyUI for some reason, you can also install SkyUI-Away on top of it. It may work fine with older versions if you refuse to upgrade to 5.0 for whatever reason. You do so at your own risk. An actor skeleton mod such as XPMSE2 or XPMSE3 Unofficial Skyrim Legendary Patch OR the individual applicable patches Skyrim, Dawnguard, Dragonborn, and Hearthfire Unofficial Patch This is not a hard requirement and can be skipped, it has been known to fix some problems people have had related to SexLab however and there is little to no reason to not be using them anyway. If you choose to not use the Unofficial Patches for whatever reason, expect to be browbeat about not having them when posting your load order in the troubleshooting section. ----- Basic Installation Procedure ------------------------------------------ After properly installing SKSE, SkyUI, and FNIS as listed above, follow these steps. Download the latest full framework pack & install it using your mod manager of choice (Mod Organizer highly preferred.) Run the GenerateFNISforUsers.exe tool. If you have a custom animation skeleton installed (very likely, if you don't you should. See: XPMSE2 or XPMSE3) make sure you check the "Skeleton arm fix" patch. Click the big button that reads "Update FNIS Behavior" You should see a line that says "Reading SexLab ..." if not you've done something wrong. DO NOT ignore any warnings or errors you see in the FNIS window. Activate the SexLab.esm file in your list of active mods. Load or start a new save game in Skyrim and navigate to the Mod Configuration menu titled "SexLab" Check that you meet the requirements on the left pane and then click the Install option in the top right. NOTE: Some of the checks you'll see there are only soft dependencies, or can be a false-negative. If the Install button is clickable for you, just go ahead and continue. [*]Close all menus and stand still until the install finishes, it can take a few minutes. ----- Basic Update Procedure ------------------------------------------------- Download the latest full framework archive, if you are using a version older than 1.60, you will need the full archive, otherwise you will only need the update patch. Extract the updated framework/patch into your Skyrim's data folder, or if using Mod Organizer (like you should be) then merge the files ontop of an existing MO mod install for SexLab Framework. (optional, but recommended for safest upgrade) Disable ALL SexLab related mods except for SexLab.esm and any that are absolutely required or disabling will mean losing progress on in some way. Navigate to your Skyrim's data/tools/GenerateFNIS_for_Users folder and run the GenerateFNISforUsers.exe utility. If you have a custom animation skeleton installed (if you dont, you should) make sure you check the "Skeleton arm fix" patch. Click the big button that reads "Update FNIS Behavior" You should see a line that says "Reading SexLab ..." if not you've done something wrong. Load your save game and you should see a notification that SexLab is updating and/or installing, it will then go through the update process. If you were using a version of SexLab such as 1.59c or older, you will not get this notification and will instead need to go into the SexLab MCM and click the Install button. [*]Wait 1-2 minutes, until you see a notification that says SexLab has finished updating and/or installing [*]Wait another 30 seconds or so and then perform a quick test animation either via the SexLab MatchMaker mod or by starting one via the animation editor. [*]Assuming the test animation was successful, save your game with the update now fully applied, you should see the appropriate version number listed on the last page of the SexLab MCM. [*](optional, but recommended for safest upgrade) if you followed step 3, you should now reinstall all the SexLab mods you disabled, ensuring you are using the latest version of each. For best results reinstall them one at a time and make sure they are functional with the new version of SexLab before reinstalling the next one. ----- Creature Use Instructions ----------------------------------------- If you want to use creature animations, you will need to follow some extra installation instructions. Install the latest FNIS and the latest FNIS Creature Pack if you have not yet, both of which are available on the FNIS Download page Run GenerateFNISforUsers and click the big "Update FNIS Behavior" button. After it finishes patching, you should see 2 lines, "Create Creature Behaviors ..." and BELOW that "Reading SexLabCreature ..." Load your Skyrim save Navigate to the SexLab Mod Configuration menu and go to the first available settings page, "Animation Settings" Check the box for "Allow Creature Animation" so that it is in a toggled on state (the box is filled instead of empty) You will need to install mod that lets you start animations with creatures, as SexLab Framework does not start any animations by itself. SexLab MatchMaker works with creatures, and is the more straight forward of means to start creature animations. For others, look through the download page for SexLab mods with creature support ----- Suggestions ----------------------------------------------------------------- Since SexLab is largely a sex animation mod, you will likely want nude male and female bodies. While the mod does come with a nudesuit option to use in place of installing actual nude body mods, that remains an imperfect solution and is provided only for the sake of completeness. It's use is actually strongly discouraged. I would remove the feature entirely if I didn't know a handful of people who throw a fit. There are many body mods to choose from, personally I use and suggest UUNP / CBBE Bodyslide and Schlongs of Skyrim Default/Average for males. If for some weird reason you absolutely refuse to use a real body replacer and insist on using the horrible nudesuits option instead, you can enable the option in SexLab's MCM settings and then install the default meshes and textures for it here: SexLab Default NudeSuit SexLab is a very script heavy mod, if you come across an issue in-game related directly to SexLab, the very first place you should look is unquestionably the Papyrus debug log, with just the tiniest amount of modding know how you should be able to track down the culprit from just glancing over the log, if you can't decipher it than it should be unquestionably the first thing you are posting in a request for help. A BBP enabled skeleton is also useful, as many of the animations include BBP support, though it is optional it is STRONGLY recommended. I'd suggest XPMSE2 or XPMSE3 There is support for other strapons for females to use, but you will need to download and install them separately and run the "Rebuild Strapon List" option from the menu's Rebuild page if you install or remove any after loading the mod. The supported strapon mods are aeonflux88's strapon, Horker Tusk, Futa Equippable, Cozy & Rebels Equippable TG, & SOS Equipable Schlong If you want First Person animations, I highly recommend using the Immersive First Person View mod by h38fh2mf Stop using Nexus Mod Manager or no manager at all and start using Mod Organizer. In the likely event that you run more than just a handful of different mods, install and run LOOT when installing and updating mods. ----- Uninstalling ---------------------------------------------------------------- To cleanly uninstall the mod, perform the following steps. With your current installation, go into MCM and select the "Rebuild & Clean" page. Click on the row that says "Clean System" You will be prompted to close all your current menus, do so. After closing your menus and being told the system clean is complete, save your game. Perform the uninstall procedure for any 3rd party SexLab mods you have installed. Quit the game. Disable SexLab.esm and any SexLab mods you have enabled in your load order ----- Changelog ---------------------------------------------------------------- More detailed changelog at http://git.loverslab.com/sexlab/framework/commits/master v1.62: User Relevant Changes / Additions: Increased install limit of animations to 500 (up from 375) Added option to entirely remove any use of scaling applied to actors anywhere in the sexlab. May cause or fix some graphical glitches for some people or prevent the occasional scaling related CTD. [*]Holding Shift+End while outside of a sexlab animation will now forcibly end all active sexlab animations being done by NPCs. Functionally the same as opening the SexLab MCM and clicking the debug option to stop all scenes, but with the bonus of not having to navigate through the MCM to do it. [*]Added an enable toggle to the animation editor in the MCM The animation editor in the MCM will default to showing the currently playing animation for player Makes it easier to disable an animation you don't like without having to find what it's name is and hunt it down in the MCM. [*]Added a count of how many character animations, creature animations, voices, and expressions sexlab has registered so far. In the MCM debug/rebuild page. Lets you see how close you are to approaching the limit of 500. [*]Added Dragonborn and Dawnguard beds to sexlabs list of automatically detected beds when starting an animation. [*]When setting the player or NPC's voice setting in the MCM, any currently playing animations involving them will automatically update to use their newly set voice. Makes it much easier to test/sample various voices and find one you like. [*]The name of the animation being played is now only sent to your notifications if you have debug mode enabled. It is otherwise only shown in your console. [*]Creatures and Characters can no longer have the other's voice applies to them. Werewolves can only use the werewolf voice type if they are currently a werewolf. [*]SexLab no longer checks for a creature pack install, since they are no longer separate downloads. [*]Various other major and minor bug fixes and performance improvements. Mod Creator Relevant Changes / Additions: Added a method of registering animations via JSON files (similar to SLAL) See /SKSE/Plugins/SexLab/Animations for details A tool to generate the JSON files based of an animator's hkx files was originally planned, unsure if I'll get to it now or not though. [*]Added functions for adding custom bed forms to sexlabs bed list, including defining custom offsets to use for aligning to that bed and/or defining whether or not it's a bedroll, double, or single bed. Intended for beds in name, but could easily be used for helping define animation alignment for furniture other than beds as well. [*]Added modevent "SexLabActorGenderChange(form actorform, int gender)" that gets sent whenever an actor has their gender/futa-ness overridden or override/futa-ness removed. [*]Added some requested config property accessors to the main API script related to creatures. [*]Fixed some bugs related to making an actor silent during a scene. v1.61b: FIXED: Animation starting a few feet floating in the air. FIXED: Actors "jittering" during animation FIXED: Player being stuck while trying to move the scene FIXED: Free camera being disabled when changing animations during the 1st stage NEW: Export/Import settings now also includes your customizations in the Strip Editor. v1.61: NEW: Toggle to enable actors walking to the location of the scene instead of instantly teleport NEW: Support for creature voices + some default creature voices for the basic creature types NEW: The cum texture from animation can now double up on a single location. If a character already has the vaginal cum texture applied, the 2nd time it's applied it'll apply a messier more cum filled version NEW: A toggle option to set whether or not newly encountered NPC's will have their sex stats seeded or initialized as empty NEW: Can now set your targeted actor's forced gender from the SexLab MCM as well NEW: When swapping between actors to adjust the location for in an animation, the newly selected one will glow briefly to indicate which you now have selected NEW: Option to fully disable the use bed prompt / disable only when player is victim / always ask NEW: Frostfall 3.0 support, exposure will automatically pause during animation so you don't freeze to death. NEW: Added support for NiOverride High Heels under the same toggle that previously handled only HDT High Heels. ALTERED: AP animations are now disabled by default ALTERED: Creature animations are no longer a separate pack, because I'm tired of dealing with people who can't figure it out API: Further documentation and guides added to SexLabFramework.psc for modders API: Lots of new API additions for modders, most of which were requested by various modders at some point. Sorry if I forgot the one you requested - remind me again FIXED: Aggressive scenes wrongly getting non-aggressive animations or not being tagged as aggressive internally FIXED: Poor default positioning for various animations when played on a bed FIXED: Lip Sync has been heavily altered and is now more compatible with expressions FIXED: Various other bugs users have reported that I can't fully remember right now FIXED: Orgasm triggering instantly when scene starts and separate orgasms are enabled FIXED: Various issues related to async animations not starting properly, with some actors not playing their animation while others do FIXED: Lots of other stuff v1.60.2 hotfix 2: Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions. Added a message in the MCM strip options to inform you what item you currently have equipped in a slot when you hover it Added a message in the MCM strip editor to inform you what slot masks an item uses when you hover over it. Raised the number of possible animations in a single scene from 100 to 125 Fixed an issue with character scale not being reset properly at the start of and during animation. Fixed an issue with weapons getting re-equipped in the wrong hand after animation. Fixed an issue with orgasm effects not triggering properly under certain conditions. Fixed an issue that caused items flagged in the strip editor as always/never strip to not be treated property during stripping. Fixed an issue with PapyrusUtil 3.0 that sometimes caused CTD during save load Fixed a bug with aggressive animation selection (thanks to user Random of Amber) Expanded the install fatal error to be more clear and provide some suggestions. Some misc performance improvements throughout the MCM and animation startup. v1.60.1 hotfix 1: Set actor storage preloading to no longer hold up the install process, and only occur once Added a check for if sexlab's files/quest have been overridden and prevent attempts to install with an error message Added a new schlong adjusting hotkey. Defaults to the 'C' key. v1.60: The SKSE requirement has been bumped up to 1.7.3 beta (or newer if available by the time you're reading this) is now required. The FNIS requirement has been bumped up to 5.5 or newer On new or old installs, you must now manually start SexLab's install process from the SexLab MCM install page. If you wish to use creature animations, the creature animations are now in a separate archive and is no longer included by default. If you for some crazy reason insist on using the nudesuit's option, the meshes and textures for it have also been removed from the default archive. You can find a link to these meshes and textures in the main post, or by clicking here Animation, creature animation, voices, and expressions are all now capable of registering up to 350 unique items each - can be easily expanding in the future if we ever bump up against the limit again. 14+ new animations by various authors such as Leito, 4uDIK, 3jiou, Mitos, & Arrok. These are animations previous in the NSAP pack, more to be carried over to the default pack in future updates. New item strip editor in MCM. Select items you or a target actor have in their inventory that should always or never be stripped at the start of a scene, regardless of other strip settings. Creature animation scan now have specific genders defined for their creature roles. By default all genders are considered the same gender, this can be toggled via the new creature gender option in the MCM. The player and NPCs can now optionally have separate, multiple, orgasms as their enjoyment stat builds up over the course of an animation. This is an optional effect enabled in addition to the traditional orgasm effect on the last stage of animation that has been in previous versions. A new animation setting option in the MCM to forcibly filter out non gay or lesbian animations in a scene when appropriate. So for example, 2 females in a scene will generally not play a regular animation with strapon if other animations are available to them. Can toggle the players override gender directly from the SexLab animation settings MCM page, so players can easily set them selves as transgender, with "female" player characters being treated as "male" in the eyes of SexLab, or vice versa. You can now toggle the default behavior of the adjustment hotkeys between adjusting all stages (default) or only the currently stage being played. Whichever you set it to will flip the modifier ctrl modifier hotkey to perform the opposite when held in combination. When targeting an actor and viewing their stats in the SexLab Diary/Journal, you can press the reset stats button once to complete zero all their skills, and then when pressed a second time while all stats are still zero in order to re-seed their starting stats. A new "limited strip" option (disabled by default) that will cause the actors in a scene to default to using the foreplay/limited strip options you have set, if ALL animations in the scene being played consist of only oral and foreplay animations. HDT Hight Heel effects detected and disabled after character strip to remove the height offset. Automatically enabled if you have HDT HighHeels installed, but can be turned off in the MCM if you prefer actors to keep their height offset during SexLab animation. Pressing the Realign actors hotkey is now more forceful, making all actors completely reset their animation, re-calculate their positions, and start the current stage's timer over from the start. Holding down the rotate scene hotkey will now continually rotate the actors until let go, just as the other adjustment hotkeys have done for a few versions now. Much improved (in my experience) syncing between separate actor animations. Many, many bug fixes and performance improvements than I could possibly remember or even attempt to name. TONS of things not listed here intended for modders to do new things with, will be more clear once the updated API documentation is released. ----- Modder's Guide ------------------------------------------------------------- A modders guide to using the API can be partially found in scripts/sources/SexLabFramework.psc as well as here: http://git.loverslab.com/sexlab/framework/wikis/home WARNING: The API docs are currently fairly outdated in some spots for v1.60. It should be fine in most spots, but if you have any questions feel free to private message me or ask somewhere else and I'll answer soon as I'm able. Updating them is my top priority right now. If you are a mod developer looking to develop a mod using SexLab, feel free to contact me via private message and I will do everything I can to help you along and if possible upgrade the framework to fit your needs. ----- Future Plans ---------------------------------------------------------------- See dedicated development thread ----- Credits ----------------------------------------------------------------------- Scripting & Project Owner: Ashal SKSE Plugin: kapaer - Mfg Console h38fh2mf Ashal Animations: Unknown Modders - http://skup.dip.jp Arrok - BBP Animations JoshNZ - Animated Prostitution Mithos Blac945 Zynsch TDA Zynsch Bleagh PanicForever Athstai - Dark Investigations 3jiou - http://www.loverslab.com/topic/38317-3js-animations/ Mitos - http://www.loverslab.com/topic/42217-mitos-animation-shop/ Leito86 - http://www.loverslab.com/topic/39465-animations-by-leito-12915-new-animations/ 4uDIK - http://www.loverslab.com/topic/38934-аnimations-for-sexlab/ FalloutBoy2 - http://www.loverslab.com/topic/39160-animation-complete/ Audio: Lovers with PK Setekh Mesh/Textures: Calyp - Strapon oli3d - Bukkake Shaders 4uDIK1 - Male Nudesuit Dimon99 - Female Nudesuit Vacaliga - Stacking cum textures Localization: aravis7 - French CGi - German mswind - Chinese anonymous - Japanese fedim - Russian sh1ny - Russian holtof55 - Russian Huili - Russian RockMic - Italian NOTE: If you have an updated translation file or would like to translate or update one of the existing translations; send it to me or let me know if you have any questions about how. ----- Permissions ----------------------------------------------------------------- You must ask my permission before distributing this base framework on any site other than LoversLab.com The animations themselves belong to the individual modders who made them, I am using them solely by their permission and/or stated open use policy. If you wish to repurpose them else where it is there permission you need and not mine. Unless you are contributing to the Git repository development branch, you are not allowed to edit any of the included scripts and resources except to translate the mod into another language. If you wish to translate the framework into another language, go right ahead, no need to ask. If you need it, I will provide you with as much support as I can to assist you with the translation process. Afterwards if you want to send me the translated file and I will package it with the releases, or you are free to release the translation file, and the translation file alone, however you wish. ----- Contacting Me -------------------------------------------------------------- I will provide direct support to people via email and private message ONLY if you are a modder using the framework in your mod. People seeking support for using the mod contacting me this way will be, without hesitation, completely ignored. If you need support for the framework, use the thread or support section, I will answer such questions there and only there. --------------------------------------------------------------------------------------- Submitter Ashal Submitted 04/24/2013 Category Framework & Resources Requires SKSE 1.7.3+, FNIS 6.0+, SkyUI 5.0+ Special Edition Compatible No View File
  2. View File Lusty Liquids Artificial? Organic? Semen? Another bodily fluid? That's up to your discretion. Be imaginative. Comes in White Red Gold Green Cyan Purple Pink Installation is simple. >Drop files into the data folder. >Build in Outfitstudio >Enable the mod in manager of choice. >Craft at any chemistry station > Konata's Questionable Content Don't be afraid to contact me. https://twitter.com/Konata_inoue https://www.nexusmods.com/users/35988850 https://www.deviantart.com/konatainoue Discord: https://discord.gg/a4ZzMy7 Feel free to use these in whatever creation you want. Just be sure to leave a credit or link back here. Credits: kziitd for the liquid mesh from their Kziitdxxxtoolset Suggested, but not required mods: 3D Vaginas CBBE - True Wasteland Body (If you want that pink puss texture) Submitter Konata Inoue Submitted 04/14/2020 Category Sexual Content Requires View File  
  3. CBBE 3BBB conversion NordWarUA's Vanilla Armor Replacers SSE https://www.nexusmods.com/skyrimspecialedition/mods/31679?tab=posts or Gaurds Armor Replacer https://www.nexusmods.com/skyrimspecialedition/mods/22671 TIT ARMOR.mp4 CBBE 3BBB https://www.nexusmods.com/skyrimspecialedition/mods/30174
  4. 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] You can also see my progress here on my Patreon https://www.patreon.com/posts/22742851 Requirement(for modders, not for users.) 3ds max 2012 or above Some knowledge with animating BakaFactory's ABC HDT Skeleton Patch -https://www.patreon.com/posts/22802542 Or Here Special Thanks to 9204 from Team TAL - https://www.patreon.com/takealook/overview 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  
  5. View File 1. Description 2. Examples 3. Requirements 4. Installing 5. Uninstalling 6. Updating 7. Compatibility & issues 8. Credits 9. Changelog 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 1.7.3 latest version: http://skse.silverlock.org/ 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 - refactoring of original plugin's source code h38fh2mf - original version and idea SKSE team - for making this plugin possible milzschnitte - for suggestions 9. Changelog 3.3 - 09/15/2016 JsonUtil New Functions:Added arbitrary path functions to allow custom JSON formatting JsonInFolder(string folder) to get array of JSON files that exist in a given folder [*]MiscUtil New Function: ScanCellNPCsByFaction() to search cell for actors within a given faction [*]PapyrusUtil New Function: GetScriptVersion() to get current installed script version, which might differ from GetVersion()'s DLL value depending on user's varied and/or bad mod installation. [*]Fixes: Some fixes to JsonUtil file handling and missing values Many other fixes I can't specifically remember at the moment 3.2 - 01/04/2016 Many fixes for various CTD and performance issues JsonUtil New Functions:Unload() - Unloads a file from memory that has been used by JsonUtil, optionally saving changes first IsPendingSave() - Checks if the given Json file has been modified since it was last loaded/saved IsGood() - Checks if the given Json file is currently loaded or not and has no errors GetErrors() - Returns a formatted string of any Json parsing errors, if any JsonInFolder() - Returns an array of all Json files in a given directory. [*]StorageUtil New Functions: CountObj<type>Prefix() - counts the number of keys that start with string on a specific object ClearObj<type>Prefix() - removes any values with keys that start with string on a specific object [*]MiscUtil New Functions: FilesInFolder() - Returns an array of all files, or with a given extensions, contained in a folder. ScallCellActors() - Get an array of nearby actors in a cell matching criteria. ScanCellObjects() - Get an array of nearby objects of specific form type in a cell matching criteria. WriteToFile() - Readded after having removed in previous update. ReadFromFile() - Readded after having removed in previous update. 3.1 - 09/01/2015 Fixed a bug causing CTD during save load for some users. Added Count<type>Prefix() to StorageUtil and JsonUtil - counts the number of keys that start with string Added Clear<type>Prefix() to StorageUtil - removes any values with keys that start with string Added Pluck<type>() to StorageUtil - gets a value and returns it, then removes it from storage. Added Shift<type>List() to StorageUtil - gets the first value of a list and then removes it from that list. Added Pop<type>List() to StorageUtil - gets the last value of a list and then removes it from that list. 3.0 - 08/21/2015 REQUIRES SKSE 1.7.3 StorageUtil & JsonUtil Int/Float/String/FormListToArray() Various new utility and array functions in PapyrusUtil.psc Various other new functions I can't remember, mostly related to dealing with or returning arrays Fixed various crash related bugs Improved performance for many functions REMOVED MiscUtil.WriteToFile(),ReadFromFile(),ExecuteBat() - Functions were largely unused, a security risk, and better accomplished by other means. 2.8 - 10/03/2014 Fixed critical bug causing StringListRemove to do exactly the opposite of what you want it to do Fixed crash to desktop issue some users have experienced when plugin loads an external json files for reading Added papyrus array initializing functions to PapyrusUtil.psc 2.7 - 09/09/2014 Added back package override saving. Added AdjustInt/FloatValue() and Int/FloatListAdjust() functions to StorageUtil and JsonUtil, shortcut function for adjusting existing values +/- a given amount Added a ClearAll() function to JsonUtil for emptying out an external json files contents. Cleaned up various native functions to better check for proper arguments being passed to prevent potential crashes. 2.6 - 08/11/2014 Fixed bug causing crash/freeze when attempting to load a nonexistent external file. 2.5 - 08/08/2014 REQUIRES SKSE 1.7.1 Rewrite of plugin source code Added new JsonUtil script ListSlice() function for copying list into a Papyrus array ListCopy() function for copying a Papyrus array into a list ListResize() function for changing the length of list Various other bug fixes and minor new functions Submitter Ashal Submitted 12/07/2013 Category Modders Resources Requires SKSE 1.7.3 Special Edition Compatible
  6. Version 1.0.0

    1,348 downloads

    Lusty Liquids Artificial? Organic? Semen? Another bodily fluid? That's up to your discretion. Be imaginative. Comes in White Red Gold Green Cyan Purple Pink Installation is simple. >Drop files into the data folder. >Build in Outfitstudio >Enable the mod in manager of choice. >Craft at any chemistry station > Konata's Questionable Content Don't be afraid to contact me. https://twitter.com/Konata_inoue https://www.nexusmods.com/users/35988850 https://www.deviantart.com/konatainoue Discord: https://discord.gg/a4ZzMy7 Feel free to use these in whatever creation you want. Just be sure to leave a credit or link back here. Credits: kziitd for the liquid mesh from their Kziitdxxxtoolset Suggested, but not required mods: 3D Vaginas CBBE - True Wasteland Body (If you want that pink puss texture)
  7. Big request, there's quite an amount assets in this mod Tamrielic Culture https://www.nexusmods.com/skyrimspecialedition/mods/11418 I really think this would be a cool mod to use in a build but some of the textures & meshes are made out of poop.
  8. Version 1.70V

    6,438 downloads

    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] You can also see my progress here on my Patreon https://www.patreon.com/posts/22742851 Requirement(for modders, not for users.) 3ds max 2012 or above Some knowledge with animating BakaFactory's ABC HDT Skeleton Patch -https://www.patreon.com/posts/22802542 Or Here Special Thanks to 9204 from Team TAL - https://www.patreon.com/takealook/overview 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
  9. Version 1.17V

    3,391 downloads

    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!
  10. 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  
  11. I'm not sure if a mod like this exists. Concerning the devices it seems to me that most "avaílable" devices are to be used on female NPCs and not male PCs. A modders' resource with torture devices which you can simply place in your home in the CK and, in game, beg your follower to use them on you (working with all genders). Like the "I need you to do something" dialogue option, but connected with a "use on me" function or so.
  12. 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
  13. 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!
  14. 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  
  15. 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
  16. Managed to create a pretty decent pair of High Heel footed pantyhose/tights using the CBBE Zeroed Sliders body as the base and feet ported from Skyrim, that are fairly "skin tight" and have very little to no clipping even in extreme poses, due to the vertex co-ords and thus bone weighting, being identical to the body. I've also managed, through trial and error, to create a good silky/satiny finish that shows up very nicely in game. The files are just loose, so you can put them wherever you want. Also because it's based on the CBBE Zeroed Sliders body mesh, which is the default CBBE mesh in Outfit Studio, creating Bodyslide Files for morphing to different body shapes is just a few mouse clicks. The body + feet are UV mapped to CBBE and the UV mapping on the pantyhose is also identical to the CBBE body. *NOTE: There is one minor (major?) problem with the hose, and that is because the feet are separate from the body (both the body mesh, and the hose mesh), there is a noticeable discolouration and seam around the ankles in certain lighting conditions. I'm really hoping that someone with access to a 3D program, might be able to "glue" the legs and feet together so that they seams match up. And also maybe "fix" the toes on the pantyhose feet so they actually look like tights/hose. Either way, I hope someone finds the files useful. Pantyhose Resource.zip
  17. Version 0.0.2

    100 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.
  18. Version 0.0.1

    16 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
  19. Version 1.1

    38 downloads

    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!
  20. LazyGirl

    Abduction!

    Version 0.71

    11,139 downloads

    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
  21. Version v1.62

    4,341,789 downloads

    Skyrim SexLab (SSL) v1.62 An adult animation framework ----- Description -------------------------------------------------------------- Skyrim SexLab, is intended to serve as a unifying resource for modders to pull animations from to aid them in development of adult themed mods, without having to going through the complex scripting work it takes by themselves. A modder is provided with a wealth of tools and functions they can call that will aid them in creating their own mod. As it is intended as a resource mod that other mods can pull from to use for adult animations. This mod does NOTHING by itself, and requires a separate mod to make use of the resources provided. ----- Frequently Asked Questions ------------------------------------------- http://www.loverslab.com/topic/17711-sexlab-frequently-asked-questions-faq/ ----- Requirements ------------------------------------------------------------- Skyrim Script Extender (SKSE) REQUIRES SKSE 1.7.3 OR NEWER Fores New Idles in Skyrim (FNIS) REQUIRES FNIS 5.4.2 OR NEWER FNIS Creature Pack version 5.2 or newer is required only if you want creature animation support in SexLab, otherwise it is not required. If you get a warning in game about not having 5.2 installed despite having installed it. You have without exception, installed it incorrectly. You can either ignore the warning and keep using SexLab like normal if everything working anyway, or do the smart thing and figure out what's wrong with your FNIS install so the warning will leave you alone. SkyUI REQUIRES VERSION 5.0 OR NEWER If you dislike SkyUI for some reason, you can also install SkyUI-Away on top of it. It may work fine with older versions if you refuse to upgrade to 5.0 for whatever reason. You do so at your own risk. An actor skeleton mod such as XPMSE2 or XPMSE3 Unofficial Skyrim Legendary Patch OR the individual applicable patches Skyrim, Dawnguard, Dragonborn, and Hearthfire Unofficial Patch This is not a hard requirement and can be skipped, it has been known to fix some problems people have had related to SexLab however and there is little to no reason to not be using them anyway. If you choose to not use the Unofficial Patches for whatever reason, expect to be browbeat about not having them when posting your load order in the troubleshooting section. ----- Basic Installation Procedure ------------------------------------------ After properly installing SKSE, SkyUI, and FNIS as listed above, follow these steps. Download the latest full framework pack & install it using your mod manager of choice (Mod Organizer highly preferred.) Run the GenerateFNISforUsers.exe tool. If you have a custom animation skeleton installed (very likely, if you don't you should. See: XPMSE2 or XPMSE3) make sure you check the "Skeleton arm fix" patch. Click the big button that reads "Update FNIS Behavior" You should see a line that says "Reading SexLab ..." if not you've done something wrong. DO NOT ignore any warnings or errors you see in the FNIS window. Activate the SexLab.esm file in your list of active mods. Load or start a new save game in Skyrim and navigate to the Mod Configuration menu titled "SexLab" Check that you meet the requirements on the left pane and then click the Install option in the top right. NOTE: Some of the checks you'll see there are only soft dependencies, or can be a false-negative. If the Install button is clickable for you, just go ahead and continue. [*]Close all menus and stand still until the install finishes, it can take a few minutes. ----- Basic Update Procedure ------------------------------------------------- Download the latest full framework archive, if you are using a version older than 1.60, you will need the full archive, otherwise you will only need the update patch. Extract the updated framework/patch into your Skyrim's data folder, or if using Mod Organizer (like you should be) then merge the files ontop of an existing MO mod install for SexLab Framework. (optional, but recommended for safest upgrade) Disable ALL SexLab related mods except for SexLab.esm and any that are absolutely required or disabling will mean losing progress on in some way. Navigate to your Skyrim's data/tools/GenerateFNIS_for_Users folder and run the GenerateFNISforUsers.exe utility. If you have a custom animation skeleton installed (if you dont, you should) make sure you check the "Skeleton arm fix" patch. Click the big button that reads "Update FNIS Behavior" You should see a line that says "Reading SexLab ..." if not you've done something wrong. Load your save game and you should see a notification that SexLab is updating and/or installing, it will then go through the update process. If you were using a version of SexLab such as 1.59c or older, you will not get this notification and will instead need to go into the SexLab MCM and click the Install button. [*]Wait 1-2 minutes, until you see a notification that says SexLab has finished updating and/or installing [*]Wait another 30 seconds or so and then perform a quick test animation either via the SexLab MatchMaker mod or by starting one via the animation editor. [*]Assuming the test animation was successful, save your game with the update now fully applied, you should see the appropriate version number listed on the last page of the SexLab MCM. [*](optional, but recommended for safest upgrade) if you followed step 3, you should now reinstall all the SexLab mods you disabled, ensuring you are using the latest version of each. For best results reinstall them one at a time and make sure they are functional with the new version of SexLab before reinstalling the next one. ----- Creature Use Instructions ----------------------------------------- If you want to use creature animations, you will need to follow some extra installation instructions. Install the latest FNIS and the latest FNIS Creature Pack if you have not yet, both of which are available on the FNIS Download page Run GenerateFNISforUsers and click the big "Update FNIS Behavior" button. After it finishes patching, you should see 2 lines, "Create Creature Behaviors ..." and BELOW that "Reading SexLabCreature ..." Load your Skyrim save Navigate to the SexLab Mod Configuration menu and go to the first available settings page, "Animation Settings" Check the box for "Allow Creature Animation" so that it is in a toggled on state (the box is filled instead of empty) You will need to install mod that lets you start animations with creatures, as SexLab Framework does not start any animations by itself. SexLab MatchMaker works with creatures, and is the more straight forward of means to start creature animations. For others, look through the download page for SexLab mods with creature support ----- Suggestions ----------------------------------------------------------------- Since SexLab is largely a sex animation mod, you will likely want nude male and female bodies. While the mod does come with a nudesuit option to use in place of installing actual nude body mods, that remains an imperfect solution and is provided only for the sake of completeness. It's use is actually strongly discouraged. I would remove the feature entirely if I didn't know a handful of people who throw a fit. There are many body mods to choose from, personally I use and suggest UUNP / CBBE Bodyslide and Schlongs of Skyrim Default/Average for males. If for some weird reason you absolutely refuse to use a real body replacer and insist on using the horrible nudesuits option instead, you can enable the option in SexLab's MCM settings and then install the default meshes and textures for it here: SexLab Default NudeSuit SexLab is a very script heavy mod, if you come across an issue in-game related directly to SexLab, the very first place you should look is unquestionably the Papyrus debug log, with just the tiniest amount of modding know how you should be able to track down the culprit from just glancing over the log, if you can't decipher it than it should be unquestionably the first thing you are posting in a request for help. A BBP enabled skeleton is also useful, as many of the animations include BBP support, though it is optional it is STRONGLY recommended. I'd suggest XPMSE2 or XPMSE3 There is support for other strapons for females to use, but you will need to download and install them separately and run the "Rebuild Strapon List" option from the menu's Rebuild page if you install or remove any after loading the mod. The supported strapon mods are aeonflux88's strapon, Horker Tusk, Futa Equippable, Cozy & Rebels Equippable TG, & SOS Equipable Schlong If you want First Person animations, I highly recommend using the Immersive First Person View mod by h38fh2mf Stop using Nexus Mod Manager or no manager at all and start using Mod Organizer. In the likely event that you run more than just a handful of different mods, install and run LOOT when installing and updating mods. ----- Uninstalling ---------------------------------------------------------------- To cleanly uninstall the mod, perform the following steps. With your current installation, go into MCM and select the "Rebuild & Clean" page. Click on the row that says "Clean System" You will be prompted to close all your current menus, do so. After closing your menus and being told the system clean is complete, save your game. Perform the uninstall procedure for any 3rd party SexLab mods you have installed. Quit the game. Disable SexLab.esm and any SexLab mods you have enabled in your load order ----- Changelog ---------------------------------------------------------------- More detailed changelog at http://git.loverslab.com/sexlab/framework/commits/master v1.62: User Relevant Changes / Additions: Increased install limit of animations to 500 (up from 375) Added option to entirely remove any use of scaling applied to actors anywhere in the sexlab. May cause or fix some graphical glitches for some people or prevent the occasional scaling related CTD. [*]Holding Shift+End while outside of a sexlab animation will now forcibly end all active sexlab animations being done by NPCs. Functionally the same as opening the SexLab MCM and clicking the debug option to stop all scenes, but with the bonus of not having to navigate through the MCM to do it. [*]Added an enable toggle to the animation editor in the MCM The animation editor in the MCM will default to showing the currently playing animation for player Makes it easier to disable an animation you don't like without having to find what it's name is and hunt it down in the MCM. [*]Added a count of how many character animations, creature animations, voices, and expressions sexlab has registered so far. In the MCM debug/rebuild page. Lets you see how close you are to approaching the limit of 500. [*]Added Dragonborn and Dawnguard beds to sexlabs list of automatically detected beds when starting an animation. [*]When setting the player or NPC's voice setting in the MCM, any currently playing animations involving them will automatically update to use their newly set voice. Makes it much easier to test/sample various voices and find one you like. [*]The name of the animation being played is now only sent to your notifications if you have debug mode enabled. It is otherwise only shown in your console. [*]Creatures and Characters can no longer have the other's voice applies to them. Werewolves can only use the werewolf voice type if they are currently a werewolf. [*]SexLab no longer checks for a creature pack install, since they are no longer separate downloads. [*]Various other major and minor bug fixes and performance improvements. Mod Creator Relevant Changes / Additions: Added a method of registering animations via JSON files (similar to SLAL) See /SKSE/Plugins/SexLab/Animations for details A tool to generate the JSON files based of an animator's hkx files was originally planned, unsure if I'll get to it now or not though. [*]Added functions for adding custom bed forms to sexlabs bed list, including defining custom offsets to use for aligning to that bed and/or defining whether or not it's a bedroll, double, or single bed. Intended for beds in name, but could easily be used for helping define animation alignment for furniture other than beds as well. [*]Added modevent "SexLabActorGenderChange(form actorform, int gender)" that gets sent whenever an actor has their gender/futa-ness overridden or override/futa-ness removed. [*]Added some requested config property accessors to the main API script related to creatures. [*]Fixed some bugs related to making an actor silent during a scene. v1.61b: FIXED: Animation starting a few feet floating in the air. FIXED: Actors "jittering" during animation FIXED: Player being stuck while trying to move the scene FIXED: Free camera being disabled when changing animations during the 1st stage NEW: Export/Import settings now also includes your customizations in the Strip Editor. v1.61: NEW: Toggle to enable actors walking to the location of the scene instead of instantly teleport NEW: Support for creature voices + some default creature voices for the basic creature types NEW: The cum texture from animation can now double up on a single location. If a character already has the vaginal cum texture applied, the 2nd time it's applied it'll apply a messier more cum filled version NEW: A toggle option to set whether or not newly encountered NPC's will have their sex stats seeded or initialized as empty NEW: Can now set your targeted actor's forced gender from the SexLab MCM as well NEW: When swapping between actors to adjust the location for in an animation, the newly selected one will glow briefly to indicate which you now have selected NEW: Option to fully disable the use bed prompt / disable only when player is victim / always ask NEW: Frostfall 3.0 support, exposure will automatically pause during animation so you don't freeze to death. NEW: Added support for NiOverride High Heels under the same toggle that previously handled only HDT High Heels. ALTERED: AP animations are now disabled by default ALTERED: Creature animations are no longer a separate pack, because I'm tired of dealing with people who can't figure it out API: Further documentation and guides added to SexLabFramework.psc for modders API: Lots of new API additions for modders, most of which were requested by various modders at some point. Sorry if I forgot the one you requested - remind me again FIXED: Aggressive scenes wrongly getting non-aggressive animations or not being tagged as aggressive internally FIXED: Poor default positioning for various animations when played on a bed FIXED: Lip Sync has been heavily altered and is now more compatible with expressions FIXED: Various other bugs users have reported that I can't fully remember right now FIXED: Orgasm triggering instantly when scene starts and separate orgasms are enabled FIXED: Various issues related to async animations not starting properly, with some actors not playing their animation while others do FIXED: Lots of other stuff v1.60.2 hotfix 2: Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions. Added a message in the MCM strip options to inform you what item you currently have equipped in a slot when you hover it Added a message in the MCM strip editor to inform you what slot masks an item uses when you hover over it. Raised the number of possible animations in a single scene from 100 to 125 Fixed an issue with character scale not being reset properly at the start of and during animation. Fixed an issue with weapons getting re-equipped in the wrong hand after animation. Fixed an issue with orgasm effects not triggering properly under certain conditions. Fixed an issue that caused items flagged in the strip editor as always/never strip to not be treated property during stripping. Fixed an issue with PapyrusUtil 3.0 that sometimes caused CTD during save load Fixed a bug with aggressive animation selection (thanks to user Random of Amber) Expanded the install fatal error to be more clear and provide some suggestions. Some misc performance improvements throughout the MCM and animation startup. v1.60.1 hotfix 1: Set actor storage preloading to no longer hold up the install process, and only occur once Added a check for if sexlab's files/quest have been overridden and prevent attempts to install with an error message Added a new schlong adjusting hotkey. Defaults to the 'C' key. v1.60: The SKSE requirement has been bumped up to 1.7.3 beta (or newer if available by the time you're reading this) is now required. The FNIS requirement has been bumped up to 5.5 or newer On new or old installs, you must now manually start SexLab's install process from the SexLab MCM install page. If you wish to use creature animations, the creature animations are now in a separate archive and is no longer included by default. If you for some crazy reason insist on using the nudesuit's option, the meshes and textures for it have also been removed from the default archive. You can find a link to these meshes and textures in the main post, or by clicking here Animation, creature animation, voices, and expressions are all now capable of registering up to 350 unique items each - can be easily expanding in the future if we ever bump up against the limit again. 14+ new animations by various authors such as Leito, 4uDIK, 3jiou, Mitos, & Arrok. These are animations previous in the NSAP pack, more to be carried over to the default pack in future updates. New item strip editor in MCM. Select items you or a target actor have in their inventory that should always or never be stripped at the start of a scene, regardless of other strip settings. Creature animation scan now have specific genders defined for their creature roles. By default all genders are considered the same gender, this can be toggled via the new creature gender option in the MCM. The player and NPCs can now optionally have separate, multiple, orgasms as their enjoyment stat builds up over the course of an animation. This is an optional effect enabled in addition to the traditional orgasm effect on the last stage of animation that has been in previous versions. A new animation setting option in the MCM to forcibly filter out non gay or lesbian animations in a scene when appropriate. So for example, 2 females in a scene will generally not play a regular animation with strapon if other animations are available to them. Can toggle the players override gender directly from the SexLab animation settings MCM page, so players can easily set them selves as transgender, with "female" player characters being treated as "male" in the eyes of SexLab, or vice versa. You can now toggle the default behavior of the adjustment hotkeys between adjusting all stages (default) or only the currently stage being played. Whichever you set it to will flip the modifier ctrl modifier hotkey to perform the opposite when held in combination. When targeting an actor and viewing their stats in the SexLab Diary/Journal, you can press the reset stats button once to complete zero all their skills, and then when pressed a second time while all stats are still zero in order to re-seed their starting stats. A new "limited strip" option (disabled by default) that will cause the actors in a scene to default to using the foreplay/limited strip options you have set, if ALL animations in the scene being played consist of only oral and foreplay animations. HDT Hight Heel effects detected and disabled after character strip to remove the height offset. Automatically enabled if you have HDT HighHeels installed, but can be turned off in the MCM if you prefer actors to keep their height offset during SexLab animation. Pressing the Realign actors hotkey is now more forceful, making all actors completely reset their animation, re-calculate their positions, and start the current stage's timer over from the start. Holding down the rotate scene hotkey will now continually rotate the actors until let go, just as the other adjustment hotkeys have done for a few versions now. Much improved (in my experience) syncing between separate actor animations. Many, many bug fixes and performance improvements than I could possibly remember or even attempt to name. TONS of things not listed here intended for modders to do new things with, will be more clear once the updated API documentation is released. ----- Modder's Guide ------------------------------------------------------------- A modders guide to using the API can be partially found in scripts/sources/SexLabFramework.psc as well as here: http://git.loverslab.com/sexlab/framework/wikis/home WARNING: The API docs are currently fairly outdated in some spots for v1.60. It should be fine in most spots, but if you have any questions feel free to private message me or ask somewhere else and I'll answer soon as I'm able. Updating them is my top priority right now. If you are a mod developer looking to develop a mod using SexLab, feel free to contact me via private message and I will do everything I can to help you along and if possible upgrade the framework to fit your needs. ----- Future Plans ---------------------------------------------------------------- See dedicated development thread ----- Credits ----------------------------------------------------------------------- Scripting & Project Owner: Ashal SKSE Plugin: kapaer - Mfg Console h38fh2mf Ashal Animations: Unknown Modders - http://skup.dip.jp Arrok - BBP Animations JoshNZ - Animated Prostitution Mithos Blac945 Zynsch TDA Zynsch Bleagh PanicForever Athstai - Dark Investigations 3jiou - http://www.loverslab.com/topic/38317-3js-animations/ Mitos - http://www.loverslab.com/topic/42217-mitos-animation-shop/ Leito86 - http://www.loverslab.com/topic/39465-animations-by-leito-12915-new-animations/ 4uDIK - http://www.loverslab.com/topic/38934-аnimations-for-sexlab/ FalloutBoy2 - http://www.loverslab.com/topic/39160-animation-complete/ Audio: Lovers with PK Setekh Mesh/Textures: Calyp - Strapon oli3d - Bukkake Shaders 4uDIK1 - Male Nudesuit Dimon99 - Female Nudesuit Vacaliga - Stacking cum textures Localization: aravis7 - French CGi - German mswind - Chinese anonymous - Japanese fedim - Russian sh1ny - Russian holtof55 - Russian Huili - Russian RockMic - Italian NOTE: If you have an updated translation file or would like to translate or update one of the existing translations; send it to me or let me know if you have any questions about how. ----- Permissions ----------------------------------------------------------------- You must ask my permission before distributing this base framework on any site other than LoversLab.com The animations themselves belong to the individual modders who made them, I am using them solely by their permission and/or stated open use policy. If you wish to repurpose them else where it is there permission you need and not mine. Unless you are contributing to the Git repository development branch, you are not allowed to edit any of the included scripts and resources except to translate the mod into another language. If you wish to translate the framework into another language, go right ahead, no need to ask. If you need it, I will provide you with as much support as I can to assist you with the translation process. Afterwards if you want to send me the translated file and I will package it with the releases, or you are free to release the translation file, and the translation file alone, however you wish. ----- Contacting Me -------------------------------------------------------------- I will provide direct support to people via email and private message ONLY if you are a modder using the framework in your mod. People seeking support for using the mod contacting me this way will be, without hesitation, completely ignored. If you need support for the framework, use the thread or support section, I will answer such questions there and only there. ---------------------------------------------------------------------------------------
  22. Version 3.3

    321,379 downloads

    1. Description 2. Examples 3. Requirements 4. Installing 5. Uninstalling 6. Updating 7. Compatibility & issues 8. Credits 9. Changelog 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 1.7.3 latest version: http://skse.silverlock.org/ 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 - refactoring of original plugin's source code h38fh2mf - original version and idea SKSE team - for making this plugin possible milzschnitte - for suggestions 9. Changelog 3.3 - 09/15/2016 JsonUtil New Functions:Added arbitrary path functions to allow custom JSON formatting JsonInFolder(string folder) to get array of JSON files that exist in a given folder [*]MiscUtil New Function: ScanCellNPCsByFaction() to search cell for actors within a given faction [*]PapyrusUtil New Function: GetScriptVersion() to get current installed script version, which might differ from GetVersion()'s DLL value depending on user's varied and/or bad mod installation. [*]Fixes: Some fixes to JsonUtil file handling and missing values Many other fixes I can't specifically remember at the moment 3.2 - 01/04/2016 Many fixes for various CTD and performance issues JsonUtil New Functions:Unload() - Unloads a file from memory that has been used by JsonUtil, optionally saving changes first IsPendingSave() - Checks if the given Json file has been modified since it was last loaded/saved IsGood() - Checks if the given Json file is currently loaded or not and has no errors GetErrors() - Returns a formatted string of any Json parsing errors, if any JsonInFolder() - Returns an array of all Json files in a given directory. [*]StorageUtil New Functions: CountObj<type>Prefix() - counts the number of keys that start with string on a specific object ClearObj<type>Prefix() - removes any values with keys that start with string on a specific object [*]MiscUtil New Functions: FilesInFolder() - Returns an array of all files, or with a given extensions, contained in a folder. ScallCellActors() - Get an array of nearby actors in a cell matching criteria. ScanCellObjects() - Get an array of nearby objects of specific form type in a cell matching criteria. WriteToFile() - Readded after having removed in previous update. ReadFromFile() - Readded after having removed in previous update. 3.1 - 09/01/2015 Fixed a bug causing CTD during save load for some users. Added Count<type>Prefix() to StorageUtil and JsonUtil - counts the number of keys that start with string Added Clear<type>Prefix() to StorageUtil - removes any values with keys that start with string Added Pluck<type>() to StorageUtil - gets a value and returns it, then removes it from storage. Added Shift<type>List() to StorageUtil - gets the first value of a list and then removes it from that list. Added Pop<type>List() to StorageUtil - gets the last value of a list and then removes it from that list. 3.0 - 08/21/2015 REQUIRES SKSE 1.7.3 StorageUtil & JsonUtil Int/Float/String/FormListToArray() Various new utility and array functions in PapyrusUtil.psc Various other new functions I can't remember, mostly related to dealing with or returning arrays Fixed various crash related bugs Improved performance for many functions REMOVED MiscUtil.WriteToFile(),ReadFromFile(),ExecuteBat() - Functions were largely unused, a security risk, and better accomplished by other means. 2.8 - 10/03/2014 Fixed critical bug causing StringListRemove to do exactly the opposite of what you want it to do Fixed crash to desktop issue some users have experienced when plugin loads an external json files for reading Added papyrus array initializing functions to PapyrusUtil.psc 2.7 - 09/09/2014 Added back package override saving. Added AdjustInt/FloatValue() and Int/FloatListAdjust() functions to StorageUtil and JsonUtil, shortcut function for adjusting existing values +/- a given amount Added a ClearAll() function to JsonUtil for emptying out an external json files contents. Cleaned up various native functions to better check for proper arguments being passed to prevent potential crashes. 2.6 - 08/11/2014 Fixed bug causing crash/freeze when attempting to load a nonexistent external file. 2.5 - 08/08/2014 REQUIRES SKSE 1.7.1 Rewrite of plugin source code Added new JsonUtil script ListSlice() function for copying list into a Papyrus array ListCopy() function for copying a Papyrus array into a list ListResize() function for changing the length of list Various other bug fixes and minor new functions
  23. Version 1.0

    709 downloads

    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:
  24. 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
  25. Ohai! Sexout Bangaton! is exactly what it sounds like: Sexout Sexkey and Rape Game had a hotkeyed-baby that has sex type and position selection via menus. HOWEVER, this mod is not designed to replace either of those mods, which are good for testing that Sexout is installed properly since they don't require SCR and the Bangatron! does and because Bangatron! does not have an option to randomize sex (at present?). While this is a sex-on-demand mod, it's also a modder's resource for position comparison. It's what I needed to help Sexout Erotica, so I made it. REQUIRES SCR Options enabled in the beta for testing purposes: All non-consensual sex, strap-on, and selectable NPC and Creatures options are enabled by default. These can be changed in the MCM menu.Hotkeys (sorry dvorak users!): J - Initiate Consensual Sex K - Player-Initiated Non-Consensual Sex L - NPC-Initiated Non-Consensual Sex Y - Masturbation YOU can help me test it for issues. What I need to know: Sex with NPCs: Alignment issues during Threesomes (not height related because there's SO Character Resize for that, but people facing the wrong way, etc.) Odd animations that don't seem to match the category If you aren't able to initiate new sex options after sex has ended If you can have sex with an oven (no, really. You shouldn't be able to bang non-living things.) If it isn't working for you, go to this thread and follow the instructions so that you can help me fix the problem. How Non-Consensual Sex is Evaluated in Threesomes (A = 1st NPC Selected, B = 2nd NPC Selected): How the Menus Work (Old Image - Menus now have [Cancel]/[Return to Main Menu] Options): Future Plans for Phase II Functionality NPC+NPC(+NPC) sex (i.e., on-demand acts not involving the player) Multiple sex acts occurring with the inclusion of NPC+NPC sex Overriding the default duration for all acts Option to set the duration for each act Actual Mouse-Over descriptions in the MCM menu Way Future due to Prereqs Adding Amra's (or others?) modder's resource anims [Requires coordination with other SO modders] With more knowledge and guidance, ZAZ [Requires coordination with other SO modders] ? At this time, I doubt that I will be adding many descriptors to the positions, and/or if I do, it will be longer down the road once I've got some progress in Sexout Erotica. Thank you for everyone who puts up with me in the Scripting 101 thread. Thanks to Elerneron, who created Sexout Sexkey, and Loogie, who created Sexout Rape Game, for giving me a point of reference from which to start. Thanks to Odessa's badass MCM menu in Assault, which helped me figure out MCM. Known Issues: Upgrade to Sexout beta v. 2.6.85. Anims are matched to those, and .84 had SO-breaking issues. Possible "Surprise Butt Sex" after selecting a yet to be identified oral anim. Could have had something to do with .84. Masturbation anim 113 (previously numbered 113...haven't looked to see what the new number is) looks like a chick that is receiving oral from a ghost. Installation: Delete the previous copy. Open the game and make a new save. THEN move the new copy into your Data folder. If you don't follow the method above, you may be in a stuck state (unlikely, but possible, especially if the mod wasn't working for you previously). Update Log: 6/23/14: Basic compatibility for people using Sexout NG 2.6.83. (RENUMBERED ANIMS WON'T WORK!) Corrected issue where sex with creatures wasn't working 6/7/14: Updated Masturbation anim numbers for Sexout beta 2.6.85 Removed the [Cancel] button from the Masturbation menu since an anim is going to play anyway if it's set to SO's masturbation key (sorry to anyone who has changed it) Added a fuck-ton of checks to verify if an actor is valid Removed anim 121 for both M and F since they are a known oddity Previous Fixes: SexoutBangatron.esp
×
×
  • Create New...