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  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
  2. View File DISCLAIMER 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
  3. 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
  4. 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
  5. Version 1.0

    248 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:
  6. View File STARBOUND ANIMATION FRAMEWORK DESCRIPTION: My first mod ever! This mod is [eventually going to be] a modder's resource to handle animation of the player and NPCs in Starbound using their active visual assets. No cloning, no fakes, and no 'invisible' replacements - this framework aims to use the actual characters as they exist and animate them. This mod does nothing on its own, but enables players to create and include .sequence files that the framework uses to animate the characters. Important notes: - THIS MOD IS PRE-ALPHA AND SHOULD NOT BE USED ON SAVES WITH LONG HOURS. YOU HAVE BEEN WARNED. - This is, at this point, an in-progress proof of concept. It is quite incomplete, though a lot of work into trying to make it as bug-free as possible has been done. This is more meant for modders to be able to poke around and see how I intend to implement this once current showstopper problems are fixed or worked around. - It is currently in a heavy debugging state - it WILL flood your starbound.log with stuff that I use/need to see that things are progressing, though I have turned off some of the more spammy ones. Installation: Just extract the animFramework_pre_alpha.zip and place the extracted animFramework folder into your /gamepath/Starbound/mods folder. That's it. How to make it work: When you first get this mod in your Starbound, it won't do anything. You will have to manually start the invisible quest that runs everything by going into admin mode (type in: /admin) and entering in the following command: /startquest "'animFramework'" (single quotes INSIDE double quotes - this is necessary or you'll just get an error). Once the mod is running on a save file, you shouldn't need to do this again. I intend to automate this in the future. After the quest is running, you'll need a way to start the animation. I have included an activeitem that takes the place of some other script starting the animation process. Use the command /spawnitem animControlActivator to give it to yourself. Since the current default setup of the animFramework is to display setting up both the player AND an NPC, it will spawn a generic, naked human villager NPC to be used when you pick up the animControlActivator item. If there already is a usable NPC nearby (close to your character), it'll just use them instead of spawning another. When you use the animControlActivator, you will see a big green plus appear. This is just a placeholder to show that the animation framework vehicle has spawned properly and its scripts are working (if you don't see a green plus, something went wrong somewhere). The animation framework will then take over control of the NPC and your character and animate according to whatever .sequence file has been selected and the plus will vanish and return control to both the player and the NPC when the sequence is finished. .sequence files - how do they work? The .sequence files are the bread and butter of the animation framework. (Check the resources below) I have also included three sample .sequence files for people to poke at/look into, called "testOne.sequence", "testTwo.sequence", and "testThree.sequence". Just know for now that the default one called for the example is testTwo.sequence. Known issues: Due to this being pre-alpha there are a lot. I will focus on the primary ones: Not tested for multiplayer compatibility NPCs do not animate (they just stand there, though their emotes do change) - Currently a showstopper, might be a hard engine limitation Participants currently do not change their facing direction as they should in accordance with the sequence Resources (helpful for understanding how to build assets for and use this framework): Breakdown of the .sequence file Expanding the Spritesheets to increase animation possibilities (Part I) (Part II) Submitter Severyx Submitted 09/05/2017 Category Adult Mods Requires Nothing! (for now)  
  7. 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!
  8. Version 0.1

    370 downloads

    STARBOUND ANIMATION FRAMEWORK DESCRIPTION: My first mod ever! This mod is [eventually going to be] a modder's resource to handle animation of the player and NPCs in Starbound using their active visual assets. No cloning, no fakes, and no 'invisible' replacements - this framework aims to use the actual characters as they exist and animate them. This mod does nothing on its own, but enables players to create and include .sequence files that the framework uses to animate the characters. Important notes: - THIS MOD IS PRE-ALPHA AND SHOULD NOT BE USED ON SAVES WITH LONG HOURS. YOU HAVE BEEN WARNED. - This is, at this point, an in-progress proof of concept. It is quite incomplete, though a lot of work into trying to make it as bug-free as possible has been done. This is more meant for modders to be able to poke around and see how I intend to implement this once current showstopper problems are fixed or worked around. - It is currently in a heavy debugging state - it WILL flood your starbound.log with stuff that I use/need to see that things are progressing, though I have turned off some of the more spammy ones. Installation: Just extract the animFramework_pre_alpha.zip and place the extracted animFramework folder into your /gamepath/Starbound/mods folder. That's it. How to make it work: When you first get this mod in your Starbound, it won't do anything. You will have to manually start the invisible quest that runs everything by going into admin mode (type in: /admin) and entering in the following command: /startquest "'animFramework'" (single quotes INSIDE double quotes - this is necessary or you'll just get an error). Once the mod is running on a save file, you shouldn't need to do this again. I intend to automate this in the future. After the quest is running, you'll need a way to start the animation. I have included an activeitem that takes the place of some other script starting the animation process. Use the command /spawnitem animControlActivator to give it to yourself. Since the current default setup of the animFramework is to display setting up both the player AND an NPC, it will spawn a generic, naked human villager NPC to be used when you pick up the animControlActivator item. If there already is a usable NPC nearby (close to your character), it'll just use them instead of spawning another. When you use the animControlActivator, you will see a big green plus appear. This is just a placeholder to show that the animation framework vehicle has spawned properly and its scripts are working (if you don't see a green plus, something went wrong somewhere). The animation framework will then take over control of the NPC and your character and animate according to whatever .sequence file has been selected and the plus will vanish and return control to both the player and the NPC when the sequence is finished. .sequence files - how do they work? The .sequence files are the bread and butter of the animation framework. (Check the resources below) I have also included three sample .sequence files for people to poke at/look into, called "testOne.sequence", "testTwo.sequence", and "testThree.sequence". Just know for now that the default one called for the example is testTwo.sequence. Known issues: Due to this being pre-alpha there are a lot. I will focus on the primary ones: Not tested for multiplayer compatibility NPCs do not animate (they just stand there, though their emotes do change) - Currently a showstopper, might be a hard engine limitation Participants currently do not change their facing direction as they should in accordance with the sequence Resources (helpful for understanding how to build assets for and use this framework): Breakdown of the .sequence file Expanding the Spritesheets to increase animation possibilities (Part I) (Part II)
  9. View File Description This modder's resource contains vault meat assets made for the purpose of supporting Sex Tec or any other fallout 4 sex animation mod. The resources have most scenarios considered as well as contain variations for both a full animation sequence as well changing the purpose of the asset in the first place. Hence once animated these resources can be used in multiple ways and for multiple purposes. For example: The sex training asset, first previewed image, shows Vault Meat in a happy & docile state however the assets also contain different faces & body position variations that show her struggling to free herself. Most assets provided here contain workfiles that include these variations. File Types The assets provided are both in .psd and .ai formats to help animators to fully animate these files similarly used in the game without having to re-draw anything or needing to draw Vault Meat accurately from scratch. The modder in question needs to have experience with animating via vector lines to be able to properly animate these assets and bring Vault Meat to life in FO4. Permissions These files are free to use by anyone as long as they get in touch with me before starting work on them. I simply hope to be involved. Credits All these arts & assets have been made by Ruthless Peasant (If you like his work please consider supporting him on Patreon!) Submitter Grine Submitted 04/17/2017 Category Modders Resources Requires  
  10. Version 1.0

    4,735 downloads

    Description This modder's resource contains vault meat assets made for the purpose of supporting Sex Tec or any other fallout 4 sex animation mod. The resources have most scenarios considered as well as contain variations for both a full animation sequence as well changing the purpose of the asset in the first place. Hence once animated these resources can be used in multiple ways and for multiple purposes. For example: The sex training asset, first previewed image, shows Vault Meat in a happy & docile state however the assets also contain different faces & body position variations that show her struggling to free herself. Most assets provided here contain workfiles that include these variations. File Types The assets provided are both in .psd and .ai formats to help animators to fully animate these files similarly used in the game without having to re-draw anything or needing to draw Vault Meat accurately from scratch. The modder in question needs to have experience with animating via vector lines to be able to properly animate these assets and bring Vault Meat to life in FO4. Permissions These files are free to use by anyone as long as they get in touch with me before starting work on them. I simply hope to be involved. Credits All these arts & assets have been made by Ruthless Peasant (If you like his work please consider supporting him on Patreon!)
  11. View File The first download file contains the body, finger and toe claws, as well as the head and mouth as separate meshes. The claws are merged down to the body on the second file. Hello all. This is a Complete body replacer for modders who wish to add their own variation, CBBE or UNP compatibility. It contains a new head, mouth, hands, feet, body, and claws in a .OBJ file format and ZPR for Zbrush. The body also contains a deep anus and vagina with a uterus moved towards the stomach. I plan to make a male version and human/default body as well. Maybe even Argonians in the distant future. I am working in Unreal Engine, various other applications, and plan to share some of my future assets to the Skyrim Community so long as they stay in Skyrim or for personal use only. None of my future mods will have or get permission for commercial use. Personal use is fine. My intentions for this particular model is to test it with Neofur. The model version I'm using for my project has no naughty bits for various reasons. My project is also inspired by Skyrim, SAO, Assassins Creed, and Final Fantasy I am unfamiliar with Blender, NifSckope, the Creation Kit, other small applications from the Nexus, and will not take the time to learn them among the various other applications I am trying to learn. This is why I am releasing it as a modders resource. I did the tough part which took so much of my time to make so I hope there are some modders willing to take advantage of this. ​More Pictures NOTE: some of the following links to the pictures are not the latest or up-to-date. Head and neck replacer: Before https://gyazo.com/da...c0f62c7e0c6af0e https://gyazo.com/8a...e7800cfe5dd234b After https://gyazo.com/8b...55ff67d2f83a3e1 https://gyazo.com/81...b070d1d5f70b17e Mouth: Before https://gyazo.com/6b...4ef7c6eebe4d530 After https://gyazo.com/da...f1453a565b24965 ​Human Female Preview https://gyazo.com/55...0aaa27127a0e530 ​​Introduction to Zbrush 4R7 ​​Allegorithmic (Substance) Unreal Engine & Neofur ​Permission: All Modders can use these models for their own mods so long as it stays as a free Skyrim Mod and not for Commercial use. Uploading for or with a free software will also violate my terms. These apply even to a tweaked version if easily identified through a 3D modeling software. Personal use is fine. This does not apply to free to see/watch pictures or videos like YouTube for example, but does to sites that require an account to see/watch or pay to see/watch service. Any violations to my terms may prevent me from uploading anything else in the future and the removal of my models. The violator may be contacted as well as Nexus and the owner or employee of the site the violator uploaded to. If selling, a refund for every purchase from a track record may be attempted either by the site or violators expense. None of the above applies to the edited head and mouth mesh, but should not be re-uploaded as a modders resource mesh like this one because partial rights also go to blabba, the author of "Citrus Heads (HD Meshes)" and Bethesda. Credits must also be given where it is due. Do not re-upload my files anywhere else. If you do make a mod with my model(s), please only upload to the Nexus or LoversLab. ​Credits: Thanks to Bad Dog which the mod was discussed on his "Complete Khajiit" mod page. A big thanks to Blaze69 who helped a ton and was always quick to respond. Thanks to blabba for his "CITRUS Heads (HD Meshes)" mod which is where I got the high poly head to modify. Submitter NightroModzz Submitted 11/11/2016 Category Adult Mods Requires Regular Edition Compatible
  12. Hey, the modder's resource links for the Sexlab wiki and source code aren't working, I keep getting a Gitlab.com 502 error on them. I also checked downforeveryoneorjustme.com, and it couldn't reach the site either, but I have no idea if that's because it can't recognize git addresses or what. I'm hoping this is the right board to post this, I did check the faq and search through the troubleshooting threads before posting this, but I'm sorry if I'm asking something super-obvious that I missed, I just don't really know what else to do for this situation.
  13. Khajiit Body Overhaul For Modders

    Version v2.0

    1,441 downloads

    The first download file contains the body, finger and toe claws, as well as the head and mouth as separate meshes. The claws are merged down to the body on the second file. Hello all. This is a Complete body replacer for modders who wish to add their own variation, CBBE or UNP compatibility. It contains a new head, mouth, hands, feet, body, and claws in a .OBJ file format and ZPR for Zbrush. The body also contains a deep anus and vagina with a uterus moved towards the stomach. I plan to make a male version and human/default body as well. Maybe even Argonians in the distant future. I am working in Unreal Engine, various other applications, and plan to share some of my future assets to the Skyrim Community so long as they stay in Skyrim or for personal use only. None of my future mods will have or get permission for commercial use. Personal use is fine. My intentions for this particular model is to test it with Neofur. The model version I'm using for my project has no naughty bits for various reasons. My project is also inspired by Skyrim, SAO, Assassins Creed, and Final Fantasy I am unfamiliar with Blender, NifSckope, the Creation Kit, other small applications from the Nexus, and will not take the time to learn them among the various other applications I am trying to learn. This is why I am releasing it as a modders resource. I did the tough part which took so much of my time to make so I hope there are some modders willing to take advantage of this. ​More Pictures NOTE: some of the following links to the pictures are not the latest or up-to-date. Head and neck replacer: Before https://gyazo.com/da...c0f62c7e0c6af0e https://gyazo.com/8a...e7800cfe5dd234b After https://gyazo.com/8b...55ff67d2f83a3e1 https://gyazo.com/81...b070d1d5f70b17e Mouth: Before https://gyazo.com/6b...4ef7c6eebe4d530 After https://gyazo.com/da...f1453a565b24965 ​Human Female Preview https://gyazo.com/55...0aaa27127a0e530 ​​Introduction to Zbrush 4R7 ​​Allegorithmic (Substance) Unreal Engine & Neofur ​Permission: All Modders can use these models for their own mods so long as it stays as a free Skyrim Mod and not for Commercial use. Uploading for or with a free software will also violate my terms. These apply even to a tweaked version if easily identified through a 3D modeling software. Personal use is fine. This does not apply to free to see/watch pictures or videos like YouTube for example, but does to sites that require an account to see/watch or pay to see/watch service. Any violations to my terms may prevent me from uploading anything else in the future and the removal of my models. The violator may be contacted as well as Nexus and the owner or employee of the site the violator uploaded to. If selling, a refund for every purchase from a track record may be attempted either by the site or violators expense. None of the above applies to the edited head and mouth mesh, but should not be re-uploaded as a modders resource mesh like this one because partial rights also go to blabba, the author of "Citrus Heads (HD Meshes)" and Bethesda. Credits must also be given where it is due. Do not re-upload my files anywhere else. If you do make a mod with my model(s), please only upload to the Nexus or LoversLab. ​Credits: Thanks to Bad Dog which the mod was discussed on his "Complete Khajiit" mod page. A big thanks to Blaze69 who helped a ton and was always quick to respond. Thanks to blabba for his "CITRUS Heads (HD Meshes)" mod which is where I got the high poly head to modify.
  14. 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
  15. Abduction!

    Version 0.71

    6,975 downloads

    DISCLAIMER 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
  16. View File File Name: HDT Autopilot Tools for 3ds File Submitter: necKros File Submitted: 17 Feb 2014 File Category: HDT Physics Extension Requires: Havok Content Tools (latest version), 3ds Max HDT Autopilot Version 1.0 What is it? It's a 3ds max script that aims to cut time and pain in the creation of constrained rigidbody systems for the SKSE HDT Plugin. Through its GUI it will help the user create and edit bone and RB chains from sets of default max bones. What? It's a modders resource for helping to create dynamic hair and other stuff for Skyrim with the help of the HDT Plugin. What do I need? 3ds Max and the latest Havok Content tools for max. The script was developed in max 2012 so compatibility with that version is 100% guaranteed. I'm pretty new to Maxscript but I don't think I've used any function that wasn't available in the latest versions or deprecated in the newest ones. Take a loot at the GUI: And watch this video demonstration/tutorial (please excuse my awkward and choppy narration and english) Notes: Constraint spaces will be aligned with the nub bone pivot in BOTH translation and rotation. This is an issue than I'm still looking at because the way the constraint space object works isn't very intuitive. Submitter necKros Submitted 02/17/2014 Category HDT Physics Requires Havok Content Tools (latest version), 3ds Max Special Edition Compatible
  17. View File Been trying to convert a female Spartan Mark V armor model to a skimpy version for my custom CBBE body for Skyrim but seeing as how I'm still new to modding, its going to be a long while. So I've decided to upload the original files here for any modders who wants to have a go at it. Contains every male and female Spartan model and armor assets from the game Halo Reach. I do not own nor take credit for anything that contains within the zip file. Kudos to Halo Custom Edition for the models, be sure to check out their website at http://hce.halomaps.org/# for more models and other interesting Halo stuff! Enjoy modding modders! Submitter WearableNine Submitted 11/13/2014 Category Armor & Clothing Requires Special Edition Compatible  
  18. Version 11/13/2014

    450 downloads

    Been trying to convert a female Spartan Mark V armor model to a skimpy version for my custom CBBE body for Skyrim but seeing as how I'm still new to modding, its going to be a long while. So I've decided to upload the original files here for any modders who wants to have a go at it. Contains every male and female Spartan model and armor assets from the game Halo Reach. I do not own nor take credit for anything that contains within the zip file. Kudos to Halo Custom Edition for the models, be sure to check out their website at http://hce.halomaps.org/# for more models and other interesting Halo stuff! Enjoy modding modders!
  19. View File Do you like realistic things? Are you only interested in games that are either dogshit brown or gravel-gray? Then this is NOT the mod for you! Best direct your browser elsewhere. Note that this is NOT game ready. This applies the 'Blazing Lightshow' effect to the Devious Devices. Best used with the white ebonite texture. Not game ready (though you could replace the standard nif files with these if you really want to). The following are not included due to being single-mesh files: -Chastity belts. -Chastity bras. -Posture collars. -Padded cuffs. Rquirements: These models look best with the White Ebonite texture from the Devious Devices (Expansion) mod. You can use it with the standard textures, but it will look worse for it. Note: should anyone who has sufficient knowledge of Skyrim models separate the leather\padding from the metal components, I will be willing to convert the models and add them to this pack. I myself am an Oblivion modder, and my 3d modeling skills are limited to Blender 2.49b. Licensing\Legal\Permissions: Zadil, the author of the Devious Devices (Assets) mod had this to say: zz2tommy, the author of the 'Blazing Lightshow' said the following: Now, since I'm uploading this as a resource, I'm giving everyone permission to use these files "AS-IS" in any way they want. However, if you want to modify them you will need to speak to the authors of these two mods yourself and ask their permission. You do not need to ask me for permission, or even credit me (though it would only be polite to do so) if you use these, or if you want to alter the files. Because I can -V Submitter Vaelorian Submitted 08/25/2014 Category Framework & Resources Requires Special Edition Compatible  
  20. Devious Lightshow

    Version -

    594 downloads

    Do you like realistic things? Are you only interested in games that are either dogshit brown or gravel-gray? Then this is NOT the mod for you! Best direct your browser elsewhere. Note that this is NOT game ready. This applies the 'Blazing Lightshow' effect to the Devious Devices. Best used with the white ebonite texture. Not game ready (though you could replace the standard nif files with these if you really want to). The following are not included due to being single-mesh files: -Chastity belts. -Chastity bras. -Posture collars. -Padded cuffs. Rquirements: These models look best with the White Ebonite texture from the Devious Devices (Expansion) mod. You can use it with the standard textures, but it will look worse for it. Note: should anyone who has sufficient knowledge of Skyrim models separate the leather\padding from the metal components, I will be willing to convert the models and add them to this pack. I myself am an Oblivion modder, and my 3d modeling skills are limited to Blender 2.49b. Licensing\Legal\Permissions: Zadil, the author of the Devious Devices (Assets) mod had this to say: zz2tommy, the author of the 'Blazing Lightshow' said the following: Now, since I'm uploading this as a resource, I'm giving everyone permission to use these files "AS-IS" in any way they want. However, if you want to modify them you will need to speak to the authors of these two mods yourself and ask their permission. You do not need to ask me for permission, or even credit me (though it would only be polite to do so) if you use these, or if you want to alter the files. Because I can -V
  21. After writing a background story to some NPC's we came across a problem. The way relationships are working in the vanilla game. It is rather useless to simulate a way of becoming friends or enemies. So we are working on a system which will be set on top of what the Skyrim provides. The plan is to provide a layer over the existing vanilla relationships. Why? Well, why would we need such a layer? Isn't the vanila relationship system sufficient enough? Short answer: No, it isn't. Long answer: No, it isn't good enough for deeper relationships. The problem is, it is all or nothing. After a positive thing happened, you suddenly are befriended with a NPC. Same applies to the opposite. It just isn't subtle enough to build a long-term relationship. That's where the relationship layer kicks in. What it does? Before we talk about what it does, let me explain how the built-in relationships work. It uses an integer value with a range from -4 to 4. You are usually neutral to every NPC which is represented by the value of 0. Usually you can only use the range from -2 to 2 to represent a relationship. If the value is lesser than -2 you will probably get attacked by this NPC. If the value is 3 then they can follow you and 4 is usually used for marryable NPC's. There is no way to put a value in the middle between two relationship ranks to slower down the process of becoming a friend or an enemy to a NPC. Now the relationship layer will allow you to do it. Simple put it stretches the value from one relationship rank to another by 100 (Lets call this value Relationship Points or short RP). It will be synchronized with the real relationship. So if you have reached 100+ RP the relationship rank will be synchronized and goes up by 1 and RP will be reset to 0. It can also go to -100 RP and that would mean, the relationship rank will be lowered. A multiplier will be applied that will make it harder to reach the next rank in either direction. An example to illustrate it Let's say the way beggars are working should be changed. The initial situation is, that if you give a beggar a coin you are suddenly befriended with him and on top of that you get a speechcraft buff. Wut??? Ok, we change it. Lets say the action giving him a coin will be worth 20 RP. The multiplier for going up from neutral to friend is 1.0. That means to befriend him you have to give him 5 septims overtime. Now the multiplier from friend to best friend is 0.5. The action is of giving him septims is still worth 20 RP but it is a relative value and the absolute value for reaching the next rank is 10. Conclusion to make him a friend it would need now 5 times as long as in the vanilla game. And to make him a best friend it would need another 10 times handing him out a coin (Apart from the fact, in vanilla you only can befriend him). Framework functions Keep in mind, this is framework is in an early development stage and therefore any functions which are planned to provide are subject to change. Bool RegisterMod(String asModName) Registers a mod. This is needed to resolve conflicts in the grand scheme. Most setting functions requires you deliver your mod name as an argument to change a setting. Without registering it is impossible to resolve conflicts. What it does is to help identify a conflict and let the user have the control to resolve it through the MCM menu. Bool UnregisterMod(String asModName) If you have registered a mod, you can unregister this mod if you provide an uninstall routine. The user also will have the option in the MCM menu to unregister your mod. This is a game wide setting. Once done, it is registered for all savegames. Int GetGlobalSyncMode() Returns the global synchronization mode between vanilla relationship framework and APPS. This affects all unique actors when no local setting could be found. This is a game wide setting. Once done, your mod is unregistered for all savegames. 0 - No synchronization is done 1 - Only sync values towards vanilla 2 - Only sync values from vanilla 3 - Sync in both ways Bool SetGlobalSyncMode(Int aiSyncMode, String asModName) Sets the synchronization mode for all unique actors. This requires your mod to be already registered beforehand. Int GetSyncMode(Actor akNPC) Returns the synchronization mode for this specific actor. Returns -1 if no local sync mode is set. Bool SetSyncMode(Actor akNPC, String asModName, Int aiSyncMode = 1) Sets the synchronization mode for this specific actor. This requires your mod to be already registered beforehand. Float GetRelationshipPoints(Actor akNPC) Returns the actual relationship points. The range is from -499 to 499. Use Math.Ceiling(ReturnValue / 100) to get the corresponding relationship rank (You would need it if you do not want to synchronize RP with relationship ranks). Float ModRelationship(Actor akNPC, Int auiRelationshipPoints, Bool abIsSurplusCarryingOver = True) Modifies the relationship points and returns the its new value. By default if the value is more than enough to increase the next rank, it will be calculated too. Otherwise the surplus will be cut. Float SetRelationship(Actor akNPC, Int auiRelationshipPoints, String asModName) Sets the absolute value of relationship points. The value can be in the range from -499 to 499. This requires your mod to be already registered beforehand. Float GetGlobalRelationshipMulti(Int auiFromRelationshipRank, Int auiToRelationshipRank) Returns the actual multiplier for transition from one rank to another. This value affects all unique actors when no local multiplier is set. Float SetGlobalRelationshipMulti(Int auiFromRelationshipRank, Int auiToRelationshipRank, Int aiMultiplierValue, String asModName) Sets the multiplier for this specified transition stage and returns its new value. This requires your mod to be already registered beforehand. Float GetRelationshipMulti(Actor akNPC, Int auiFromRelationshipRank, Int auiToRelationshipRank) Returns the actual modifier for this actor. Returns -1 if no local multiplier is set. Float SetRelationshipMulti(Actor akNPC, Int auiFromRelationshipRank, Int auiToRelationshipRank, Int aiMultiplierValue, String asModName) Sets the multiplier for this specified transition stage for the actor and returns its new value. This requires your mod to be already registered beforehand. SetRelationshipRankCap(Actor akNPC, Int aiMaxRelationshipRank, Int auiMinRelationshipRank, String as ModName) Sets the min and max rank a relationship for an actor can be reached. By default, all actors will be restricted to -2 and 2 and will be automatically changed if the vanilla game changes the relationship rank itself (For example, doing the Dragon Rising main quest will raise the rank towards Jarl Baalgruuf to 3. If that happens, APPS will change and save the new cap itself). This requires your mod to be already registered beforehand. ------------------------------------------- That's it. I'm working now on implementing the logic and will provide an little mod where you can play with this framework and see it results. It needs some extensive testing before releasing it as a full version.
  22. Body Modders Resource

    Version 1.0

    799 downloads

    I thought I'd share this file as I never could find another file or resource similar to this. I made it in preparation for the UniBody system that Vioxsis and I will be releasing shortly (Hopefully) Hopefully this 'resource' can also help others out there. NONE of these bodies belong to me, and are simply just re-named nifs of the respective author's individual works. This resource also contains .OBJ files of almost all Skyrim Body Mods out there as well as a decent selection of Oblivion Bodies as well. The .Obj's are in quadrangulated forms (as best deduced by Autodesk's auto quadrangify tool) This pack will probably be further updated down the line with Bodyslide ready .nifs and .obj's once the Unibody system is released so as to encourage people to come up with their own sliders and such. Tools used: Gerra6's Pose Converter Autodesk 3DSMax 2014 Credits: The meshes all belong to their respective owners.
  23. HDT Autopilot Tools for 3ds

    Version 1.0

    2,235 downloads

    File Name: HDT Autopilot Tools for 3ds File Submitter: necKros File Submitted: 17 Feb 2014 File Category: HDT Physics Extension Requires: Havok Content Tools (latest version), 3ds Max HDT Autopilot Version 1.0 What is it? It's a 3ds max script that aims to cut time and pain in the creation of constrained rigidbody systems for the SKSE HDT Plugin. Through its GUI it will help the user create and edit bone and RB chains from sets of default max bones. What? It's a modders resource for helping to create dynamic hair and other stuff for Skyrim with the help of the HDT Plugin. What do I need? 3ds Max and the latest Havok Content tools for max. The script was developed in max 2012 so compatibility with that version is 100% guaranteed. I'm pretty new to Maxscript but I don't think I've used any function that wasn't available in the latest versions or deprecated in the newest ones. Take a loot at the GUI: And watch this video demonstration/tutorial (please excuse my awkward and choppy narration and english) Notes: Constraint spaces will be aligned with the nub bone pivot in BOTH translation and rotation. This is an issue than I'm still looking at because the way the constraint space object works isn't very intuitive.
  24. Version (v1.08)

    160 downloads

    For the Vim Text Editor Adds syntax highlighting for Fallout GECK Scripts. Includes all functions, etc, available in vanilla GECK, plus all functions listed in the NVSE docs up to v4.5.7. Also includes all the NX functions of V15, and those added by the MCM and Lutana 6.1. Note: syntax highlighting requires you to use upper camel case for functions and the same or all lower case for expressions. Associates with *.gek, *.fos or *.nvs files. To install, extract contents into your vim run time path. If you don't know what that is, it is probably either C:/Program Files (x86)/Vim/vimfiles or *YOUR-USERNAME*/Documents/vimfiles/ This file is a tweaked and updated version of one created by Mike Shutler, under ISC license, which had only FO3/FOSE , and no NX / MCM.
  25. PapyrusUtil

    Version 3.3

    219,583 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
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