Search the Community
Showing results for tags 'oar'.
-
Version 1.0.1
1381 downloads
This is a reupload of the original I made since I had problems with the other mod page. Since the original mod author seems to be on hiatus, I decided to to take up the torch and port his amazing work to the newest version of Fertility Mode: Fertility Mode Reloaded. Basically, all my monkey brain did (with the help of Gemini Ai because i don't know how to code or to use OAR), is to to change the original's OR condition on Fertility Mode V3 (which wasn't possible on Reloaded) to a CompareValue check which work just the same. Voilà! It just works!... somehow. Of course, if the original mod author return and want to make a far more competent port, i'll happily take this down. - Enjoy (btw, sorry if my verbs tenses are weird. English isn't my first language). -
Labor Animations (Open Animation Replacer) FMR View File This is a reupload of the original I made since I had problems with the other mod page. Since the original mod author seems to be on hiatus, I decided to to take up the torch and port his amazing work to the newest version of Fertility Mode: Fertility Mode Reloaded. Basically, all my monkey brain did (with the help of Gemini Ai because i don't know how to code or to use OAR), is to to change the original's OR condition on Fertility Mode V3 (which wasn't possible on Reloaded) to a CompareValue check which work just the same. Voilà! It just works!... somehow. Of course, if the original mod author return and want to make a far more competent port, i'll happily take this down. - Enjoy (btw, sorry if my verbs tenses are weird. English isn't my first language). Submitter XxSwagMaster6969xX Submitted 06/17/26 Category Adult Mods Requirements Open Animation Replacer (https://www.nexusmods.com/skyrimspecialedition/mods/92109) Labor Animations OAR 1.3.1 (https://www.loverslab.com/files/file/33822-labor-animations-oar/) Fertility Mode Reloaded (https://www.nexusmods.com/skyrimspecialedition/mods/165569) Regular Edition Compatible No Install Instructions
-
View File TETHER - Hand-Holding for Followers An SKSE plugin for Skyrim SE / AE that implements continuous follower hand-holding: a hand connection that survives walking, running, and terrain movement without breaking. Built on a combination of a Havok ball-and-socket constraint and kinematic position control. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ On AI use ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Most of this plugin's code was generated by Claude Code (Anthropic). The author (KEI997) handled: - Spec decisions, prioritization, trade-off calls - In-game testing and bug reports - Pointing the AI at specific reference mod sources ("read this, use as reference") - Reviewing and accepting/rejecting generated code - SSEEdit ESP construction, Papyrus compilation, OAR animation authoring All reference sources the AI read are publicly-licensed. Per-feature attribution is listed in the GitHub README: https://github.com/Kei-BWV997/TETHER If any listed author objects to their source being used this way, please contact and I will rework the affected feature or adjust the credit. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Features ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - One hotkey to engage / release the hand-hold (default H, works with both keyboard and Xbox controller) - While tethered, hands are physically bound via a Havok ball-and-socket constraint (the palms actually stay stuck together, not just visually near each other) - The follower is kept directly behind the player via KeepOffsetFromActor - While tethered, the player's max movement speed scales with distance to the follower — try to sprint away and you'll automatically be slowed down to a speed the follower can match (natural since you're literally holding their hand) - Custom OAR conditions let you swap in dedicated tether animations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Animation status in v1.0.0 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Only ONE pattern currently has an authored motion: player-male (the puller). The other three folders (player-female, follower-male, follower-female) exist as empty structure — they contain only the OAR config.json, no .hkx files. Actors matching those conditions will just play vanilla locomotion while tethered. The plugin ships this structure so users can drop their own .hkx into the correct folder to enable that pattern, or wait for future updates / a community animation pack. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Known issues ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Sometimes on engage, the follower doesn't start moving to the tether position. Workaround: release, walk a few steps away, then re-engage. Cause not yet identified. - Third-person only (no first-person support) - One active tether at a time (no multi-follower) - Doesn't work while a weapon is drawn (deliberate — releases on draw) - Very rare CTD possible if an actor's state changes at an unfortunate moment (auto-release handles the common cases: cell change, save load, weapon drawn, etc., but edge cases remain) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ MCM options ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Toggle key rebind (keyboard + gamepad) - Follower offset position, Follow / Catchup radius - Elastic tether curve (ideal/slack distance, speed multipliers at both ends) - Follower speed boost while tethered - Palm attachment offset - Auto-release toggles (on weapon drawn / on combat start / on extreme distance) - R key resets a single option; "Reset All Settings" button ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Source code / technical details ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Open source under MIT license: https://github.com/Kei-BWV997/TETHER The GitHub README covers: - Per-feature reference-source table (which mods were used for which techniques) - Technical details of each feature (hook sites, Papyrus APIs called, state machine) - License and third-party file handling Bug reports and pull requests are welcome via GitHub Issues. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ About the author ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ I'm normally an OStim animator, active on the OStim Community Discord. If you want to chat about this mod, request features, or just say hi — come by: [https://discord.gg/ostim] (TETHER is not an adult mod, but I develop from that community and that's where I hang out.) Submitter KEI997 Submitted 08/13/26 Category Regular Mods Requirements [Required] - Skyrim SE / AE (1.6.11xx recommended) - SKSE64 / SKSE-AE - Address Library for SKSE Plugins (AE version) - SkyUI 5.2 SE - Open Animation Replacer 3.0 or later - powerofthree's Tweaks (EditorID preservation — without it, the MCM values won't reach the plugin) [Strongly recommended] - Keep Up! Follower Locomotion Fix (TESFAN) — fixes an engine bug where followers get stuck on stairs or complex terrain. TETHER works without it, but this significantly reduces the "follower left behind" problem. [Confirmed compatible] - FOMS (Follower Organized Management System) - True Directional Movement Regular Edition Compatible No Install Instructions 1. Install all Requirements first 2. Install the TETHER zip via your mod manager (MO2 / Vortex) and enable it 3. Make sure TETHER.esp is enabled in your load order 4. Launch the game, load a save 5. Confirm "TETHER" appears in the MCM list ■ In-game usage - With your weapon sheathed - Look directly at your follower - Press the hotkey (default H, rebindable in MCM) to hold hands - Same hotkey releases - Drawing a weapon automatically releases ■ Verifying it loaded correctly On a clean launch, Documents\My Games\Skyrim Special Edition\SKSE\TETHER.log should contain lines like: TETHER v1-0-0-0 TETHER loaded OAR condition register (TETHER_IsTetheredPlayer): OK OAR condition register (TETHER_IsTetheredFollower): OK Settings::Load: 16/16 globals bound from TETHER.esp kDataLoaded: TETHER ready If you see "Settings::Load: 0/16", the plugin can't read EditorIDs. Make sure powerofthree's Tweaks is installed and TETHER.esp is enabled. ■ Uninstalling Release the tether (make sure you're not currently holding hands), save the game, then disable the mod. This avoids leaving any Havok state in the save.
-
Version 1.0.0
671 downloads
An SKSE plugin for Skyrim SE / AE that implements continuous follower hand-holding: a hand connection that survives walking, running, and terrain movement without breaking. Built on a combination of a Havok ball-and-socket constraint and kinematic position control. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ On AI use ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Most of this plugin's code was generated by Claude Code (Anthropic). The author (KEI997) handled: - Spec decisions, prioritization, trade-off calls - In-game testing and bug reports - Pointing the AI at specific reference mod sources ("read this, use as reference") - Reviewing and accepting/rejecting generated code - SSEEdit ESP construction, Papyrus compilation, OAR animation authoring All reference sources the AI read are publicly-licensed. Per-feature attribution is listed in the GitHub README: https://github.com/Kei-BWV997/TETHER If any listed author objects to their source being used this way, please contact and I will rework the affected feature or adjust the credit. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Features ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - One hotkey to engage / release the hand-hold (default H, works with both keyboard and Xbox controller) - While tethered, hands are physically bound via a Havok ball-and-socket constraint (the palms actually stay stuck together, not just visually near each other) - The follower is kept directly behind the player via KeepOffsetFromActor - While tethered, the player's max movement speed scales with distance to the follower — try to sprint away and you'll automatically be slowed down to a speed the follower can match (natural since you're literally holding their hand) - Custom OAR conditions let you swap in dedicated tether animations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Animation status in v1.0.0 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Only ONE pattern currently has an authored motion: player-male (the puller). The other three folders (player-female, follower-male, follower-female) exist as empty structure — they contain only the OAR config.json, no .hkx files. Actors matching those conditions will just play vanilla locomotion while tethered. The plugin ships this structure so users can drop their own .hkx into the correct folder to enable that pattern, or wait for future updates / a community animation pack. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Known issues ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Sometimes on engage, the follower doesn't start moving to the tether position. Workaround: release, walk a few steps away, then re-engage. Cause not yet identified. - Third-person only (no first-person support) - One active tether at a time (no multi-follower) - Doesn't work while a weapon is drawn (deliberate — releases on draw) - Very rare CTD possible if an actor's state changes at an unfortunate moment (auto-release handles the common cases: cell change, save load, weapon drawn, etc., but edge cases remain) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ MCM options ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Toggle key rebind (keyboard + gamepad) - Follower offset position, Follow / Catchup radius - Elastic tether curve (ideal/slack distance, speed multipliers at both ends) - Follower speed boost while tethered - Palm attachment offset - Auto-release toggles (on weapon drawn / on combat start / on extreme distance) - R key resets a single option; "Reset All Settings" button ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Source code / technical details ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Open source under MIT license: https://github.com/Kei-BWV997/TETHER The GitHub README covers: - Per-feature reference-source table (which mods were used for which techniques) - Technical details of each feature (hook sites, Papyrus APIs called, state machine) - License and third-party file handling Bug reports and pull requests are welcome via GitHub Issues. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ About the author ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ I'm normally an OStim animator, active on the OStim Community Discord. If you want to chat about this mod, request features, or just say hi — come by: [https://discord.gg/ostim] (TETHER is not an adult mod, but I develop from that community and that's where I hang out.) -
Futa Aroused Masturbation Idle OAR View File This adds masturbation idles to futa characters only when they are aroused 80+. Preview 1: 80-90 Arousal Preview 2: 91-96 Arousal Preview 3: 97-100 Arousal Notes: This will not be getting DAR support! This effects only Females. This currently will not check to see if you are nude. Maybe in the next update OSL Aroused might work if you use the Sexlab version. It is highly recommended to be used with Aroused Sexy Idles - OAR ! Requirements: The New Gentleman Open Animation Replacer Sexlab Aroused Credits: Obama6968 - Aroused Sexy Idles - OAR - I used as a base for the conditions KadnUt - Masturbation Idle Animation for Futa and Male - They made all of this possible and designed the original mod Billy - Billyy's SLAL Animations - Animation Author. We all love him. Submitter Demonwolf218 Submitted 11/26/2024 Category Adult Mods Requirements The New Gentleman, Sexlab Aroused or OSL Aroused Regular Edition Compatible No
- 21 replies
-
1
-
Labor Animations (Open Animation Replacer) FMR 1.0.1.7z View File I'm uploading this version as a test since I'm having problem with my original upload. Since the original mod author seems to be on hiatus, I decided to to take up the torch and port his amazing work to the newest version of Fertility Mode: Fertility Mode Reloaded. Basically, all my monkey brain did (with the help of Gemini Ai because i don't know how to code or to use OAR), is to to change the original's OR condition on Fertility Mode V3 (which wasn't possible on Reloaded) to a CompareValue check which work just the same. Voilà! It just works!... somehow. Of course, if the original mod author return and want to make a far more competent port, i'll happily take this down. - Enjoy (btw, sorry if my verbs tenses are weird. English isn't my first language). Submitter XxSwagMaster6969xX Submitted 06/17/26 Category Animation Requirements Open Animation Replacer (https://www.nexusmods.com/skyrimspecialedition/mods/92109) Labor Animations OAR 1.3.1 (https://www.loverslab.com/files/file/33822-labor-animations-oar/) Fertility Mode Reloaded (https://www.nexusmods.com/skyrimspecialedition/mods/165569) Special Edition Compatible Yes
-
Labor Animations OAR View File Description Hey guys, I just decided to share some OAR folders that I did for myself some time ago. What it does Files are using Open Animation Replacer (I assume you must know this mod by now) to play random animations when some specifics conditions are met. You can pick between : - Egg Factory - Estrus Chaurus PS : You must activate the option "Alternate Animation" in Egg Factory for animations to play with it. Added by request : - Fertility Mode v3 Fixes and Tweaks (not sure how to make this work on the original, since there is no animation linked to it neither keywords or effects) - Beeing Female - Hentai Pregnancy - SoulGem Oven 4: Integration Fork For original mod author Since the original author of the animations (Gunslicer) has his DM blocked on LL, I couldn't ask him his permission to repost its animations. If he doesn't allow it I'll remove this page without question asked. Credits Open Animation Replacer by Ershin Gunslicer for the animations used in this mod Beeing Female by Ausbecher or milzschnitte (not sure of the original author) for one animation Submitter Laethas Submitted 05/15/2024 Category Adult Mods Requirements Open Animation Replacer Regular Edition Compatible No
- 105 replies
-
9
-
- animation
- animations
-
(and 3 more)
Tagged with:
-
I've been trying to mod the game to work for over 12h. When ever i try to start the game with pandora behaviours updated and OAR it instantly crashes. I've reached my limit of searching. Before i was able to start the game with 0 animations for Ostim playing but with updated behaviours it just doesnt play at all even a fresh save doesn't work. crash-2026-03-11-01-41-59.log
-
Mod-Patch for compatibility between SGO4IF and P.A.I.A. View File About This is a small mod written to provide compatibility between “SoulGem Oven 4: Integration Fork” and “P.A.I.A (Pregnancy and Inflation animations)”. In short, it adds a new condition to run the P.A.I.A animation in Open Animation Replacer and based on the SGO4 data it provides the necessary conditions to do so. Only works with the main female character! PS: I'm just trying my hand at modding. This is my first mod that I decided to practice on. I hope I did it well enough. If you encounter any problems, be sure to post them! Requirements SoulGem Oven 4: Integration Fork and all its requirements. P.A.I.A (Pregnancy and Inflation animations) and all its requirements. Open Animation Replacer (included in the P.A.I.A requirements as an option). I know that P.A.I.A can work with OAR and DAR, but I made only OAR support. Keep this in mind when you install this mod! (If someone asks me, I can try to work with DAR too, but no promises). Installation Just drop the contents of the archive into your game folder. It's better to use MO or its alternative. Configuration In the configs folder you can find the file SerM_SGO4_PAIA_Integration.json. By opening it you can configure the following values with which my mod works: CheckDelay - the time (in seconds) after which the mod checks the necessary conditions to enable the animation. (Default: 10.0) DebugMode - you can enter 1 or 0. 1: enables debug mode, 0: disables. When debug is enabled, you will receive debug messages in the console. (Default: 0) RequireGemsForInflationStatus - how full the character's belly must be for the animation trigger condition to work. 0 is empty, 1 is the maximum. (Default: 0.5) Be careful when editing the json file. Change only numeric values, otherwise you may break the mod. ------------------------------------------------------------ Many thanks to DarkBlade13 for your support in my endeavors! Submitter sercher.max Submitted 05/19/2024 Category Adult Mods Requires SoulGem Oven 4: Integration Fork, P.A.I.A (Pregnancy and Inflation animations), Open Animation Replacer. Regular Edition Compatible
- 10 replies
-
- soulgem oven
- p.a.i.a
-
(and 2 more)
Tagged with:
-
Hey, my animations used to be working, but then I installed extra animations that I found called SLAL NSAP Anub, Mitos, and Rydin. Then I use FNIS, Nemesis, and Pandora. Now my character is just standing idle during SL scene. I've been using FNIS and Nemesis for long now, and I believe Pandora shouldn't be the issue either because there are no errors or anything, all my animations working, just the SL scene animations that my character won't do anything. Thing is, my character is standing idle, but the creature SL animation works. I have 1500+ SL animations and 3750+ animations loaded by OAR
-
SOLVED No I dont want to download the idle, I want help pinning down this animation so I can remove it. So this animation shows up in throne rooms all the time, I want to say I have underdog animations and an old version of immersive animations installed. Got no idea though could swear Ive test run my game without both of those installed an still had it show up, so its likely some other mod installed. BUT on the off chance someone might know what mod it was just by looking well here is a picture. Using advice found below, I used OAR's logging and was able to watch the name of the animation and its folder location come up. Having Mod Organizer, made it a little more challenging so I entered the entire name of the animation into windows explorer search bar in MO's mod folder to track to precise mod location. Simply removed the folder for the dynamic idle and problem was solved without having to do any more trouble shooting to keep load order functional.
-
I'm new to AE modding, was an oldrim player for many years, and decided to switch because of all the updates and additions to my favourite mods - so if what I'm asking is common knowledge or something I'm sorry. In LE, while an animation is playing (SLAL packs, ZAP, DD struggle or furniture anims, etc...) you can press the start button on a controller or the esc key on the keyboard to pause the game and bring up the menu - saving, loading, quitting, MCM controls, etc... -- You can also press tab or the B button to bring up the inventory/spell menu, allowing for changing clothes mid-scene if the animation makes something clip wrong or sexlab stripped a piece of outfit it wasn't supposed to. In AE, whenever any animation plays, from any source, both of these menus are blocked. Pressing the buttons or keys to pause or open the inventory does nothing, and if an animation hangs or falls into an endless loop I have to alt+tab out of the program and close the game, hoping that my last autosave wasn't more than 5 or so minutes ago. Custom menus that open via hotkeys, like skyrim's built in Favorites menu, 'Unforgiving devices' debug menu, or the selector for 'Amputator framework' still open when the key is pressed, the tools and animation selector menus from 'SexlabTools' also opens and works fine, but the full inventory and pause menu refuse to open. My google-fu has failed me in finding any trace of other people complaining about this behaviour, as has searching for keywords on the LL site and forums. I am also unable to find any setting in my MCM or OpenAnimationReplacer menus that could be doing this that I have not already tried toggling. Has anyone else experienced this? Is this something I screwed up in installing something or accidentally overwriting a file? Or is this just how it is for AE and nobody mentions it because it's always been that way? This is the first time I've ever modded SE/AE myself, and I have no idea what could be wrong, any help would be greatly appreciated.
-
Version 2.0
47890 downloads
This adds masturbation idles to futa characters only when they are aroused 80+. Preview 1: 80-90 Arousal Preview 2: 91-96 Arousal Preview 3: 97-100 Arousal Notes: This will not be getting DAR support! This effects only Females. OSL Aroused might work if you use the Sexlab version. It is highly recommended to be used with Aroused Sexy Idles - OAR ! Requirements: The New Gentleman Open Animation Replacer Sexlab Aroused Credits: Obama6968 - Aroused Sexy Idles - OAR - I used as a base for the conditions KadnUt - Masturbation Idle Animation for Futa and Male - They made all of this possible and designed the original mod Billy - Billyy's SLAL Animations - Animation Author. We all love him. -
Here's an odd one for you. Looking for a Japanese style bowing mod (not archery!) preferably a DAR or OAR mod for female. I have the game vanilla bow which will do at the worst. Looking for something a bit neater. FOUND! And this mod: Daejanggeum has an animation that's exactly right. Thanks to Shadowman2777 (and travelmedic for suggesting him).
-
Deviously simple yet genius idea, Can someone please create an OAR mod that: 1. Makes the female pc use an uncomfortable walk animation like wade in water (but on land) when equipped with a plug 2. respects the high heel adjustments in height and just looks correct 3. Only affects the lower body and does not override upper body animations. This would be greatly appreciated, I will probably try and do this my self at some point but I have not created any skyrims mods before. Seems simple enough
-
- dd
- devious devices
-
(and 3 more)
Tagged with:
-
-
4
-
- s.m.c
- devious device
-
(and 3 more)
Tagged with:
-
-
3
-
- dynamic sprint
- devious device
-
(and 3 more)
Tagged with:
-
Version 1.0.0
775 downloads
Description of Original Mod, Gunslicers Sword Animations, had specific conditions that had to be met for the animations to work. Those were Sword, isfemale Or Sword, isfemale, and sneaking. Description of Modification, Now the conditions are changed, One Handed Weapon Right Hand, IsFemale Or One Handed Weapon Right Hand, IsFemale, and Sneaking Installation Procedure, Begin by installing the original mod, https://www.patreon.com/posts/one-handed-74623008 Now install the modified file over the top of original mod prefer by installing directly into its virtual folders if using Mod Manager, Can just install it normally below the original mod if you prefer Or install manually if not using Mod Manager by installing after the original mod Very easy installation -
Version 1.0.0
551 downloads
Description of Original Mod, The original file only applied its animations to the female when specific conditions were met, Left Hand Shield And Right Hand Sword, Description of Modification, With the expanded conditions provided here, Female character will use the Gunslicer Animations under following conditions, Left Hand Shield And Right Hand One Handed Weapon (swords, mace, axe, dagger...) Not included, No handling of Staves or One handed Right Hand spells Installation Procedure, Download Gunslicer Sword and Shield Animations here, https://www.patreon.com/posts/sword-and-shield-71869014 Install them, Then either install my modification as a normal mod placing it after/below original, OR Just install my conditions list directly over the original into its virtual folder in your Mod Manager and allow overwriting to happen. Description of visual expectation, During movement with sheild and weapon, the shield will be in a raised position rather than relaxed, and there will be hip swaying during the animations of movement. -
Version 1.0.0
2667 downloads
English is not my first language! All text was translated with the help of DeepL. I would be grateful for your understanding. About This is a small mod written to provide compatibility between “SoulGem Oven 4: Integration Fork” and “P.A.I.A (Pregnancy and Inflation animations)”. In short, it adds a new condition to run the P.A.I.A animation in Open Animation Replacer and based on the SGO4 data it provides the necessary conditions to do so. Only works with the main female character! PS: I'm just trying my hand at modding. This is my first mod that I decided to practice on. I hope I did it well enough. If you encounter any problems, be sure to post them! Requirements SoulGem Oven 4: Integration Fork and all its requirements. P.A.I.A (Pregnancy and Inflation animations) and all its requirements. Open Animation Replacer (included in the P.A.I.A requirements as an option). I know that P.A.I.A can work with OAR and DAR, but I made only OAR support. Keep this in mind when you install this mod! (If someone asks me, I can try to work with DAR too, but no promises). Installation Just drop the contents of the archive into your game folder. It's better to use MO or its alternative. Configuration In the configs folder you can find the file SerM_SGO4_PAIA_Integration.json. By opening it you can configure the following values with which my mod works: CheckDelay - the time (in seconds) after which the mod checks the necessary conditions to enable the animation. (Default: 10.0) DebugMode - you can enter 1 or 0. 1: enables debug mode, 0: disables. When debug is enabled, you will receive debug messages in the console. (Default: 0) RequireGemsForInflationStatus - how full the character's belly must be for the animation trigger condition to work. 0 is empty, 1 is the maximum. (Default: 0.5) Be careful when editing the json file. Change only numeric values, otherwise you may break the mod. ------------------------------------------------------------ Many thanks to DarkBlade13 for your support in my endeavors!-
12
-
- soulgem oven
- p.a.i.a
-
(and 2 more)
Tagged with:
-
Version 1.3.1
37463 downloads
Description Hey guys, I just decided to share some OAR folders that I did for myself some time ago. What it does Files are using Open Animation Replacer (I assume you must know this mod by now) to play random animations when some specifics conditions are met. You can pick between : - Egg Factory - Estrus Chaurus PS : You must activate the option "Alternate Animation" in Egg Factory for animations to play with it. Added by request : - Fertility Mode v3 Fixes and Tweaks (not sure how to make this work on the original, since there is no animation linked to it neither keywords or effects) - Beeing Female - Hentai Pregnancy - SoulGem Oven 4: Integration Fork For original mod author Since the original author of the animations (Gunslicer) has his DM blocked on LL, I couldn't ask him his permission to repost its animations. If he doesn't allow it I'll remove this page without question asked. Credits Open Animation Replacer by Ershin Gunslicer for the animations used in this mod Beeing Female by Ausbecher or milzschnitte (not sure of the original author) for one animation-
80
-
- animation
- animations
-
(and 3 more)
Tagged with:
-
Version 1.0.0
2533 downloads
I am so fucking done with trying to find a magic animation replacer that fixes this fucking problem that has turned me off of playing a mage ever since 2011!! Time to make it stop TODAY! Contents, The file only contains modified folders and modified conditionals. You Require the following file to make use of this, Gunslicers "Sword and Destruction" animation files, https://www.patreon.com/posts/sword-and-75836766 OAR, https://www.nexusmods.com/skyrimspecialedition/mods/92109 also works with DAR if you prefer MOD DOES, TLDR version. Left Hand vanilla magic school and Right Hand One Handed Weapon PLUS Left Hand Vanilla Magic School and Right Hand Vanilla Magic School. NOTE ALSO, ISFEMALE of original mod still applies. Meaning all characters that your game identifies as female are effected. Changes to the _conditions.txt mean that the player will see Gunslicers Destruction and Sword animations the majority of the time a female caster is present. Detailed to the specifics what modification actually does, Makes use of Gunslicers Destruction Magic and Sword Animations a set of very sexy animations for swordspell characters. Expect hip swaying while moving. "Updated Note Take Notice" Does not handle have a wide variety of non-combat idles, there is another mod link listed below for that, Does not handle weapons in Left Hand. Does not handle Staff combinations, probably could write a condition for them later. Does not handle Shield. it had not occurred to me that I would have to specifically ever address such thinking in the comments section because natively the vanilla game does not function really well with lefties. Too understand what my modifications to Gunslicers Destruction Sword Animation mod does lets stop and think about specifically what the original mod did. Left Hand Destruction Magic and Right Hand Sword animations. -Specifically LEFT HAND DESTRUCTION ONLY combined specifically RIGHT HAND SWORD ONLY. So under this specific circumstance and ONLY this specific combination does the player enjoy Gunslicer Destruction with Sword animations. Now let me explain what this modification does, Left Hand any Vanilla Magic School and Right Hand One-Handed Vanilla Weapon (plus I added a condition that might handle unknown 1 handed weapon in right hand). example 1 of original, you put a mace into your right hand instead of sword now you have vanilla animation. example 2 of original, you change to alteration magic from destruction in your LEFT Hand, now you have vanilla animation. example of what happens now, you change to mace in Right Hand, you continue using Gunslicer Destruction Sword magic animations. example of what happens now, you change LEFT hand Destruction to any other school of magic you keep using Gunslicer Destruction Sword Magic Animation. example of what happens now, you change Left Hand Destruction to any other magic school and Right Hand Sword to any other vanilla One Handed Weapon, you continue using Gunslicer Destruction Magic Animation. AND, My Mod also does, add condition for Left Hand any magic vanilla school and Right Hand any vanilla magic school. example of original Gunslicer mod, you equip a Left Hand any vanilla magic school and Right Hand any vanilla magic school, tada original mod does not cover such combination so you are now using vanilla animation files. Installation procedure, 1) Install Original Mod normally with mod manager 2) Install my modification directly over the original mod (preferably directly into the virtual folder containing the original mod) or you would place mine directly under it in Mod Organizers Left Hand window pane. 3) Find, Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\800004 4) Original mods "animations" are located there, copy those animations being careful not to include a copy of _conditions.txt in your copy action. 5) Paste animations to 800005-800010 folders. 6) IF by accident you overwrote the new "_conditions.txt" with the original "_conditions.txt" you have to start over. Very easy to install actually. For Staves install this mod, Smooth Staff Animations, https://www.nexusmods.com/skyrimspecialedition/mods/54883 For a lot of sexy idles use, https://www.nexusmods.com/skyrimspecialedition/mods/89069 Works on the following editions of Skyrim Legendary Edition Special Edition Afternoon Edition And all editions that have a functioning DAR or OAR mod available for them. Happy Magic Slinging everyone! Edited my sloppy explanation. -
As the title says isn't posible to make wipping animations from zaz 8 or different mods like submisive lola, SD+, Prison overhaul, and the likes with Open Animation Replacer or SPID?? that only the whip have the usual combat attack for whipping and be compatible with any animation combat mod like Ultimate combat, MCO, or any new combat mod that changes attack behaviors, or a mod already made for that that is so obscure that even me haven't hear of it, because as you already should know you cant have combat mods witout ruining the whipping animations from those mods.
-
- whipping
- submissive lola
-
(and 7 more)
Tagged with:
-
is fnis safe to run alongside oar? do i need to constantly update fnis whenever i add oar animations?