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  • Hello I'm searching for someone to give me the Glow color mod for the daedric armor because the mod was removed from Nexus pleas
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  • How to Treat CTDs (and some other stuff) in Skyrim LE
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  • Part 1 OC turned into cow kinky Skyrim mod adventure ​​​​​​​?
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  1. A Stingwing appeared and you was stung, better go to Diamond City and see Doctor Sun. Hurry up and make an appointment, because what you got can't be treated with ointment.
  2. SlaveTats Magic Manager(STMM) View File SlaveTats Magic Manager(STMM) After more than 3 years, I will update this old mod to try to help all SlaveTats users who have the super slow MCM problem in Special Edition. I know someone posted a modified version of SlaveTats with a cache implementation, but don't worry, STMM implements the same feature but in another way. Also, I have a way to manage the color of SlaveTats tattoos, but that's not all. Now STMM can change the Color, Glow, Gloss and Alpha Chanel of each tattoo. But the color is very delicated. I know very well that, when changing a color in a tattoo, many times it is also necessary to change it in another tattoo and it has to be EXACT, really and exactly the same Color, Glow, Gloss and Alpha because if the colors are not exactly the same does not look good. STMM can copy the Color+Glow+Gloss+Alpha of a tattoo and paste it on any other tattoo. Many times the color selection based on 16 colors is not enough and we want to use a specific color, but that is not possible using only 16 colors. The only solution is to use RaceMenu, but every time we change a tattoo with SlaveTats we lose our colors. STMM solves that problem in a very specific way. Each time a SlaveTats tattoo is modified ussing RaceMenu STMM copies the exact values specified in RaceMenu into the internal SlaveTats data. Now, when SlaveTats change a tattoo, it will use exactly the Color, Glow, Gloss and Alpha specified in RaceMenu for that tattoo. And, of course, you can use the copy and paste function to transfer that exact color to another tattoo. I think a good detailed description is the best we can have, but I know there are many people who don't want to read and prefer to watch a video. I have prepared some so you can see what STMM can do. 1 - Add tattoos ussing keys while you are in 3rd camera having full control to move, rotate and zoom. TESV STMM Add Tats.mp4 2 - Change the Color, Glow, Gloss and Alpha and see the result in real time while you are in 3rd camera but whitout control. TESV STMM Change Colors.mp4 3 - Change the Color, Glow, Gloss and Alpha ussing RaceMenu and see how SlaveTats respect it. TESV STMM RaceMenu Colors.mp4 4 - Paint any NPC ussing spells = Add as many tattoos that you want to any NPC in one second. TESV STMM Paint Npcs.mp4 OLD DESCRIPTION Features: Store unlimited diferent configurations of tattoos applied to Player or NPC's Support SlaveTats Tattoos and RaceMenu Overlay's Apply any stored configuration to Player or NPC with a spell Including SlaveTats Tattoos and RaceMenu Overlay's Steal tattoos applied to NPC and appy to Player for modify, store and reapply Show stored configuration sequentially pressing keys ( next and back ) Show all tattoos of a section sequentially pressing keys( next and back ) Mark tattoos as Remembered for apply latter Apply tattoos to Player Body directly (Whitout pass by Remembered) Show all remembered tatoos sequentially pressing keys( next and back ) Apply tattoos to Player Body directly Delete stored configuration Clear NPC Scan NPC in cell whit tatoos and edit NPC in Racemenu Show the path of all diferent tatoos in use by Player and NPC Export all the configurations to file Import all the configurations from file Requeriments: SlaveTats (Of course) UIExtensions (for the special menus) Usage: In the first run the mod must add 3 Voice Command and 4 Spells in Alteration. All start by STMM. If you not have the spells and voices (bad start) you can try use the Menu Key assigned by default to number 5 (over the letters keys, not in numeric pad) and use the option ADD SPELLS. If the Menu Key not work (very bad start) you can try in the MCM Console. The mod include a console called SlaveTats Magic Manager for change the key assignements. Put others keys that you want and try. If you not have the MCM console (very very bad start) try save your game and reload it. If the MCM console not appear try open the GAME console and write setstage SKI_ConfigManagerInstance 1 wait 30 seconds and go to MCM. If you not have the spells, the Menu Key not work and not appear the MCM Console un-install the mod and report in the forum. If all work, open the Menu and select the first option: Store Tattoo Configuration You must write a name for save configuration, type that you want and press enter. In the upper left corner must appear a message like STMM Stored in Master Data. The same message is writen in the GAME console. Near ALL the notifications are writen to the GAME console for history and verification. Open the Menu again and select the second option: Show and Load Configuration You must have a line with the name that type in the first step followed by ST:X RM:X The X represent the number of tattos stored (ST for slavetats, RM for racemenu) You can have 0 in ST OR in RM, but if you have 0 in ST AND 0 in RM, something bad as append or your player body not have any tats. Put some tats and try again. If you have any number in ST or RM click in the line. Your Player Body must be cleared (removing all tats) and must be painted with the stored info. If not work report in forum. Look carrefull if the tats are exacly the same in the same position and with the same COLOR. If you not are sure, not save your game. Load it and try again. If all work, save your game. Load your savegame, open the Menu and select the second option: Show and Load Configuration If you NOT see the line with the saved configuration, you can have a problem with JContainers. If you see the line click over it for apply the configuration and verify that THE MOD IS WORKING. After that, you can make another store of the tats of your player with other name. The names for the stored configuration MUST BE DIFERENT. I not permit overwrite it for name. Or can equip the spell Steal Tattoos from NPC and store yours diferents configurations of each NPC. Or can paint some NPC with diferent configurations. Or can see a SlaveTats section over your body pressing the keys back and next (by default 8 and 9). If you see a good tat you can mark it with the equiped voice comand. You can see other section and mark others tats and finaly you can see the remembered colection for make a new configuration over your player body. If you like it, open the menu and store it. I wait yours comments and problems, of course. But i think the mod is usefull and FUN. EDIT: I not make color management. I respect the colors and glow of the tats but you must use SlaveTats and Racemenu for change the color of the tats. Remember store your new color configuration. You can have diferents configurations with the same tats and diferent colors and glows. Submitter GenioMaestro Submitted 09/21/2016 Category Sexual Content Requires SlaveTats, UIExtensions Special Edition Compatible Yes  
  3. SlaveTats + RaceMenu Overlays | Anuketh Pack #4 - LE / SE View File Another one! Compatible for both CBBE and UNP / Skyrim Legendary Edition and Skyrim Special Edition. * There are 5 categories under the "Body" tab: Anuketh General, Anuketh CBBE v4 / CBBE v4.1 and Anuketh UNP v4 / UNP v4.1. This will help you find the tattoos that match your body type. This pack includes 93 tattoos: Bodice of Ice (UNP/CBBE), Bodice of Fire (UNP/CBBE), Dragon, Dragon Alt, Forbidden, Mermaid, Pistol Left, Pistol Right, Roses, Leg Roses (Left), Leg Roses (Right), UnderBoob (UNP/CBBE), Bird (UNP), Bird (CBBE), Tree (UNP), Tree (CBBE), Death (UNP), Death (CBBE), Oni (UNP), Oni (CBBE), Tribunal (UNP), Tribunal (CBBE), Wings 2, Wings 1, Runic Arms, Runic Tattoo, Runic Half Circle (UNP), Runic Half Circle (CBBE), Runes (Left), Runes (Right), Flower Left (UNP), Flower Right (UNP), Flower Left (CBBE), Flower Right (CBBE), Tribal Tights Left (UNP), Tribal Tights Right (UNP), Tribal Tights Left (CBBE), Tribal Tights Right (CBBE), Tribal Left (UNP), Tribal Right (UNP), Tribal Left (CBBE), Tribal Right (CBBE), Spider Left (UNP), Spider Right (UNP), Spider Left (CBBE), Spider Right (CBBE), Decoration (UNP), Decoration (CBBE), Tribal Set 6 Left (UNP), Tribal Set 6 Right (UNP), Tribal Set 6 Left (CBBE), Tribal Set 6 Right (CBBE), Tribal Set 5 (UNP), Tribal Set 5 (CBBE), Tribal Set 4 (UNP), Tribal Set 4 (CBBE), Tribal Set 3 (UNP), Tribal Set 3 (CBBE), Tribal Set 2 (UNP), Tribal Set 2 (CBBE), Tribal Set 1 (UNP), Tribal Set 1(CBBE), Lady Death (UNP), Lady Death (CBBE), Hidden Skull (UNP), Hidden Skull (CBBE), Oni Mask Broken Mask (UNP), Oni Mask Broken Back (CBBE), Skull of Corruption (UNP), Skull of Corruption (CBBE), Sword Front (UNP), Sword Front (CBBE), Samurai Back (UNP), Samurai Back (CBBE), Native Back (UNP), Native Back (CBBE), Howling Buttocks (UNP), Howling Buttocks (CBBE), Death Castle L (UNP), Death Castle R (UNP), Death Castle L (CBBE), Death Castle R (CBBE), Stab L (UNP), Stab R (UNP), Stab L (CBBE), Stab R (CBBE), Original Sin L (UNP), Original Sin R (UNP), Original Sin L (CBBE), Original Sin R (CBBE). ██ First version (v1.0) | (05.20.2021) Release ██ Second version (v1.1) | (08.21.2021) ██ Third version (v1.2) | (08.23.2021) ██ Fourth version (v1.3) | (08.26.2021) ██ Fifth version (v1.4) | (09.14.2021) Final Version RACEMENU TATTOO OVERLAYS ALREADY ADDED! Check out my other SlaveTats Packs: Anuketh SlaveTats Pack #1 | Anuketh SlaveTats Pack #2 | Anuketh SlaveTats Pack #3 | Anuketh SlaveTats Mini Packs Social Links Discord | YouTube | Instagram | Ko-Fi | Patreon This mod is NOT standalone. That means it requires other resources in order to work. Legendary Edition users must install first: SKSE for Legendary Edition. SkyUI. JContainers. RaceMenu (or NetImmerse Override). SlaveTats for LE. Special Edition users must install first: SKSE for Special Edition. SkyUI. JContainers. RaceMenu. SlaveTats for SE. Installation (extracted from SlaveTats page): 1. Make sure you have the requirements. 2. Download SlaveTats and extract it into the Skyrim Data folder. 3. Download this mod and extract it into the Skyrim Data folder. 3. Start Skyrim. You'll have a SlaveTats menu under the SkyUI's MCM. 4. On the Setup tab, select the character you want to apply a tattoo and then click Add/remove tattoos (so the mod will register my tattoo pack). 5. On the Body/Face tabs, select a Section and then a specific Pattern of your liking. 6. Pick color, glow and gloss if you like, or leave them with their defaults colors. 7. Exit the MCM and your tattoos will appear in a moment. SlaveTats - murfk Brushes - Obsidian Dawn More Brushes - Brusheezy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you have a specific request, send me a PM. Submitter Anuketh Submitted 05/20/2021 Category Models & Textures Requires SKSE, SKYUI, JCONTAINERS, RACEMENU, SLAVETATS Special Edition Compatible Yes  
  4. Cortana Overlays View File Got the idea to make Rektas' Cortana Mod into a working RaceMenu overlay. Just install with your favorite mod manager. Both CBBE and BHUNP are supported. BHUNP users should read included "nail fix" carefully. Do not reupload my content under any circumstance. If you want to use any of my content for your own mods, don't be shy to send me a message! 😉 Credits: Rektas for the Cortana Armor PockyPunk for the "Neif" preset TheFaceSculptor for the "Kak'Thu Nyr" preset Submitter Schnoz Submitted 08/24/2021 Category Adult Mods Requires RaceMenu Regular Edition Compatible No  
  5. Version 1.5

    4,005 downloads

    Another one! Compatible for both CBBE and UNP / Skyrim Legendary Edition and Skyrim Special Edition. * There are 5 categories under the "Body" tab: Anuketh General, Anuketh CBBE v4 / CBBE v4.1 and Anuketh UNP v4 / UNP v4.1. This will help you find the tattoos that match your body type. This pack includes 93 tattoos: Bodice of Ice (UNP/CBBE), Bodice of Fire (UNP/CBBE), Dragon, Dragon Alt, Forbidden, Mermaid, Pistol Left, Pistol Right, Roses, Leg Roses (Left), Leg Roses (Right), UnderBoob (UNP/CBBE), Bird (UNP), Bird (CBBE), Tree (UNP), Tree (CBBE), Death (UNP), Death (CBBE), Oni (UNP), Oni (CBBE), Tribunal (UNP), Tribunal (CBBE), Wings 2, Wings 1, Runic Arms, Runic Tattoo, Runic Half Circle (UNP), Runic Half Circle (CBBE), Runes (Left), Runes (Right), Flower Left (UNP), Flower Right (UNP), Flower Left (CBBE), Flower Right (CBBE), Tribal Tights Left (UNP), Tribal Tights Right (UNP), Tribal Tights Left (CBBE), Tribal Tights Right (CBBE), Tribal Left (UNP), Tribal Right (UNP), Tribal Left (CBBE), Tribal Right (CBBE), Spider Left (UNP), Spider Right (UNP), Spider Left (CBBE), Spider Right (CBBE), Decoration (UNP), Decoration (CBBE), Tribal Set 6 Left (UNP), Tribal Set 6 Right (UNP), Tribal Set 6 Left (CBBE), Tribal Set 6 Right (CBBE), Tribal Set 5 (UNP), Tribal Set 5 (CBBE), Tribal Set 4 (UNP), Tribal Set 4 (CBBE), Tribal Set 3 (UNP), Tribal Set 3 (CBBE), Tribal Set 2 (UNP), Tribal Set 2 (CBBE), Tribal Set 1 (UNP), Tribal Set 1(CBBE), Lady Death (UNP), Lady Death (CBBE), Hidden Skull (UNP), Hidden Skull (CBBE), Oni Mask Broken Mask (UNP), Oni Mask Broken Back (CBBE), Skull of Corruption (UNP), Skull of Corruption (CBBE), Sword Front (UNP), Sword Front (CBBE), Samurai Back (UNP), Samurai Back (CBBE), Native Back (UNP), Native Back (CBBE), Howling Buttocks (UNP), Howling Buttocks (CBBE), Death Castle L (UNP), Death Castle R (UNP), Death Castle L (CBBE), Death Castle R (CBBE), Stab L (UNP), Stab R (UNP), Stab L (CBBE), Stab R (CBBE), Original Sin L (UNP), Original Sin R (UNP), Original Sin L (CBBE), Original Sin R (CBBE). ██ First version (v1.0) | (05.20.2021) Release ██ Second version (v1.1) | (08.21.2021) ██ Third version (v1.2) | (08.23.2021) ██ Fourth version (v1.3) | (08.26.2021) ██ Fifth version (v1.4) | (09.14.2021) Final Version RACEMENU TATTOO OVERLAYS ALREADY ADDED! Check out my other SlaveTats Packs: Anuketh SlaveTats Pack #1 | Anuketh SlaveTats Pack #2 | Anuketh SlaveTats Pack #3 | Anuketh SlaveTats Mini Packs Social Links Discord | YouTube | Instagram | Ko-Fi | Patreon This mod is NOT standalone. That means it requires other resources in order to work. Legendary Edition users must install first: SKSE for Legendary Edition. SkyUI. JContainers. RaceMenu (or NetImmerse Override). SlaveTats for LE. Special Edition users must install first: SKSE for Special Edition. SkyUI. JContainers. RaceMenu. SlaveTats for SE. Installation (extracted from SlaveTats page): 1. Make sure you have the requirements. 2. Download SlaveTats and extract it into the Skyrim Data folder. 3. Download this mod and extract it into the Skyrim Data folder. 3. Start Skyrim. You'll have a SlaveTats menu under the SkyUI's MCM. 4. On the Setup tab, select the character you want to apply a tattoo and then click Add/remove tattoos (so the mod will register my tattoo pack). 5. On the Body/Face tabs, select a Section and then a specific Pattern of your liking. 6. Pick color, glow and gloss if you like, or leave them with their defaults colors. 7. Exit the MCM and your tattoos will appear in a moment. SlaveTats - murfk Brushes - Obsidian Dawn More Brushes - Brusheezy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you have a specific request, send me a PM.
  6. Simdulgence_p_recolor.package View File Simdulgence_p_recolor.package by masturbadorsenior Simdulgence_p_recolor.package Submitter masturbadorsenior Submitted 09/16/2021 Category Body Parts Requires  
  7. Version 1.0.0

    2,107 downloads

    Simdulgence_p_recolor.package by masturbadorsenior Simdulgence_p_recolor.package
  8. Version 1.0.0

    1,023 downloads

    Hello. I've made this for myself some time ago and decided to share it with you guys. As always i prefer something more natural looking. Its kinda milf/mature skin with some wrinkles, birthmarks, and even cellulite. And let me know if you'd like to see more skin overlays. It would be a great feedback. Also be sure to check my realistic sims collection: TD18 Lovely Sims Collection And here's my patreon just incase: Patreon
  9. TD18 ESTELLA Skin Overlay View File Hello. I've made this for myself some time ago and decided to share it with you guys. As always i prefer something more natural looking. Its kinda milf/mature skin with some wrinkles, birthmarks, and even cellulite. And let me know if you'd like to see more skin overlays. It would be a great feedback. Also here's my patreon with some few things if you'd like to support me: Patreon Submitter TheDalbak18 Submitted 09/12/2021 Category Other Requires  
  10. Active Overlays View File Upgrading to v0.3 requires a clean save. Description: This mod uses scripts to actively change racemenu overlay colors based on conditions and colors set in the MCM. Currently only supports the player character. There are two main conditions, driver and pulse. The driver of a slot indicates what is being looked at and scripts calculate the appropriate color based on the driver and color limits set in the MCM. The pulse of a slot indicates a condition that triggers the pulse color to be applied and then fade the slot back to its calculated current color once that condition is no longer met. The mod comes with several baked in setting for each, as well as the recently added method for plugins to add more. Each area has its own page, body, hands, feet, and face. On each page you can select which slot number you are defining. For the slot to be fully defined you'll need to select a few options. First you'll need to tick the enable slot button. Then you need to select your pulse and drive conditions, details about the options are below. Next you define the driver minimum and maximum. These two numbers define the lower and upper limits for the calculation of the current color. For example if the driver is set to Destruction and your minimum is 25, maximum 75 and current skill level is 50 then the color of the slot, both tint and glow, will be set to half way between the min and max colors. If the skill level is at or below 25 then the slot color is set to the minimum, if the skill level is at or above 75 then the slot color is set to the maximum. Finally you need to set the minimum and maximum colors. For each condition, minimum, maximum, and pulse, you'll need to define the tint color and alpha level and the glow color and alpha level. The default colors are black and alpha 0.0, which will leave the slot hidden. In order to have a color show up the alpha will need to be greater than 0. The colors can be defined in three ways, you can select the color from the color menu, you can define the colors in racemenu and use the collect slot colors button (this will pull the tint color and alpha as well as the glow color and alpha currently set for the slot), or, with excessive color mode on, you can define the RGB for each color with the sliders. Warning: there is currently no restore previous color button so if you turn off the mod after colors have been changed they will remain at their current colors, you'll have to redo any overlay colors via racemenu at that point. Also, this being my first attempt at scripting, use at your own risk. Updating: This new version requires a clean save as well as some editing to avoid any known issues. I recommend the save settings function in the utilities page before updating. 1 - Turn the mod off in the MCM and wait a couple minutes then make a new save. 2 - Exit the game, uninstall active overlays. 3 - Load the game with the save you just made, then create a new save, then exit the game. 4 - Open the latest save with a save cleaner, search for scripts and script instances starting with "zao" and delete all that come up. Save and exit. 5 - Install the latest version of active overlays. 6 - Open the game and load your cleaned save. Details: MCM general options: Enable mod: does what it says, if this is off then nothing happens. Turn off this option and exit the MCM to remove all spells before uninstalling. Pulse options: these options create the list of pulse options that show up for each slot. Default includes No Pulse, OnLevelUp, OnSkillUp, OnCombat, OnHit, OnSpell, OnContinuous. The animated pulse options are experimental and include OnAnimCastLH, OnAnimCastRH, OnAnimLoopPulse, OnAnimLoopDriver. The external option will add pulse options from other plugins if any are available. More details below. Driver options: these options create the list of driver options that show up for each slot. Default includes Character Level, damageresist, magicresist, game time increasing, game time decreasing. Skills includes all 18 base game skills. Stats includes health, magicka, stamina. External drivers will add driver options from other plugins if any are available. More details below. Pulse options: These are global settings that affect all slots that have relevant pulse options selected. "Fade combat pulse on hit": all slots set to OnCombat will drop to the current color then fade back to the pulse color when hit, uses the same timing as OnHit. the "current" color refers to the slot color calculated based on the slot's driver. "Reduce glow intensity when sneaking": this option will change the glow alpha value of all slots by the multiplier on entering sneak mode and return them to normal on exiting sneak mode. "Hit Pulse duration": the duration that the pulse color lasts before fading for all hit events. if the fade combat pulse option is selected this timer is also used for the current color duration. "Pulse duration": the duration that the pulse color lasts before fading for any momentary (usually event driven) pulse options, eg. OnSkillUp. "Hit Fade duration": approximate time it takes for fading between pulse and current colors for on hit events. The way the script works this is the target time but could take longer depending on script load. This is also used to fade back to the pulse color for the fade on combat option above. "Fade duration": the approximate time it takes for fading between pulse and current colors for most other pulse events. "Spell Fade duration": the approximate time it takes for fading between pulse and current colors for spell pulse options. Here because some spell animations are longer or shorter than others. "OnContinuous Fade duration": the approximate time for a fade cycle for OnContinuous pulse option. Due to this one being a continuous cycle the fade timer is separate to allow for longer full cycles. "Sneak glow multiplier": if the "Reduce glow intensity when sneaking" option is active, this number is multiplied with the glow alpha to reduce the intensity when sneaking. "Time for complete anim chase cycle": the approximate time it takes for a complete animation cycle. Pulse details: "OnLevelUp" The slots that pulse on level up are triggered by the level up event, which triggers after the level up menu is exited. "OnSkillUp"  The slots that pulse on skill level up will trigger any time the skill level up event fires and the slot is driven by the skill that leveled up. "OnCombat"  The slots that pulse on combat will set color to pulse when weapons / spells are readied, or if the player enters combat. "OnHit"  The slots that pulse on hit will apply the pulse color and fade back each time an onhit event fires. the script is set up to handle multiple rapid consecutive hits. - "OnSpell"  The slots that pulse on spell cast will fade up and remain at the pulse color while the spell is held then fade back once the spell is cast or otherwise is no longer held. the script also accounts for ritual spells by using a different fade time. - Left hand only: restricts the pulse to only trigger if the spell is cast from the left hand. - Right hand only: restricts the pulse to only trigger if the spell is cast from the right hand. - Skill driver magic school: restricts the pulse to only trigger if the slot's driver is a magic school skill and the spell cast is from that school. "OnContinuous"  Slots that use this pulse continuously fade between the pulse and current colors. the fade is continuously updating so the color adjusts as the current color gets updated by the driver. "OnAnimCastLH" & "OnAnimCastRh"  Left hand an right hand versions of animated on spell. This pulse requires 1 body slot and 1 hand slot. If you forget to set up both the script will select an available slot and set it up for you. Each version, as indicated in the name, only triggers when a spell is cast by the corresponding hand. The animation will overwrite the textures in the slots used and drivers are disabled. Allows for external texture sets / animations to be used. Please keep in mind that these animated pulse options are very experimental and may cause issues such as getting stuck or other odd behavior. "OnAnimLoopPulse" & "OnAnimLoopDriver"  Plays a looping animation which can be selected and allows for external texture sets / animations. Allows for multiple slots to be picked, creating a trailing effect. The pulse version disables drivers and only uses the pulse color(s). The driver version continuously updates the color(s) based on the driver selected. Each slot using these will have their textures overwritten. As with the spell animation, this is very experimental and can get stuck or out of sync. If something breaks it is recommended to go into the MCM and exit, or save and re-load, as this will force the mod to reload all spell effects. Also please note that all anim types included in the base mod are based on UNP / default male body, other body types might experience issues. If you have SexLab / SLSO: "OnOrgasm": Triggers a pulse event when the orgasm event is sent. The code can handle restarting if multiple events are sent by SLSO in rapid succession. "OnSex": Fades up to pulse colors at the start of the scene and fades down at the end. Driver details: All drivers have 2 common options, hide below minimum and hide above maximum. These do as you'd expect, if a slot's driver is below the selected minimum or above the selected maximum, respectively, then the alpha for tint and glow for that slot are set to 0.0 until the driver comes back in range. "Character Level": uses the character level number and the minimum and maximum limits set in the MCM to calculate the current color based on the defined min and max colors. "damageresist" and "magicresist": uses the armor level and magic resist value, respectively, as the driver value. "game time increasing" or "game time decreasing": increases or decreases the driver value for the slot based on the selected time interval in game hours by the selected increment value. the script polls every game hour and checks against each slot's selected interval before updating. allows for direct setting of the driver in case you want to start somewhere other than zero. - "Add to counter when hit": if selected each time the character is hit the driver counter is increased by 1. the script attempts to filter out the multi hit issue from enchanted weapons. - "Time interval for slot": the time interval in game hours between updates. - "Amount to add or remove per interval": as stated, the amount by which the driver value is adjusted on update. - "Set driver value directly": does what it says. Skills: uses the value of the skill selected as the driver and calculates the color based on the min and max settings selected. health, magicka, stamina: uses the value of the selected stat as the driver, continuously updates rapidly when below 100% and when levels are changing.  - "only active in combat": hides the slot when not in combat. - "only active out of combat": hides the slot while in combat. - "use percentage not magnitude": uses the stat percentage instead of the full magnitude. also reduces and limits the maximum possible driver max to 100. If you have SexLab / Aroused: "Arousal": Driver tracks arousal and updates slots accordingly. Driver maximums above 100 won't be reached. "SL partner": Driver tracks sex partners that are human, creature, or the difference between those. These stats are tracked internally or can be pulled straight from SexLab. "Enjoyment": Driver tracks enjoyment variable during sex scenes, hides the slot once the scene ends. From what I can tell the variable doesn't go above 120 but I'm not sure. "SL stats": Tracks the 3 default SexLab stats directly from SexLab on the scene ending event. External pulse and drivers: This version now allows for plugins to use this MCM to offer pulse and driver options not hard coded into the base mod. To facilitate this, and because of how hard a time I had compiling things with frostfall scripts, I've separated the frostfall exposure driver into its own plugin. I've also included an example plugin, zao moon and star, that shows how to use the system. This plugin offers two drivers and one pulse option. "OnFullMoon": Fades up to and maintains pulse color at the first day of the full moons and fades back down to current once the moon phase changes. This script uses the method of calculating the moon phase described in the creation kit wiki so if something in your LO plays with the length or start of moon phases then this might de-sync. "day time" / "night time": Both drivers monitor the time of day and increase the driver value as time passes through the day / night. The cut is 6am/pm. For example the night time driver starts at 0 at 6pm and increases to 600 at midnight, then decreases back to 0 at 6am, remaining there until the next 6pm. Info for merging plugins: If you decide to merge plugins for this mod you will also need to change the json files for each plugin merged. First you need to change the "modname" variable of each file to point to the name of the merge plugin. Then you also need to update the form information for all spells in each plugin's json file. I haven't tried converting to ESL yet so I'm not certain how easy that is to do here, but as long as the json file correctly points to the spells added then it should work, in theory. For modders: For adding animation sets: Requirements: SkyUI RaceMenu PapyrusUtil FISS - technically optional I've also built in compatibility for some mods found on LL. Warning: Conflicts with any other mod that plays with overlay colors, like RaceMenu - Animated Overlays. This mod can be made to play nice with that one by leaving any slots controlled by Animated Overlays deactivated in this mod. The same goes for any other mods that adjust color or alpha of an overlay slot. Known Bugs: For some reason the color swatch doesn't always recognize certain values from the blue color component slider, but the slot color definition works anyway, no idea why this sometimes happens. There are certain occasions where the pulse function will miss a condition, such as pulling out and putting away a weapon several times too rapidly. To fix this simply cycle through weapon out / away giving a second pause after each action. If you are casting spells in rapid succession the script monitoring that may miss a trigger and you might end up holding a spell without the pulse active. To fix this put the spell away or finish casting, the script should catch the next iteration. Thanks to Hawk9969 and Monoman1 for their scripts and help, and AthenaESIV for beta testing. And I'm not sure who all else, I dug through so many scripts trying to figure out what I was doing. Submitter iamzip Submitted 08/14/2020 Category WIP / Beta Requires SkyUI, RaceMenu Special Edition Compatible Yes
  11. Version 1.0

    605 downloads

    Got the idea to make Rektas' Cortana Mod into a working RaceMenu overlay. Just install with your favorite mod manager. Both CBBE and BHUNP are supported. BHUNP users should read included "nail fix" carefully. Do not reupload my content under any circumstance. If you want to use any of my content for your own mods, don't be shy to send me a message! 😉 Credits: Rektas for the Cortana Armor PockyPunk for the "Neif" preset TheFaceSculptor for the "Kak'Thu Nyr" preset
  12. View File -Flawn's Argonian Overlays- For all of your two-tone lizard needs! (Make sure you enable face overlays in "SKSE\Plugins\nioverride.ini") ("SKSE\Plugins\skee64.ini" if you use SSE) Here are some neck and torso overlays you can apply to your argonians. (or anyone really, they're only overlays after all) These overlays were made with my other mod in mind, but they will work with other retextures just as well. Special thanks to Dark Shasion for making some of the base-work for this Submitter Flawn Submitted 03/15/2020 Category Other Requires Racemenu Special Edition Compatible Yes View File  
  13. https://pin.it/4yYCLm8 This the reference pic for the it, please
  14. I've checked the options, and made sure everything is as it should be, but i can't get the cum to show up on my character's body. What am i doing wrong?
  15. Anything like that out there? I know there is for Fallout 4 via random overlay framework which is promising.
  16. View File This is a collection of cane marks that can be applied using SlaveTats. Obviously SlaveTats is required. http://www.loverslab.com/files/file/619-slavetats/ I made them for the CBBE slim body. The breast marks might look weird on characters with huge tits. Credit to ZaZ. I got the texture from his pack. Submitter supremebeholder Submitted 05/18/2016 Category Models & Textures Requires SlaveTats Special Edition Compatible  
  17. Version 0.3

    1,583 downloads

    Upgrading to v0.3 requires a clean save. Description: This mod uses scripts to actively change racemenu overlay colors based on conditions and colors set in the MCM. Currently only supports the player character. There are two main conditions, driver and pulse. The driver of a slot indicates what is being looked at and scripts calculate the appropriate color based on the driver and color limits set in the MCM. The pulse of a slot indicates a condition that triggers the pulse color to be applied and then fade the slot back to its calculated current color once that condition is no longer met. The mod comes with several baked in setting for each, as well as the recently added method for plugins to add more. Each area has its own page, body, hands, feet, and face. On each page you can select which slot number you are defining. For the slot to be fully defined you'll need to select a few options. First you'll need to tick the enable slot button. Then you need to select your pulse and drive conditions, details about the options are below. Next you define the driver minimum and maximum. These two numbers define the lower and upper limits for the calculation of the current color. For example if the driver is set to Destruction and your minimum is 25, maximum 75 and current skill level is 50 then the color of the slot, both tint and glow, will be set to half way between the min and max colors. If the skill level is at or below 25 then the slot color is set to the minimum, if the skill level is at or above 75 then the slot color is set to the maximum. Finally you need to set the minimum and maximum colors. For each condition, minimum, maximum, and pulse, you'll need to define the tint color and alpha level and the glow color and alpha level. The default colors are black and alpha 0.0, which will leave the slot hidden. In order to have a color show up the alpha will need to be greater than 0. The colors can be defined in three ways, you can select the color from the color menu, you can define the colors in racemenu and use the collect slot colors button (this will pull the tint color and alpha as well as the glow color and alpha currently set for the slot), or, with excessive color mode on, you can define the RGB for each color with the sliders. Warning: there is currently no restore previous color button so if you turn off the mod after colors have been changed they will remain at their current colors, you'll have to redo any overlay colors via racemenu at that point. Also, this being my first attempt at scripting, use at your own risk. Updating: This new version requires a clean save as well as some editing to avoid any known issues. I recommend the save settings function in the utilities page before updating. 1 - Turn the mod off in the MCM and wait a couple minutes then make a new save. 2 - Exit the game, uninstall active overlays. 3 - Load the game with the save you just made, then create a new save, then exit the game. 4 - Open the latest save with a save cleaner, search for scripts and script instances starting with "zao" and delete all that come up. Save and exit. 5 - Install the latest version of active overlays. 6 - Open the game and load your cleaned save. Details: MCM general options: Enable mod: does what it says, if this is off then nothing happens. Turn off this option and exit the MCM to remove all spells before uninstalling. Pulse options: these options create the list of pulse options that show up for each slot. Default includes No Pulse, OnLevelUp, OnSkillUp, OnCombat, OnHit, OnSpell, OnContinuous. The animated pulse options are experimental and include OnAnimCastLH, OnAnimCastRH, OnAnimLoopPulse, OnAnimLoopDriver. The external option will add pulse options from other plugins if any are available. More details below. Driver options: these options create the list of driver options that show up for each slot. Default includes Character Level, damageresist, magicresist, game time increasing, game time decreasing. Skills includes all 18 base game skills. Stats includes health, magicka, stamina. External drivers will add driver options from other plugins if any are available. More details below. Pulse options: These are global settings that affect all slots that have relevant pulse options selected. "Fade combat pulse on hit": all slots set to OnCombat will drop to the current color then fade back to the pulse color when hit, uses the same timing as OnHit. the "current" color refers to the slot color calculated based on the slot's driver. "Reduce glow intensity when sneaking": this option will change the glow alpha value of all slots by the multiplier on entering sneak mode and return them to normal on exiting sneak mode. "Hit Pulse duration": the duration that the pulse color lasts before fading for all hit events. if the fade combat pulse option is selected this timer is also used for the current color duration. "Pulse duration": the duration that the pulse color lasts before fading for any momentary (usually event driven) pulse options, eg. OnSkillUp. "Hit Fade duration": approximate time it takes for fading between pulse and current colors for on hit events. The way the script works this is the target time but could take longer depending on script load. This is also used to fade back to the pulse color for the fade on combat option above. "Fade duration": the approximate time it takes for fading between pulse and current colors for most other pulse events. "Spell Fade duration": the approximate time it takes for fading between pulse and current colors for spell pulse options. Here because some spell animations are longer or shorter than others. "OnContinuous Fade duration": the approximate time for a fade cycle for OnContinuous pulse option. Due to this one being a continuous cycle the fade timer is separate to allow for longer full cycles. "Sneak glow multiplier": if the "Reduce glow intensity when sneaking" option is active, this number is multiplied with the glow alpha to reduce the intensity when sneaking. "Time for complete anim chase cycle": the approximate time it takes for a complete animation cycle. Pulse details: "OnLevelUp" The slots that pulse on level up are triggered by the level up event, which triggers after the level up menu is exited. "OnSkillUp"  The slots that pulse on skill level up will trigger any time the skill level up event fires and the slot is driven by the skill that leveled up. "OnCombat"  The slots that pulse on combat will set color to pulse when weapons / spells are readied, or if the player enters combat. "OnHit"  The slots that pulse on hit will apply the pulse color and fade back each time an onhit event fires. the script is set up to handle multiple rapid consecutive hits. - "OnSpell"  The slots that pulse on spell cast will fade up and remain at the pulse color while the spell is held then fade back once the spell is cast or otherwise is no longer held. the script also accounts for ritual spells by using a different fade time. - Left hand only: restricts the pulse to only trigger if the spell is cast from the left hand. - Right hand only: restricts the pulse to only trigger if the spell is cast from the right hand. - Skill driver magic school: restricts the pulse to only trigger if the slot's driver is a magic school skill and the spell cast is from that school. "OnContinuous"  Slots that use this pulse continuously fade between the pulse and current colors. the fade is continuously updating so the color adjusts as the current color gets updated by the driver. "OnAnimCastLH" & "OnAnimCastRh"  Left hand an right hand versions of animated on spell. This pulse requires 1 body slot and 1 hand slot. If you forget to set up both the script will select an available slot and set it up for you. Each version, as indicated in the name, only triggers when a spell is cast by the corresponding hand. The animation will overwrite the textures in the slots used and drivers are disabled. Allows for external texture sets / animations to be used. Please keep in mind that these animated pulse options are very experimental and may cause issues such as getting stuck or other odd behavior. "OnAnimLoopPulse" & "OnAnimLoopDriver"  Plays a looping animation which can be selected and allows for external texture sets / animations. Allows for multiple slots to be picked, creating a trailing effect. The pulse version disables drivers and only uses the pulse color(s). The driver version continuously updates the color(s) based on the driver selected. Each slot using these will have their textures overwritten. As with the spell animation, this is very experimental and can get stuck or out of sync. If something breaks it is recommended to go into the MCM and exit, or save and re-load, as this will force the mod to reload all spell effects. Also please note that all anim types included in the base mod are based on UNP / default male body, other body types might experience issues. If you have SexLab / SLSO: "OnOrgasm": Triggers a pulse event when the orgasm event is sent. The code can handle restarting if multiple events are sent by SLSO in rapid succession. "OnSex": Fades up to pulse colors at the start of the scene and fades down at the end. Driver details: All drivers have 2 common options, hide below minimum and hide above maximum. These do as you'd expect, if a slot's driver is below the selected minimum or above the selected maximum, respectively, then the alpha for tint and glow for that slot are set to 0.0 until the driver comes back in range. "Character Level": uses the character level number and the minimum and maximum limits set in the MCM to calculate the current color based on the defined min and max colors. "damageresist" and "magicresist": uses the armor level and magic resist value, respectively, as the driver value. "game time increasing" or "game time decreasing": increases or decreases the driver value for the slot based on the selected time interval in game hours by the selected increment value. the script polls every game hour and checks against each slot's selected interval before updating. allows for direct setting of the driver in case you want to start somewhere other than zero. - "Add to counter when hit": if selected each time the character is hit the driver counter is increased by 1. the script attempts to filter out the multi hit issue from enchanted weapons. - "Time interval for slot": the time interval in game hours between updates. - "Amount to add or remove per interval": as stated, the amount by which the driver value is adjusted on update. - "Set driver value directly": does what it says. Skills: uses the value of the skill selected as the driver and calculates the color based on the min and max settings selected. health, magicka, stamina: uses the value of the selected stat as the driver, continuously updates rapidly when below 100% and when levels are changing.  - "only active in combat": hides the slot when not in combat. - "only active out of combat": hides the slot while in combat. - "use percentage not magnitude": uses the stat percentage instead of the full magnitude. also reduces and limits the maximum possible driver max to 100. If you have SexLab / Aroused: "Arousal": Driver tracks arousal and updates slots accordingly. Driver maximums above 100 won't be reached. "SL partner": Driver tracks sex partners that are human, creature, or the difference between those. These stats are tracked internally or can be pulled straight from SexLab. "Enjoyment": Driver tracks enjoyment variable during sex scenes, hides the slot once the scene ends. From what I can tell the variable doesn't go above 120 but I'm not sure. "SL stats": Tracks the 3 default SexLab stats directly from SexLab on the scene ending event. External pulse and drivers: This version now allows for plugins to use this MCM to offer pulse and driver options not hard coded into the base mod. To facilitate this, and because of how hard a time I had compiling things with frostfall scripts, I've separated the frostfall exposure driver into its own plugin. I've also included an example plugin, zao moon and star, that shows how to use the system. This plugin offers two drivers and one pulse option. "OnFullMoon": Fades up to and maintains pulse color at the first day of the full moons and fades back down to current once the moon phase changes. This script uses the method of calculating the moon phase described in the creation kit wiki so if something in your LO plays with the length or start of moon phases then this might de-sync. "day time" / "night time": Both drivers monitor the time of day and increase the driver value as time passes through the day / night. The cut is 6am/pm. For example the night time driver starts at 0 at 6pm and increases to 600 at midnight, then decreases back to 0 at 6am, remaining there until the next 6pm. Info for merging plugins: If you decide to merge plugins for this mod you will also need to change the json files for each plugin merged. First you need to change the "modname" variable of each file to point to the name of the merge plugin. Then you also need to update the form information for all spells in each plugin's json file. I haven't tried converting to ESL yet so I'm not certain how easy that is to do here, but as long as the json file correctly points to the spells added then it should work, in theory. For modders: For adding animation sets: Requirements: SkyUI RaceMenu PapyrusUtil FISS - technically optional I've also built in compatibility for some mods found on LL. Warning: Conflicts with any other mod that plays with overlay colors, like RaceMenu - Animated Overlays. This mod can be made to play nice with that one by leaving any slots controlled by Animated Overlays deactivated in this mod. The same goes for any other mods that adjust color or alpha of an overlay slot. Known Bugs: For some reason the color swatch doesn't always recognize certain values from the blue color component slider, but the slot color definition works anyway, no idea why this sometimes happens. There are certain occasions where the pulse function will miss a condition, such as pulling out and putting away a weapon several times too rapidly. To fix this simply cycle through weapon out / away giving a second pause after each action. If you are casting spells in rapid succession the script monitoring that may miss a trigger and you might end up holding a spell without the pulse active. To fix this put the spell away or finish casting, the script should catch the next iteration. Thanks to Hawk9969 and Monoman1 for their scripts and help, and AthenaESIV for beta testing. And I'm not sure who all else, I dug through so many scripts trying to figure out what I was doing.
  18. View File Tribal Body Tattoos Customizable tribal body tattoo set for CBBE female bodies applied with LooksMenu overlays. This is a tattoo overlay mod for LooksMenu. The set includes 25 different options allowing you to mix and match. Currently, the tattoos are featured in black only, as LooksMenu doesn't yet support color swap body overlays. You can also add these tattoos to any female NPC through LooksMenu too! *Female only* COMPATIBILITY: Works with any CBBE texture set (does not change body textures, overlays only) Works with any clothing/outfit/armor mods Works with Unique Player Works with all female characters Install NMM/MO2: First Install LooksMenu and it's requirements (F4SE) Download through with Nexus Mod Manager Install as normal Ensure LMTOTribalOverlays.esp is active Start your game and enjoy! To use: Open LooksMenu (console: slm 14) Edit Body Access Overlays R (or click) to Add Tattoos are labeled by body part and side of body (if applicable) - see below for complete list of available options Tattoo options: Arm Both Arm Left Arm Right Back Full Back Spine Back Stamp Back Blades Back Blades Left Back Blades Right Feet Both Feet Left Feet Right Belly Button Chest Full Chest Left Chest Right Pelvis Torso Full Full Body (shown in screenshots) Leg Both Leg Left Leg Right Hand Both (shown in screenshots) Hand Left Hand Right Screenshot info: Bikini and flip flops are from CROSS Tactical Swimsuit Nail polish is from my other mod: LooksMenu Nail Salon Poses are from Dave's Poses Sunglasses are Rad-Ban Eyewear Inc. That patio pool is in Spectacle Island, facing the city Special thanks to JohnnyRed for allowing me to port the texture from the Skyrim mod, expired6978 for LooksMenu and krisser143 for the guide on creating this. LooksMenu Tribal Body Tattoos CBBE.7z Submitter AWP3RATOR Submitted 01/27/2018 Category Models & Textures Requires LooksMenu, F4SE  
  19. Which mod is this tattoo from?
  20. View File Description Using the excellent additions made by Expired6978's RaceMenu mod, this plugin adds a new overlay tattoo set consisting of: 1 body paint, 1 hands paint, and 1 feet paint. They're of tribal design (or at least I think they are). Currently, these tattoos are female only, but I might change that if enough people request it. Requirements A UNP-compatible body such as UNPB, UNPC, TopModel body, Dream Girl, 7Base and all of its derivatives. RaceMenu v2.5.1 or better (and all of its requirements, check Nexus page for details) A mouse & keyboard. Installation & Usage Extract the packaged files and copy-paste/drag n' drop them into your Skyrim data folder. Make sure you also check on the appropriate .esp file if you're not installing it via Wrye Bash or any other mod organizer. To apply the tattoos themselves, look for the ones named "[body part here] Tribal Tattoos [Design # here]" and color them via sliders. To upgrade version, simply extract new files over the old ones. CBBE users: Download the CBBE textures and extract over the UNP ones. Other Stuff Feel free to leave feedback, I like hearing everyone's opinion. If something doesn't work or is broken, please leave a comment and I will get on it as soon as I can. Have a request or a burning question you must ask? Leave those as well and I will try to answer them as best I can. Also, the warpaint is not included in the set, that's from another mod. I will also be adding more sets and variations of each set periodically. Pics Submitter Johnnyred Submitted 09/20/2013 Category Models & Textures Requires RaceMenu v2.5.1 or better, a UNP-compatible body (UNPB, 7B or similar)) Special Edition Compatible
  21. View File Combined my two earlier tattoo mods to one and added new motifs. Contains 423 motifs Requires Racemenu Submitter Ixum Submitted 02/17/2016 Category Models & Textures Requires racemenu Special Edition Compatible
  22. Okay, so I'm having two separate problems here. The first is a pair of sandals I'm trying to convert from CBBE feet nifs to UUNP feet nifs, HG Feet. Problem is, whenever I equip the sandals.. my feet turn purple!.. even before the conversion: but Outfit studio had no problem finding the proper feet texture: ........................................................................................................................................................................................................................................................................................ Next is a weird conversion bug or something.. I attached a fishnet abdominal piece from one of Gamefever's Book of UUNP armors to Aradia's Kato bra.. But oddly enough, the overlays stayed visible when I attached that same fishnet abdominal piece to Katarina's bra piece: I've only used Outfit Studio so far. I'm guessing I've gotta configure something within the nifs. Any clues?:
  23. Tit Kit for SlaveTats View File DESCRIPTION: This is a SlaveTats conversion of @Monsto Brukes Tit Kit Racemenu Overlay mod. Original work was done by monsto. Conversion uploaded here with permission. This overlay mod is a CBBE and UNP texture nipple coloring/effects set offering 34 different nipple overlays. Now with SlaveTats options to recolor, add gloss, or glow. This is best used with a CBBE/UNP based body texture with small, lighter colored nipples - though it will work with all textures. Your mileage may vary based on the coloration of the base body texture. Made on request by: @nufndash REQUIREMENTS: Skyrim LE ('oldrim' version tested - may (probably?) will work with Skyrim SE) SlaveTats tested with version 1.3.0-beta-2 / SE 1.3.0 (and its requirements) USAGE: Download and install with Mod Oraganizer or NMM, Vortex, etc., or unzip to ../Skyrim/Data (Download the correct file for your body type) In-game, access the SlaveTats MCM menu to apply the tattoos (female only) Tattoos are listed under Body section: TitKit Enjoy and give credit to the a shout-out to the original author: here. PERMISSION/CREDIT: Original mod created by monsto and adapted to SlaveTats under permission from Nexus mod posting: Submitter AWP3RATOR Submitted 09/04/2019 Category Models & Textures Requires SlaveTats, CBBE Body Textures Special Edition Compatible Yes
  24. Hello the title says it, I have uploaded my files(i'm use deathgrips's textures to make his mod ESPless) Textures.zip
  25. Version 2.4

    2,852 downloads

    Combined my two earlier tattoo mods to one and added new motifs. Contains 423 motifs Requires Racemenu
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