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View File Karryn's Prison - Mod Organizer 2 Integration Plugins Mod Organizer Integration Plugins Collection of plugins to allow better integration of mods with Mod Organizer 2. Installation Download latest release (section Packages > mod-organizer-integration-plugins.zip) Extract content of the archive to the root of Mod Organizer 2 Plugins GitGud Package Tracker Plugin allows to track the latest versions of mods from GitGud. On launch it checks the latest versions for all gitgud mods (given that mod creator distributed mod with required metadata). Also checks the latest version of a mod right after it's successful installation. Example For example we have non-nexus mod: If mod contains required metadata you should see the following behavior. When mod is up-to-date: When mod is outdated: For mod creators To receive MO2 notifications about new versions of the mod (without any need in nexusmods approvals) can be achieved by including metadata inside mod archive. To achive that at the root of mod archive create file meta.ini with section [Plugins] and attributes GitGud\projectId, GitGud\releaseId and GitGud\fileId. Example of meta.ini file for release https://gitgud.io/madtisa/cc-sk-compatibility-mod/-/releases/1.0.0 [Plugins] # GitGud project id (number, required) GitGud\projectId=19426 # Release version of mod (string, optional for now, but will be used in future) GitGud\releaseId=1.0.0 # File identifier - the name of file in the release (string, optional for now, but will be used in future) GitGud\fileId=CC-SK Compatibility Mod.zip Project id can be found on main project folder: Release and file ids on related release page: Karryn's Prison Plugin The plugin adds support for Karryn's Prison game. Without it you won't be able to use MO2 to manage Karryn's Prison mods. Internal Metadata Extractor The plugin allows to store mod metadata (e.g. modName, version) inside mod package. By default MO2 overrides modName and version of non-nexus mods: After installing the plugin name and version of mod can be specified inside mod archive: For mod creators All stardard MO2 metadata properties can specified inside mod archive. For example, to specify mod default name and mod version you should add meta.ini file with following content: [General] # Suggested mod name on installation (string) modName=CC-SK Compatibility Mod # Version of the mod. Won't be overriden by MO2 if specified version=1.0.0 Before installation file meta.ini will be extracted as archive MO2 metadata (as if immitating nexus download) and metadata will be used in process of installing mod and preserved after. Also useful metadata attributes: directURL - required for creating wabbajack modlists url - custom url to package page hasCustomURL - indicates whether it's a non-nexus mod category - List of mod categories etc... Submitter madtisa Submitted 11/25/2022 Category Misc Adult Mods Requires Mod Organizer 2
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I've ESL-fied all the available plugins in Wrye Bash. I've tried using zMerge but it's a total mess honestly, I need to debug it even with the smallest merges. Are there any other alternatives? I know for a fact that some of my plugins should be ESL-capable with how little they add to the game but Wrye Bash is adamant about not letting me flag them. What else can I do? I can post my mod list if need be.
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I think that I am having issues with creating my plugin for my weapon mod. Whenever I get the gun in game and the parts for the gun they don`t visually appear. The sound isn`t there either only the reverb and impact sounds. It seems like everything else for the gun like the modifications work. I have created inside the plugin the Aim Model, Constructible Object, Sound Keyword Mapping, Keyword, Misc Item, Object Modifier, Sound Descriptor and Weapon. I have inside the Object Modification this for where the files are to be read: example - Main.ba2\Meshes\Weapons\example\example.nif I used to have these but I thought that packing them inside ba2 files would work: Meshes\Weapons\File\mesh.nif Data\Meshes\Weapons\File\mesh.nif Weapons\File\mesh.nif For sound I currently have: example - Main.ba2\sound\fx\wpn\example\example_FirePlayer.wav I`ve tried: sound\fx\wpn\file\example_FirePlayer.wav data\sound\fx\wpn\file\example_FirePlayer.wav I am a beginner at making plugins but I did notice while making my plugin that the sound descriptors contains ID`s for FirePlayer and FireNPC both inside mods on nexus and guns in vanilla fallout 4. I assume that its the sound for the player when they are shooting or else it would say FIREBASE which I`m pretty sure deals with player fire also or FIRENPC which is how it sounds when the NPC`s fire the weapon but since I`m still struggling to get it visible I haven`t even bothered creating those other portions. I think that there's something I'm doing wrong but I can`t figure out what it is rather its the locations I`m giving or something else.
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DynamicAnimationReplacer - Animation Limit Patch View File Dynamic Animation Replacer currently has animation limit set to 16384 as stated in it's description. If you use FNIS XXL and have lots of animation mods, you can easily exceed this limit. As a result, you will see "too many animations" error after you load saved game and Skyrim will close. This mod contains patched Dynamic Animation Replacer v1.2.0 to expand this limit from 16384 to 32512 If you wish to patch it yourself, here are offsets: Address / Length / Original bytes / Patched bytes 730F 0x1 40 7F 7327 0x1 40 7F 73F6 0x1 40 7F 747A 0x1 40 7F 7492 0x1 40 7F 74A4 0x1 00 FC 74C9 0x1 40 7F 74D2 0x1 40 7F 74E8 0x1 40 7F 758F 0x1 40 7F 796E 0x1 40 7F 7BC9 0x1 40 7F 7C27 0x1 40 7F 7C7A 0x1 40 7F 7CF7 0x1 40 7F 7D74 0x1 40 7F All credits to Felisky for creating original plugin Submitter amaru Submitted 06/23/2022 Category Animation Requires SKSE Special Edition Compatible No
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I've been fighting with Skyrim to get NPC inventories the way I want, but it seems to be far more complicated than I hoped. I'm getting NPCs to equip an item, and then change to another item and remove the first one. When I remove the item from the NPC, they seem to put on their default item again. For now I can just not remove the old items, but I'd like to not have all the duplicate items in their inventories for immersion purposes. Player inventories are behaving as I want them to, so I'm wondering if there's any way to get NPCs to temporarily stop this behavior. I've tried using the ObjectReference AddInventoryEventFilter, but that didn't seem to stop the behavior, so I'm thinking it might not even be a Papyrus event like OnItemRemoved. Would it be possible to modify this behavior with an SKSE plugin? I'm trying to do it with Papyrus, but I'd learn plugin development if it could be done that way. Any ideas would be really appreciated. Thanks, v
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Version 1.0.2
7,402 downloads
RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...) A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK. Description: Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM. Use Ctrl+M to quickly access the Activation Menu. Requirements: BodyMorph 1.1.0+, of course. NVSE. NVSE Extender (NX). Mod Configuration Menu - Needed to activate and setup the plugin. Weighted body, like T3F Body with BnB (look in Files section). Weighted armors or clothing, like Bouncing Breasts Type 3 Armors. Or T3FBBR BnB Body Replacer + Rough Outfit Conversions. Notes: There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so: Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph. Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time. Changelog:-
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Version 1.0
2,661 downloads
Hi everyone! Here's something I figure a lot of you will enjoy: Nude ragnarok online sprite replacers. This will essentially make all female players (yourself included) nude. It does NOT affect the game in any other way, which means you can safely use it on most servers without worrying about the ban hammer. Simply extract the folder, and copy the data folder into your ragnarok online directory. Only you will be able to see the nude sprites, everyone else will see you as normal (unless they too have this mod installed.) If you are playing a private server, just read up on their rules about sprite replacement. Some are okay with it, some aren't. This does not affect your ASPD in any way, nor is it 0delay. These are based off of the original sprites. Also, this package only works for up to second trans job classes. Third classes aren't included, but can be added by you if you so desire (look at the readme file.) It will work right alongside headgears, armors, shields, weapons, etc. Even custom ones. Also, if I have the time, I would like to make a futa replacer for the male sprites. But we will see. If you want to take up this task, feel free to. Also, currently, it does not work for mounted characters. So you can still have a nude warrior class, just don't mount a peco. This replacer only works up to second class trans jobs. Third jobs are not done, but you can add them yourself (look at the readme file.) Anyways, I hope you all enjoy! -
Version 1.2.0
2,786 downloads
Dynamic Animation Replacer currently has animation limit set to 16384 as stated in it's description. If you use FNIS XXL and have lots of animation mods, you can easily exceed this limit. As a result, you will see "too many animations" error after you load saved game and Skyrim will close. This mod contains patched Dynamic Animation Replacer v1.2.0 to expand this limit from 16384 to 32512 If you wish to patch it yourself, here are offsets: Address / Length / Original bytes / Patched bytes 730F 0x1 40 7F 7327 0x1 40 7F 73F6 0x1 40 7F 747A 0x1 40 7F 7492 0x1 40 7F 74A4 0x1 00 FC 74C9 0x1 40 7F 74D2 0x1 40 7F 74E8 0x1 40 7F 758F 0x1 40 7F 796E 0x1 40 7F 7BC9 0x1 40 7F 7C27 0x1 40 7F 7C7A 0x1 40 7F 7CF7 0x1 40 7F 7D74 0x1 40 7F All credits to Felisky for creating original plugin -
Version 2.1.0
2,002 downloads
Mod Organizer Integration Plugins Collection of plugins to allow better integration of mods with Mod Organizer 2. Installation Download latest release (section Packages > mod-organizer-integration-plugins.zip) Extract content of the archive to the root of Mod Organizer 2 Plugins GitGud Package Tracker Plugin allows to track the latest versions of mods from GitGud. On launch it checks the latest versions for all gitgud mods (given that mod creator distributed mod with required metadata). Also checks the latest version of a mod right after it's successful installation. Example For example we have non-nexus mod: If mod contains required metadata you should see the following behavior. When mod is up-to-date: When mod is outdated: For mod creators To receive MO2 notifications about new versions of the mod (without any need in nexusmods approvals) can be achieved by including metadata inside mod archive. To achive that at the root of mod archive create file meta.ini with section [Plugins] and attributes GitGud\projectId, GitGud\releaseId and GitGud\fileId. Example of meta.ini file for release https://gitgud.io/madtisa/cc-sk-compatibility-mod/-/releases/1.0.0 [Plugins] # GitGud project id (number, required) GitGud\projectId=19426 # Release version of mod (string, optional for now, but will be used in future) GitGud\releaseId=1.0.0 # File identifier - the name of file in the release (string, optional for now, but will be used in future) GitGud\fileId=CC-SK Compatibility Mod.zip Project id can be found on main project folder: Release and file ids on related release page: Karryn's Prison Plugin The plugin adds support for Karryn's Prison game. Without it you won't be able to use MO2 to manage Karryn's Prison mods. Internal Metadata Extractor The plugin allows to store mod metadata (e.g. modName, version) inside mod package. By default MO2 overrides modName and version of non-nexus mods: After installing the plugin name and version of mod can be specified inside mod archive: For mod creators All stardard MO2 metadata properties can specified inside mod archive. For example, to specify mod default name and mod version you should add meta.ini file with following content: [General] # Suggested mod name on installation (string) modName=CC-SK Compatibility Mod # Version of the mod. Won't be overriden by MO2 if specified version=1.0.0 Before installation file meta.ini will be extracted as archive MO2 metadata (as if immitating nexus download) and metadata will be used in process of installing mod and preserved after. Also useful metadata attributes: directURL - required for creating wabbajack modlists url - custom url to package page hasCustomURL - indicates whether it's a non-nexus mod category - List of mod categories etc...-
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Version 1.0.0
20,560 downloads
A simple plugin for Sexbound that adds a new feature where an actor will randomly emit 'pheromones' during the time they are having sex. Requirements This mod requires Sexbound v3.x to be installed in your mods folder. Installation *This mod was made for Starbound v1.3.2 1) Extract the contents from .zip file. 2) Move the extracted .pak file into your Starbound mods directory. 3) Finished. About Any npc, player, or monster that collides with an actor's emitted pheromones will become instantly aroused. Note: This mod was created mainly to demonstrate how other modders can develop standalone plugins for Sexbound. Please try it out! -
View File About SkyUtilities is a SKSE plugin targeted to Skyrim mod authors. It adds features to Papyrus which yet don't exist and aren't available anywhere else. This project is a way for me to get an understanding of SKSE and the game itself. I'd like to start working on Skyrim SE and Fallout 4 too, as soon as there is a release of their script extensions. I'll try to implement every feature written for Oldrim into SSE as to not make the plugin irrelevant in the future if SSE actually leaves Oldrim behind (modding-scene wise). Info This version (v0.4) is a pre-release and not yet ready to be distributed for a playthrough. I'm releasing it now so that if you're planning on using this SKSE plugin for your mod you can start working with the papyrus functions. The API won't change. Also: I'm looking for ideas. Let me know if you have something in your mind that you think might be useful as an addition and for other modders aswell who might benifit from that. I advice to download SkyUtilities directly from a trusted source (such as this one or the official github repository, if you don't build it for yourself) to make sure that everything works as intended. If this plugin is distributed elsewhere I can't guarantee for proper functionality (meaining: might be altered). Features Networking: (Basic) HTTP requests (both GET and POST) URL en/decoding Mod information retrieval from Nexus (non-adult) or LoversLab (via mod id). Usage of the Steam API: Profile ID, Profile Name, Achievements Configuration (Readable: JSON) StringUtil: regular expressions Note: Requests do not block/freeze the game. Responses are distributed via events (See Examples or scripts in github or in the download archive for more information). Requests not yet finished while saving are too saved and will be loaded if you choose to load that particular save. Examples can be found here: Examples Sourcecode If you want to take a look into the Sourcecode behind this plugin, there is a GitHub repository you can check out (hehe): https://github.com/sereni-ty/SkyUtilities Submitter serenity_ Submitted 06/07/2017 Category WIP / Beta Requires Special Edition Compatible
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View File [SxB] Pheromones (Plugin) A simple plugin for Sexbound that adds a new feature where an actor will randomly emit 'pheromones' during the time they are having sex. Requirements This mod requires Sexbound v3.x to be installed in your mods folder. Installation *This mod was made for Starbound v1.3.2 1) Extract the contents from .zip file. 2) Move the extracted .pak file into your Starbound mods directory. 3) Finished. About Any npc, player, or monster that collides with an actor's emitted pheromones will become instantly aroused. Note: This mod was created mainly to demonstrate how other modders can develop standalone plugins for Sexbound. Please try it out! Submitter Locuturus Submitted 03/07/2020 Category Starbound
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This one error has been bugging me. It's a fresh install. There was actually a whole slew of these errors before and those had the actual file that had the error so I managed to fix those. This one though I cannot figure out for the life of me. Does anyone know which mod this one error could be referring to? Th
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View File RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...) A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK. Description: Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM. Use Ctrl+M to quickly access the Activation Menu. Requirements: BodyMorph 1.1.0+, of course. NVSE. NVSE Extender (NX). Mod Configuration Menu - Needed to activate and setup the plugin. Weighted body, like T3F Body with BnB (look in Files section). Weighted armors or clothing, like Bouncing Breasts Type 3 Armors. Or T3FBBR BnB Body Replacer + Rough Outfit Conversions. Notes: There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so: Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph. Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time. Changelog: Submitter asdasfa Submitted 03/18/2015 Category Other Requires BodyMorph NVSE NX MCM
- 61 replies
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Have you ever waked up in a bed with a stranger after a wild party? I did once In Skyrim, when you get really drunk and pass out, I would like a plugin similar to SL Dangerously nude to apply. Now, i have no talent in cryptography and scripting otherwise I would have done this myself Thanks and keep up the good work with SL !